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Civility must be rewarded.

If it isn’t rewarded, there’s no use for it.


There’s just no use for it at all.
— Dr. Logan, Day of the Dead

An adventure for the World of Darkness


using the Storytelling Adventure System

STORYTELLING ADVENTURE SYSTEM


SCENES MENTAL OOOOO XP LEVEL

10 0-34
PHYSICAL OOOOO
SOCIAL OOOOO
Civility must be rewarded.
If it isn’t rewarded, there’s no use for it.
There’s just no use for it at all.
— Dr. Logan, Day of the Dead

An adventure for the World of Darkness


using the Storytelling Adventure System

Written by Matt McFarland Developed by Chuck Wendig


Edited by Michelle Lyons Layout by Mike Chaney
Art: Brian Leblanc and Eric Kolbek
© 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the
purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are
registered trademarks of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created,
Changeling the Lost, Hunter the Vigil, Geist the Sin-Eaters, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved.
All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The
mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book
uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment
purposes only. This book contains mature content. Reader discretion is advised.
Introduction
The World of Darkness is terrifying, broken place. It has all of the problems
and tragedies of our own, familiar world, but monsters also lurk in the shadows.
Their presence makes the world more dangerous in a plethora of ways. Some of the
supernatural beings prey on people in a literal sense — vampires drink the blood of
the unwary, for instance, and crazed beasts hunt down people for their flesh. But
other such beings simply make the world unsafe. They wage their secret wars and
claim their territories and they all seek to keep the unknowing masses out.
Knowledge is like water. It seeks to escape. It finds its own level. It seeps into
everything, and no matter how well-maintained the secret, someone eventually
learns it. In the soul of every living being in the world is the potential to know,
to become part of this secret. And now, one brilliant woman has decided that the
world can no longer afford to be ignorant.
Falling Scales is the first installment in a four-part chronicle. While these
stories are meant to build on one another, they are also written so as to be useful
and playable on their own. The only book necessary to run Falling Scales is
the World of Darkness Rulebook. If your troupe wishes to play through this
Falling Scales

Introduction
story using characters from one of the other World of Darkness games (or even
a mix of several!), information for doing so is provided.

Treatment
The characters in Falling Scales become aware of the Unmasked, a cult
whose members believe that secret-keeping is always destructive. The cult
investigates paranormal occurrences and catalogues them, searching for as
much information as it can. At the lowest levels of membership, though, the
cult behaves very much like a predatory self-help group. It engages in love-
bombing and low-level brainwashing to get people on board, and then freely
uses their time, money and other resources to further its agenda. The leader of
the cult is a woman named Anna Christopher. She exemplifies the idea that
the ends justify the means. She knows more about the truth of the supernatural
than most people ever could without actually becoming something more than
human, and that knowledge has cost her more than just sleep. She feels that
the world is in a state of emergency—the truth needs to come out, and if that
means she has to bankrupt or burn out a few people, so be it.
The characters become involved with the cult after seeing the supernatural
up close. A member of the cult witnesses the same thing they do, but does not
become involved in the grisly scene. Instead, he merely takes pictures and flees.
The next day, a representative of the cult contacts the characters, explaining
that because they have already seen the otherworldly at work, they can join the
Unmasked and bypass the “self-help” front that the group puts on. During this
meeting, though, the cultist (a young man named Nick Holcomb), receives a
call from his higher-ups in the cult and abruptly breaks off the conversation.
He has, it seems, said too much.

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and connections and can arrange for the characters to be harassed, evicted and
even arrested. Eventually some kind of confrontation will be necessary, and the
About the characters can dismantle the Unmasked entirely.
Even then, the characters aren’t free. As they work with the Unmasked,
Storytelling Adventure System they find themselves changing. The cult has infected them with a kind of mental
If this is your first Storytelling Adventure System virus, an affliction that changes their souls. This affliction has its benefits — but
(SAS) product, you’ve chosen a fine place to start. as the characters will see in future chapters of this story, it is also progressive.
To keep this story kit lean and focused, though,
we haven’t included a lot of the core premises and
Storyteller suggestions that are at the heart of the
Themes: Courage and Will
SAS. Whether you’re a new Storyteller or an old The citizens of the World of Darkness are not unaware of the supernatural,
hand, be sure to read the free SAS Guide, found at least not entirely. On some level, people know that the shadows are dangerous
at the SAS website: and they avoid them. As in our world, most people have a ghost story to tell. It’s
just that in the World of Darkness these stories are true more often than not.
www.white-wolf.com/sas Despite this widespread suspicion that the stories and legends have more
Here are some of the features available in than just a kernel of truth, people don’t generally dedicate time and effort to
Falling Scales: learning that truth. Why? It isn’t just fear and it’s not just self-preservation.
Most people simply do not have the will to pursue this dangerous vocation.
• Interactive links. Clicking on anything in blue will Those who do usually have lost loved ones or otherwise been directly victim-
Falling Scales

Introduction
take you directly to the section referenced, or to an ized by the supernatural, but people like that form the base of Hunter: The
appropriate character sheet or prop. It may also take Vigil. Some people don’t have anything personal in the matter. Like any good
you to an external website that could be useful. detective, they simply hate mysteries.
• Scenes. Clicking on a scene name in the scene Throughout Falling Scales, try to reward players who take direct, un-
flowchart or the page number in the scene card prompted and decisive action. Maybe that comes in the form of extra experience
will take you to the full write-up of the scene. points, a small dice pool bonus or just a greater likelihood that their plans will
work. The more the characters act without overthinking or having to be led
• Bookmarks. This PDF is fully bookmarked, so around, the more they are embracing the theme of this story.
you can jump to major sections at any time when

Mood: Down the Rabbit Hole


the file is open.

Once learned, the truth can’t be unlearned. Once the characters know, for
a fact, that inhuman beings exist, they can’t go back to ignorance. This kind of
Shortly thereafter, Maricel Lazaro finds the characters and attempts to irrevocable discovery should permeate Falling Scales. As Storyteller, you should
kill them (she may even bring friends along, if you think the characters would underline it when possible. A good way to do that is to occasionally run scenes
appreciate a tougher fight). Once the characters have defeated her—or before with the characters in otherwise mundane situations and mention how their
the fight ends, if they need assistance—several members of the cult arrive. They new knowledge makes them filter other innocuous information.
take the characters to meet Anna Christopher, the cult leader. She informs For example: A character, after playing through A Glimpse of the Un-
them in no uncertain terms that they have seen too much of the supernatural known, goes to a bar to get a drink. A woman approaches him flirtatiously.
not to be members and offers them positions in the cult’s upper echelons (re- Under normal circumstances, the character might think himself lucky and be
served for those with direct experience). Of course, from this perspective, the anticipating what the rest of the evening might bring. But after seeing Maricel
characters can see the harm that the cult does to its lower-level members and Lazaro murder a man in that opening scene, can he really afford to be so trusting?
they can (and should) take exception. For the rest of his life, he will view any such behavior on the part of women as
From there, the characters can either work with (or within) the Unmasked, suspect, even if, rationally, he knows that such creatures are extremely rare.
searching out the supernatural and cataloging it, or they can refuse and have This kind of realization is sobering and terrifying. The Storyteller shouldn’t
the cult attempt to bring them down. The Unmasked have immense power miss an opportunity to remind the players of it.

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Falling Scales Across the World of Darkness Mage: The Awakening
Running this story with mages would be a challenge, no question. Even a
This story is meant for mortal characters, with no (or very little) supernatural
influence. However, if you wish to play through Falling Scales with characters that cabal of newly Awakened mages can potentially destroy or easily track Mari-
have already received supernatural templates, it’s by no means impossible. It just cel Lazaro, read the cult’s intentions and even hunt down and finish of Anna
requires a bit more work on your part. Below are some suggestions and considerations Christopher without waiting for any “reveals” from the Storyteller.
for doing so. Additionally, under each scene in Falling Scales, we’ve included any The best advice in this situation is simply to run with it. If the characters
special considerations or rules that might be required for that scene. are being proactive and using their powers creatively, that’s fine. It’s even in-
Note, too, that the memetic infection afflicting the characters has different theme for Falling Scales. You can have the Unmasked follow the characters,
effects on non-mortal characters. These effects are noted under the Memetic making Paradox worse simply by being present. If the characters resolve the
Infection heading below. cult’s plotline too quickly, simply introduce the memetic infection earlier and
shift that to the main plot thread.
Vampire: The Requiem Promethean: The Created
Getting a coterie of Kindred into Falling Scales is fairly simple, because
the opening plotline with Maricel should be interesting to vampires. She is, Prometheans might actually be more susceptible to the cults brainwash-
after all, a vampire herself, but not Kindred. If the characters have an ounce ing methods than mortals. After all, they have no context for many social
of curiosity about their own undead condition among them, that should be an manipulation methods used, and they are, as a rule, lonely and cut off from
irresistible lead. much of society. Of course, the cult isn’t immune to Disquiet and that means
that love-bombing can turn into an angry, torch-wielding mob all too quickly.
Falling Scales

The problem comes when the characters become involved with the cult.

Introduction
The Unmasked don’t make value judgments about vampires per se, but they Likewise, the Created don’t have a larger society telling them to stay hidden
do take special interest in vampires because they are such recognizable super- from people (though they tend to learn that quickly on their own). As such,
natural beings. And that means that simply by paying attention to folklore, the the Unmasked might well be able to use a throng of Prometheans to expose
Unmasked already know many of the characters’ weaknesses (to wit: sunlight, the supernatural, at least to the immediate area.
wooden stakes, a need for blood, distorted reflections, etc.). The characters im- As far as using Prometheans as characters in Falling Scales, some of the same
mediately become science projects because the Unmasked already have enough considerations arise as with vampires and werewolves. The Created are usually
context to know what questions to ask. That also means that when things turn tough enough, physically, that Maricel won’t be much of a threat, and they have
sour between the characters and the cult, the cult might not be satisfied with a diverse enough range of powers that the cult itself might prove only a minor
simply emptying their bank accounts. They might decide to find them at noon issue. But the entire experience should make for some interesting milestones, and
and try to take them for a stroll. the memetic infection presents its own unique issues for the Created.

Werewolf: The Forsaken Changeling: The Lost


The biggest immediate concern with running Falling Scales with a Changelings are, in many ways, abuse survivors. That doesn’t make
pack of werewolves is that they will probably kill Maricel Lazaro during them weak or pathetic (anyone who would call an abuse survivor “weak”
the first scene. If you don’t want to allow that, you can try and set the has their own issues anyway), but it does mean that they are somewhat
scene in such a way that she can easily slip away, but beware of forcing this damaged by the experience. And that, unfortunately, makes them prime
issue. Werewolves are good at hunting and killing, and if you deliberately recruiting fodder for cults. While the Unmasked might not be able to key
shut them down in this area the players might justifiably get frustrated. in on precisely what traumatic experience a changeling is hiding, cult lead-
This might mean skipping No Witnesses, but that shouldn’t damage the ers are adept at recognizing that such experiences are lurking in a person’s
overall story. psychological makeup. It might be better, though, just to get details about
Werewolves aren’t as obvious as vampires, so they probably won’t run a character’s Durance and then refer to it during the game (and reward the
into the same issues that Kindred will with regard to the Unmasked. How- player for portraying the reaction that this engenders).
ever, werewolves need to be careful to avoid exposure, and the Unmasked Changelings make good characters for Falling Scales. You still have
might realize that they can provoke werewolves into Changing in public to deal with their fae powers and how those change the considerations of
places with the right kinds of stimuli (this puts innocent people at risk, the story, but changelings are diverse enough that it’s hard to know exactly
but Anna Christopher has no problem with that). which areas of the story might need tweaking. If the characters are Ogres

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and Beasts and combat-capable, then the fight with Maricel might be over
quickly. If the characters are Fairest and socially adept, the cult will pose
less of a problem.
Backstory and Set-up
Before we get into the story proper, some backstory and introduction to the
characters is probably helpful. The Storyteller should pay close attention to the
Hunter: The Vigil events preceding Falling Scales, both because it will help him work this story
Hunters are human, even the ones with supernatural body parts implanted into an existing chronicle (if necessary) and because the players will likely think
or demonic pedigrees. As such, they should work in the story as written. Bear of avenues of approach not covered by the following scenes. If the Storyteller
in mind, though, that hunters who belong to Compacts and Conspiracies are knows what came before and what the principal characters’ motivations are,
less susceptible to the cult’s blandishments because they already have a strong he will be much better able to roll with the proverbial punches.
support system.
On that subject, the Unmasked cult is in essence a Compact (though a
Compact with a larger force behind it, but that isn’t relevant for purposes of Backstory

Backstory and Set-up


Falling Scales). That means that if you want to give Unmasked members the Anna Christopher buried her brother three years ago. He was, officially,
ability to risk Willpower or even use Tactics, this is entirely appropriate. the victim of a mugging gone wrong and bled to death in an alley after being
stabbed in the neck. Anna, however, didn’t accept that — her brother was an
Geist: The Sin-Eaters experienced boxer and knew how to assess a threat. She started digging and
discovered that while his death had been the result of blood loss, almost no
Sin-Eaters are powerful enough that this story might not prove much of a blood was found in the alley.
challenge…but that said, the memetic infection hits them especially hard (see
Falling Scales

This was the final bit of confirmation that Anna needed. Vampires were
below). Like mages, Sin-Eaters might move through Falling Scales quickly and real, and in that second of cold certainty, she admitted to herself everything
think that they have dispatched a troublesome opponent (two, really, given she’d always suspected. Werewolves, ghosts, monsters — all of them shared a
both Maricel and the cult) with little problem, until they discover that the world with normal humans. Those humans knew nothing, not because they
voices of their geists are growing faint. couldn’t learn, but because they chose to ignore. Anna decided to make a dif-
ferent choice.
Supernatural Tolerance She founded the Unmasked with the intent of hunting down supernatural
Some of the systems in this story refer to “Supernatural Tolerance.” This is the beings and learning the truth about them, but she realized early on that doing
trait that measures the strength of a character’s otherworldly knowledge, energy or so would be hazardous to her life. Instead, she started offering “the truth” to
potency. Though it goes by different titles in the various games (and means different people who had “seen things they couldn’t explain.” She couched her language
things), the trait is often added to contested resistance rolls. A character’s Supernatural in a lot of religious and life-coaching double-talk, both to appeal to a broad
Tolerance trait is Blood Potency, Primal Urge, Gnosis, Azoth, Wyrd or Psyche. spectrum of clients and to throw any supernatural beings off her trail. But what
she discovered was that she wasn’t alone. Many, many people in the greater
Terminology Denver area alone had heard the howls at night. They explained to their
children that those were just coyotes, but some part of them suspected that
Throughout Falling Scales, we refer to non-supernatural characters (which in-
the wails, those horrible noises that seemed to grow just slightly louder under
cludes the hunters of Hunter: The Vigil) as “mortals.” Strictly speaking, werewolves,
the full moon, were wolves. Those people were willing to give good money to
changelings and mages are mortal, but the word “mortals” makes for smoother read-
Anna Christopher to be given some context, some way to make that bone-deep
ing than “non-supernatural human being.” Likewise, we use the term “supernatural
certainty make sense.
character” to refer to vampires, werewolves, mages, Prometheans, changelings,
Was it simple greed that motivated Anna to found her group, or was it
Sin-Eaters and ghouls. Again, hunters don’t fall under this umbrella.
the possibility of saving some lives or raising some awareness? Even Anna isn’t
entirely sure. As her support group grew and people drove in from Boulder,
Colorado Springs, and even further afield, she lost some of her focus and con-
centrated more on the money-making aspect of the group. It was only a few
weeks later that she got a visit from the vampire that killed her brother.
The vampire attempted to bind her, feeding her blood and turning her
into a slave, but the memetic infection was already at work and she resisted
the attempt. The vampire returned, every few nights, for repeated “therapy,”
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and every time Anna grew a bit more suspicious. He wound up hastening the •­­ The­ Eyes are the Gateway to the Soul. Anna trains people to use their
infection; she progressed to stage four within a month — at which point her peripheral vision rather than to make eye contact. As such, cultists don’t
soul became inviolate and he couldn’t bind her. Anna realized what he was seem to focus on non-cultists, though they hold conversation normally.
and what he was doing and sent a small group of her most trusted clients to They look over shoulders, off to the side, or slightly down. This gives them
deal with him. They pulled him from his haven in the middle of the day and an unfocused and disembodied affect, but also makes it difficult for powers
burned him. They were later arrested for arson and trespassing, but sent away that rely on eye contact (such as the Dominate Discipline) to work.
with minor fines (after all, there was no evidence of foul play — vampires’
bodies turn to dust on Final Death). •­­ The­Ears are the Gateway to the Mind. Low-level cultists hum almost constantly
Anna was still free, but her eyes had been opened to even greater truths. when they aren’t actively engaged in conversation, and sometimes when they
She sought out the paranormal, following up on the stories that her clients told are. More informed members keep an earbud in their left ears, playing soft but
her. She tracked down the occult beings of the Denver area, and saw werewolves, constant music or white noise. This ostensibly gives the members something
ghosts, spirits, mages and creatures too strange to name. The things she learned to focus on, again in case of magic that works through sound.

Backstory and Set-up


convinced her that she would need to alter her organization’s setup a bit. She
•­­ The­Voice is the Gateway to Betrayal. Anna admonishes the cult members
“promoted” some of her members, explained her real reasoning in structuring
to remember that someone is always listening. Her rule of thumb: Never
the Unmasked the way she did. Some she only told that the supernatural was
say anything out loud that you wouldn’t put on a billboard. Her trusted
real (which they suspected anyway) and that she wanted them to recruit others
cult members are therefore masters of inane chatter, practiced at sounding
and learn their stories. Others were given specific information and sent on mis-
interested without saying anything of value. Some of them give away what
sions, hunting down and recording known supernatural beings. These people
were chosen for unfailing loyalty and complete submission to the Unmasked seems to be personal information but simply lie about it, making up whatever
Falling Scales

— if caught or killed, they wouldn’t reveal their associations. Although Anna answers seem most useful.
didn’t know it, those people were also infected. The end result of the Gateways is that cult members seem interested but unfo-
The Unmasked cult has grown and spread across the region. Anna, cused, present but not engaged. The low-level members just come off as intoxicated,
however, remains the true head of it. The group holds quarterly seminars in stupid or vapid, but people like Abe Church and his soldiers blend into crowds,
Denver where all members are expected to attend (obviously they have no listen to conversations from across rooms, and go from blending into the background
way to enforce this except social pressure, but that’s enough). Anna has fast listening to an mp3 player to right next to a target holding a knife in seconds.
become a millionaire, and works intently to spread her cult (and the memetic In terms of game systems, low-level cult members all receive the Meditative Mind
infection) as far as she can. Merit. Experienced and trusted cult members also receive a +1 modifier to Stealth and
As Anna worked, she discovered that there were limits to what she could Subterfuge rolls. The Storyteller determines which bonus(es) a given member has.
learn about the arcane by simple observation. She needed a way to control
the circumstances in which she would see them use their powers, but the only
way to do that was to call them out. For that, she needed bait. Fortunately, Set-up
Anna runs a cult. Low-level members or members who have risen in ranks The characters need to be together when the story starts, but they don’t
too quickly for her comfort are given suicide missions. She sends them into necessarily have to know one another. They simply all need to be able to see
known supernatural territory or points out a target and tells her members Maricel feeding. Some suggestions:
to pick a fight (generally giving them a story about how dangerous a given •­ The­characters­are­all­attending­a­late­showing­of­the­same­movie.­Maricel­
creature is, but providing the cultists with a substance that will purportedly is feeding in the alley behind the theater, if you want to be traditional. If you
repel the creature — which is, of course, useless). She makes sure her trusted feel slightly more daring, though, you might have her feeding in the theater
team of bodyguards and technicians is nearby to record the carnage. proper, maybe stuffing the victim’s mouth with a scarf so he can’t scream.

The Face of the Cult •­­ The­characters­are­all­members­of­a­local­organization­—­church­group,­


Anna Christopher and Abe Church train the cult members in basic medita- scout group, teacher’s association, union, book club, parkour club, what-
tion techniques, from the lowest warm body up through the trusted lieutenants. ever the players might find cool. They’re out meeting and doing whatever
The idea is to keep supernatural beings from gleaning information from the it is they do together when they stumble across Maricel and her victim.
cultists’ minds. It works on three principles. Anna refers to these principles as Best to play this kind of scene up for the awkward moment when they
the Gateways: find the Aswang and realize, no, they’re not kissing — she’s killing him.

5
•­­ The­characters­are­paparazzi­or­assorted­hangers-on­of­a­celebrity­(pick­
or create an appropriate star). The star manages to lose them — but New Elements
Falling Scales makes use of material from World of Darkness: Antagonists.
they find Maricel instead.
Specifically, Maricel Lazaro is an Aswang, a type of vampiric (but non-Kindred)
•­­ The­characters­are­all­friends­in­the­area­for­a­high­school­reunion.­
creature native to the Philippines. Her traits and relevant powers are found
Maricel might have dragged her victim into the back of the hall where
in The Cast, below.
the reunion is being held, or she might have grabbed the class president
in the parking lot. In any case, have the players come up with some
appropriate high school history for their characters, and then use this
story to put those relationships into a new context.
Memetic Infection
The Unmasked spread an infection among them. Perhaps they discovered
•­­ Have­each­player­come­up­with­some­recent­tragedy­—­death­in­the­fam- it, or perhaps they created it. It’s possible, even probable, that they had no idea
ily, messy breakup, generally lonely existence, it doesn’t matter. They what they were doing when they introduced this “disease” to their member-
all meet randomly, perhaps just stopping in to the same diner to grab ship. But the fact remains that the infection is there, virulent, and probably
a cup of coffee one night, but they see Maricel and her hapless victim incurable. The infection takes the form of the most insidious thing in the
(maybe her victim is the line cook) in the kitchen. The characters are world: an idea.
strangers, united by nothing more than circumstance, but the misery The base of the idea is simple: The supernatural is real. The memetic infec-
they were feeling before they met provides the cult with an emotional tion plays on the human brain’s tendency to look for patterns and recognizable
“in” later. shapes. This is a tendency that human beings evolved to help them survive — a

New Elements
Falling Scales

shadow that looks like a threat elicits a response from the brain as though the
threat were real, even if it isn’t. A false positive (shadow perceived as threat)
The City of Denver won’t be fatal, but a false negative (threat perceived as shadow) might be. It
is this tendency that makes people in the real world hear voices in static and
(The information presented here on the city of Denver is necessarily sparse
and focuses on the information most likely to be useful in Falling Scales. A imagine they are ghosts, or patterns in burnt toast and imagine they are mes-
Storyteller preparing to run this story might wish to find some photographs and sages from God.
other information online about the Mile High City. The Rocky Mountain region In the World of Darkness, this evolution takes on an interesting twist,
is also covered in the Werewolf: The Forsaken supplement Hunting Ground: because the paranormal actually is real. The human brain still has the same
Rockies, though most of the information on Denver in that book deals with tendencies — if anything, people in the World of Darkness are probably more
the werewolves and their battle against a powerful spirit in the Denver area. prone to seeing human figures in shadows or flickers of movement in empty
A quick online search can turn up data, photographs, history and hopefully rooms. The memetic infection is an idea that lodges in that area of the brain
inspiration for your Denver-based game.) and then begins to adapt it.
Denver is the capital city of Colorado and is located between the Rocky As the infection progresses, the infected character becomes able to sub-
Mountains and the High Plains. Its elevation is exactly one mile about sea consciously recognize supernatural beings through normally imperceptible
level, earning the nickname “Mile High City.” Denver’s population is roughly “tells.” These tells are, again, reminiscent of something already present in the
600,000 in the city itself, with another 1.5 in the greater Denver area. human social experience: microexpressions. Microexpressions are involuntary
Denver boasts five light rails as well as a bus system, but also accommodates and almost imperceptible changes in affect and facial expression that correlate
cyclists and is considered extremely “walkable” as a large city. to emotion or reaction. It is possible that, by recognizing microexpressions, an
Denver has a large number of parks — more than 200 in the city alone. observer can detect lies or hostile intent (though, as always, it’s not nearly as
In the World of Darkness, this allows werewolves more latitude then they clear-cut as television shows make it out to be). But, again, in the World of
might get in cities without as much greenspace. Werewolves aren’t dependent Darkness, things are a little difference.
on forests and parks, but such areas allow them to spend more time in wolf Vampires instinctively shy away from bright lights and reflective surfaces.
form without being noticed, and this, in turn, allows them to keep themselves Werewolves touch their packmates without thinking about it and sniff the
under control. Like many heavily populated areas, Denver has a good number air much more often than human beings. Mages stare into space or lose focus
of vampires, mages and other supernatural beings. multiple times per minute (sometimes casting spells, other times distracted by
the sheer amount of information they can perceive). Prometheans’ expressions
are often completely wrong, since they aren’t human and do not have the hu-
man reflexes necessary for true microexpressions. Changelings’ expressions vary,
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but usually have to do with kith: a Snowskin closes her hands slowly (to break that she has not explicitly identified, but she can add them to her “library” if
the ice on her knuckles), while a Tunnelgrub moves around corners headfirst. she does so.
Sin-Eaters glance over their shoulders, into corners, or into empty rooms as When the character has had contact with multiple forms of the arcane
though they expect to see someone there (and often they do — either a ghost or has had direct, interactive experience with such a being (being bitten by a
or the geists that share their minds). werewolf, fed on or Dominated by a vampire, undergone a memory alteration
Any supernatural being displays these sorts of tells, but most people have spell), the infection progresses to stage three. In this stage, not only is the
no way to know what they are seeing. At best, a mortal observer might simply character’s brain seeing the patterns that mark other beings as otherworldly, but
feel that a given person is “weird” in some way, and even then they only tend the infection is altering her soul so that their powers don’t affect her as strongly.
to notice in obvious cases (low-Humanity vampires, Prometheans, etc.). The She is, in essence, developing antibodies. She has no conscious control over this
memetic infection boosts the subject’s ability to detect these “supernatural effect, however, and the resistance is low enough that a powerful supernatural
expressions.” Anna Christopher might have had this ability naturally, but her being might not notice it. The character can also instinctively recognize when
ability to spread it to others marks it as something other than a savant-like a supernatural effect is used on her directly, however, and develops the ability
talent. The infection progresses in four stages. to feel such effects used in her proximity.
In stage one, the characters gains lim-
ited ability to recognize supernatural beings.
Note, though, that unless he has seen un-
equivocal evidence that the paranormal ex-
ists, this ability manifests as a simple distrust
of (or fascination with) certain people. The
Falling Scales

character often tries to assign commonality


between people that trigger this response,
even if none exists. Again, people are adept
at finding or making up patterns: if a stage-
one infected tends to see such characters in
a particular neighborhood, he’ll probably
assume it’s the neighborhood, and not the
people, that cause the reaction. Strange
though not necessarily unpleasant dreams
often accompany this stage, but no other
side effects present themselves.
The infection progresses to stage
two when the character encounters the
paranormal in an unambiguous context.
Hearing EVP or seeing a table move dur-
ing a séance doesn’t count — but seeing a
werewolf change shape or a mage call up fire
from her hands certainly does. At this point,
the character gains the ability to recognize
certainly types of supernatural creatures,
but only the ones that she has some direct
experience with. That is, if the character
has seen a werewolf shapeshift, she becomes
able to recognize werewolves even if they do
not employ their powers or otherwise makes
themselves known. The character cannot,
at this stage, detect supernatural beings

7
The final fourth stage of the infection renders the character immune from it. Success indicates that the character knows that a power is being
supernatural alteration. While a supernatural being can kill her, she cannot used, but the character can only identify the source if the being
be Embraced, Awakened or otherwise changed into something other than a using the power is present and visible.
mortal. Her soul is so firmly protected that no form of magic can remove it,
which renders her immune to some forms of magic or Numina. Also at this stage, the character can recognize supernatural beings, no
matter what the type, with a Wits + Composure roll. In effect, she has the
Merit: Memetic Infection Unseen Sense Merit for any type of being. However, she can only recognize
such beings when she can see them. Ghosts and other invisible creatures do
Prerequisite: Non-supernatural, exposure to the infection not attract her attention.
The character has contracted a memetic infection. The player does not Every week of game time after progressing to stage three, the character’s
need to spend experience points to increase this Merit. Rather, it increases player rolls Intelligence + Resolve, keeping track of successes. When the player
under the conditions discussed above (the game systems for these increases are accumulates 30 successes, the character has progressed to stage four.
listed below as appropriate).
••••­­ At­this­stage,­the­character’s­soul­has­rooted­itself­in­place­so­fi­rmly­
•­­ The­character­develops­a­limited­form­of­the­Unseen­Sense­Merit­(p.­ that it cannot be altered by any magical or otherworldly effect. This
109 of the World of Darkness Rulebook). Instead of being limited to renders the character wholly resistant to the Embrace (if this is at-
one form of supernatural contact, it works on anything otherworldly tempted, the character simply dies, which is probably small comfort),
in nature. However, it manifests simply as fascination or dislike of the Awakening and the First Change. If the character is kidnapped by
target in question. The character doesn’t feel cold chills or anything the Gentry (which normally results in the character becoming a
overtly frightening or uncomfortable; the sensation is wholly internal.

New Elements
Falling Scales

changeling), the unfortunate infected is, in all probability, killed


The player rolls Wits + Composure. If the being is using a power or ef- in the Hedge as the Thorns cut her flesh rather than her soul. The
fect meant to hide its strange pedigree, apply this penalty to the roll. character also does not leave a ghost upon death.
The infection progress to stage two when the character sees unequivocal
proof of the supernatural. Memetic Infection
••­­ At­this­stage,­the­character­develops­the­Unseen­Sense­Merit,­focused­
on whatever type of being triggered the infection’s progression. Unlike
for the Supernatural
the normal version of this Merit, however, the character can add other Supernatural beings are not immune to the infection, but it takes root in their
beings to her storehouse of knowledge by being exposed to them. souls in different ways. The infection does not progress in stages for such beings. In-
stead, when such a being is exposed, the player rolls to resist infection with a penalty
Example: Lucy contracts the memetic infection and witnesses a werewolf equal to the infected character’s stage. The dice pool used to resist infection varies
changing shape. This propels her into stage two, so she effectively has the depending on the character and is listed below.
Unseen Sense Merit (Werewolves). Some time later, she sees a vampire feed
on a helpless drunk and then race away at speeds almost too fast for the eyes to Vampires
follow. The infection now allows her to detect werewolves and vampires. A vampire is more than a dead human. Some piece of the soul remains
The infection progresses to stage three when a supernatural being uses a — it’s what allows a vampire to masquerade as a mortal. This also means that
power on the character. as Humanity fades, this shred of soul becomes weaker until (at Humanity 0)
•••­­ The­player­adds­two­dice­to­all­resistance­rolls­and­passive­resistance­ it gutters out entirely. If the vampire contracts the memetic infection, though,
to supernatural powers. For instance, resisting an application of the disease goes to work on bolstering that soul and keeping it from degrading
Dominate might require a Resolve roll; the infection bestows a +2 further. This enables the vampire to hold on to her Humanity more easily (+2
bonus to this roll. A Dominance Gift might have the werewolf’s to all degeneration rolls), but at the expense of her otherworldly powers. All
player subtract the target’s Composure; against a character with this Discipline rolls suffer a –2 dice pool modifier. In addition, the vampire gains
infection, the werewolf’s player subtracts the target’s Composure +2. the benefits of stage two infection.
In addition, the character can instinctively tell when a supernatural Vampire characters resist infection with Intelligence + Resolve.
being is using a power on her, even if the being is do so while hiding
or otherwise invisible. If the being uses a power in the character’s Werewolves
proximity, the player can make a Wits + Composure roll to detect A werewolf’s soul is promised to Mother Luna. The infection strengthens
the human part of the Uratha, at the expense of the wolf. The player applies

8
a +2 modifier to rolls to resist Death Rage, but suffers a –2 modifier on all rolls Contract, this rule does not apply, and the player can also spend an additional
made in Gauru, Urshul and Urhan form. This restriction is lifted if the char- point of Glamour on the Contract to obviate the need for the roll (greasing the
acter actually enters Death Rage (as the human mind goes away entirely). In wheels, as it were). Changelings also gain the benefits of stage two infection.
addition, the character gains the benefit of stage two infection. Changelings resist infection with Wits + Wyrd.
Werewolf characters resist infection with Harmony.
Hunters
Mages Hunters are human beings, and so they deal with the memetic infection
Mages’ souls have a connection to one of the Supernal Realms. Unfortu- as described above.
nately, the memetic infection sees this connection as something to be eroded
and cured, meaning that a mage who contracts the infection finds magic much Sin-Eaters
harder to perform. All spells that an infected mage wishes to cast incur a –2 The Bound have already died and their souls joined with a quasi-ghost
penalty. If the spell is normally covert in aspect, the player may choose to obvi- called a geist. The infection, of course, attempts to separate them, and this wreaks
ate the penalty and cast the spell as vulgar. The infection does, however, confer havoc on the character’s Synergy. All rolls to avoid losing Synergy are made at
the normal benefits of stage three (resistance to supernatural manipulation), a –2 modifier. However, it also insulates the Sin-Eater’s soul and mind against
and adds two dice to the mage’s use of Unseen Senses (see p. 110 of Mage: further intrusion. Sin-Eaters gain the benefit of stage three infection, above.
The Awakening).
Mage characters resist infection with Intelligence + Resolve. Origins of the Infection
Where does the memetic infection come from? It’s a good question and
Prometheans

New Elements
one that future installments of House Divided will explore. For now, though,
Falling Scales

Prometheans do not have souls. Instead, the Divine Fire burns within them,
you might have infected characters dream of crowds of people that all seem
animating them and providing the drive to become human. Should the Created
predatory or strange, vast landscapes made of shifting, undulating black dust,
manage to complete the Pilgrimage, the Divine Fire blazes bright, catalyzing the
or a sky full of red smoke and the beating of wings.
alchemical working that turns lead (the Promethean pseudo-life) into gold (a
truly human soul). The infection, however, doesn’t recognize any of this, and
starts trying to normalize the Promethean as much as possible. The problem is
that if the Divine Fire goes out, the Promethean is nothing but dead meat.
The player must roll Resolve + Azoth every morning. Failure indicates
that the character suffers a point of aggravated damage. This damage can be
healed normally, but the character needs to be careful lest such injuries pile up.
The good news is that if the character makes progress toward become human,
the infection tries to speed up the process. The character gets +1 Vitriol from
every successful milestone.
Promethean characters resist infection with Stamina + Azoth.

Changelings
Changelings still have their souls, just not all of them. The Thorns shred
the soul while the changeling is being dragged into Faerie, and the holes, as it
were, fill with Glamour. What returns from the Hedge is, therefore, not entirely
human, and the infection isn’t quite sure what to do with that. In game terms,
as with vampires, the infection helps changelings maintain a normal outlook.
Rolls to avoid losing Clarity receive a +2 modifier. Unfortunately, the infection
fights the portions of the changeling’s “soul” that enable magic, meaning that
occasionally the Wyrd reads the changeling as a normal human. Every time an
infected changeling enacts a Contract, roll a chance die. On a dramatic failure, the
infection has successfully masked the changeling’s true nature from the Wyrd for
a split second — but this is enough to make the Contract fail. If the roll succeeds,
the Contract can be enacted normally. If the changeling fulfills the catch for the
9
The Cast Description: Anna is a brusque, businesslike woman in her early 40s. She
dresses conservatively, but carries a purse much too large to be fashionable. In
it, she carries three wooden stakes, a metal mallet, a silver knife, a flask of holy
water and a tiny, one-shot pistol. The pistol wouldn’t have much of a range,
Anna Christopher but she keeps it in case she is ever faced with the prospect of being taken by
the monsters — to use on herself.
Quotes: “Knowing is always better.” Storytelling Hints: Anna is driven and genuinely wants to help people, but at
“Everyone’s scared. They’re not scared because the same time she hates what the supernatural has done to her and feels that someone
monsters exist. They’re scared because monsters exist and should be held accountable. That sense of injustice is her justification for doing some
everyone’s killing themselves pretending they don’t.” pretty horrible things, and if someone were to take her to task for it, she might well
crumble — or she might just admit that she feels that the ends justify the means.
“Kill them? I don’t want to kill them. I just want
Anna is also growing more paranoid as she travels and sees more varieties of arcane
to see them on the news.”
being. She doesn’t want her cause to be hopeless, but she’s starting to suspect that
Virtue: Hope. Anna truly cares about the fate even awareness might be too great a goal to achieve.
of the world. She wants people to see the truth and Name: Anna Christopher
claim some control over their destinies, rather
Concept: Cult Leader
than being led around by the nose. She knows
that that this doesn’t come easy to people and she Virtue: Charity
wants to help them free their minds. Vice: Sloth
Falling Scales

Vice: Pride. Why, Anna often wonders, Mental Attributes: Intelligence 3, Wits 3, Resolve 4
do so few people even care about the world Physical Attributes: Strength 2, Dexterity 2, Stamina 3

The Cast
around them? Never mind the supernatural, Social Attributes: Presence 4, Manipulation 4, Composure 4
why are people so shortsighted that they squab-
Mental Skills: Academics 3, Computer 2, Crafts 1, Investigation (Supernatural
ble over meaningless details when criminals hold Occurrences) 4, Medicine 2, Occult 5, Politics 1, Science 2
high office and cheat the country? Anna has high
Physical Skills: Athletics (Running) 3, Brawl 2, Drive 1, Firearms 2, Larceny
hopes for people, but in her darker moments she is 1, Stealth 1, Weaponry (Club) 2
capable of some impressive displays of spite.
Social Skills: Animal Ken (Odd Behavior) 1, Empathy 1, Intimidation 2,
Background: Anna’s family might be cursed, Persuasion 2, Socialize 2, Streetwise (Haunted Places) 2, Subterfuge (Body
or might simply have had a multi-generational run Language) 2
of bad luck. Her grandmother vanished one night, Merits: Allies 5, Contacts (Police, Political, Medical, Occultist, Hunters) 5,
three days before her 60th birthday. A crude bundle Iron Stamina 2, Meditative Mind, Memetic Infection 4, Resources 5, Status
of sticks dressed in her clothes was found in the bushes (Cult Leader) 5
the next morning, but the woman herself was never Health: 8
seen again. Her mother and father both died in a “gas Willpower: 8
main explosion” while on vacation in Chicago when Morality: 4
Anna was 18. She raised her younger brother with help
Size: 5
from her aunt (until her aunt went insane following an
encounter with a strange man carrying a brass wand), Speed: 10
and her brother, as mentioned above, died under a Defense: 2
vampire’s fangs on the streets of Denver. Initiative: 6
So much supernatural influence happening around her, Armor:
but never to her, might have been what made Anna develop Weapons/Attacks:
the memetic infection. Or, perhaps something her family’s
Type Damage Dice Pool
history simply attracts the night-folk and her body simply de-
veloped the infection as an antibody? It’s impossible to say, but Pistol 2L 6L
the results have made Anna very rich and very dangerous. Blackjack 2B 7B

10
Abe Church
Name: Abe Church
Concept: Bodyguard
Virtue: Prudence
Quotes: “Think you’ve seen something? Let me tell you. You’ve seen nothing.”
Vice: Gluttony
“Aim for the head. Training says center mass, but screw that. Headshot. Even if Mental Attributes: Intelligence
bullets don’t hurt, you might put out an eye.” 2, Wits 3, Resolve 4
“Where’s my…shit. Hand me that flask? Take a hit if you want.” Physical Attributes: Strength 5,
Dexterity 3, Stamina 4
Virtue: Prudence. Abe didn’t get out of Somalia by being a cowboy. He doesn’t Social Attributes: Presence 3,
take stupid risks, and he weighs the consequences of his actions carefully. He is, Manipulation 2, Composure 3
however, a true believer in Anna’s cause, and that skews his vision a bit. Mental Skills: Academics 1,
Vice: Gluttony. Abe never met a hard liquor he didn’t like. His drink of choice Computer 2, Crafts 3, Investiga-
tion 1, Medicine (Field Medic) 1,
is fine vodka, but anything over 40 proof works just as well. He always keeps a flask Occult 2
on hand and he mixes drinks well, but at the end of the night it’s about how much Physical Skills: Athletics 3, Brawl
he can put down, not the quality. 4, Drive 3, Firearms (Automatic)
Background: Abraham Church joined the Army, just as his father and 4, Larceny 2, Stealth 2, Survival 3,
brothers had done. He wound up officially dying in the line of duty in Somalia, Weaponry 2
but that was because the government decided he was worth more as a secret Social Skills: Animal Ken 1, Empathy 1,
Expression (Inspiration) 2, Intimidation 3,
asset. He worked for a branch of the government dedicated to hunting down Streetwise 2
Falling Scales

and destroying (or capturing) supernatural creatures for several years, until a Merits: Brawling Dodge, Direction Sense,
mission in Texas cost him his team. Disillusioned with the way the government Fast Reflexes 2, Fighting Style: Boxing 5,
lied to citizens and resentful that they’d taken his family away, he faked his Fleet of Foot 3, Iron Stamina 3, Memetic
Infection 3, Resources 3, Status (Un-
death again and made his way to Denver. masked) 3
There, he attended one of Anna Christopher’s seminars and fell in love with Health: 9
her message. He offered his services and Anna, no fool, made him her personal
Willpower: 7
bodyguard. Over time, he has built up a team of highly trained, driven men who
Morality: 5
are just as loyal to him as he is to Anna.
Size: 5
(Use the Gangbanger, Police Officer, SWAT Team or Monster Hunter traits
Speed: 16
from the World of Darkness Rulebook, pp. 205-7, to represent Abe’s team. If
Defense: 3
your troupe consists of relatively inexperienced mortals, use Police Officers or
Initiative: 8
even Gangbangers. If they are supernatural beings or highly experienced mor-
tals, use SWAT Team. You might also use one of each, representing a variety Armor: Flak jacket (p. 170 of the World
of Darkness Rulebook; this jacket in-
of experience and training levels among the bodyguards.) cludes a collar that provides an extra
Description: Abe is in his late 30s with deep lines on his face and persistent point of armor to attacks aimed at the
stubble. He buzzes his hair and eschews loose clothing and jewelry (not wishing throat)
to give opponents anything to grab). Abe has a tattoo of an ornate cross on his Weapons/Attacks
right shoulder and a series of numbers — his family members’ birthdates — on Type Damage Dice Pool
his left. When he knows he’s going into the field, Abe wears a flak jacket with Pistol 3L 10L
a custom-made collar to repel bites to the throat. Abe only smiles if someone SMG 2L 10L
buys him a drink. Knife 1L 8L
Storytelling Hints: If he had been on the run by himself any longer than he Punch 0B 9B
was, he’d probably have turned himself in or killed himself. Abe is a soldier, and he Notes: If the Storyteller has access to
is at his best when given clear orders. He doesn’t harbor grandiose dreams of taking Hunter: The Vigil, feel free to give Abe
any Advanced Armory devices that you
on the supernatural, he just doesn’t feel comfortable unless he’s at war. Working feel appropriate. He cannot replace
for Anna, he always will be. ammunition, however, so he uses
such devices sparingly and only in
emergencies.

11
Maricel Lazaro a nightmarish maw of fangs and her butterfly distorts and wrinkles into a near-
unrecognizable monster (in this form, she receives +2 to Intimidation rolls).
Quotes: “I miss my bus. Can you give ride?” Storytelling Hints: Some predators and supernatural beings are at least
partially human or try to minimize the damage they do to people. Maricel
“My husband is out of town.” doesn’t care; she views human beings the way people
“Shut your eyes. It will be better.” might view lobsters in a grocery store tank — repulsive
Virtue: Faith. Maricel may be a monster, but she also believes in general, but appetizing in the right circumstances.
that God chose her to be what she is and that anyone she kills is While some Aswang marry and even love (after a
taken unto His bosom. Her view of God and humans is perhaps fashion), Maricel feels vaguely queasy at the no-
somewhat condescending, and she considers herself apart from tion of intimacy with a human being. She fakes
(perhaps better than) His order, but she does believe in it. it well, though.
Vice: Lust. Maricel doesn’t like people, but she was raised Notes:
around human beings and appears to be one of them. That Digest Blood —Aswang must consume 15
means she has to contend with sexual attraction from and, points of blood a week in order to maintain
if she’s being honest, to them. She hates that she feels the their diurnal human appearances (a human
desire to mate with people, but since male Aswang don’t being holds a number of “blood points” equal
exist (and she isn’t sexually attracted to women), she to his Health dots). If the Aswang does
copes with the occasional fling followed by blood- not drink enough blood, it loses one Health
point per day until it drinks a week’s worth
Falling Scales

soaked indulgence in her hunger.


Background: Maricel is an Aswang — a of blood to return itself to full Health. With
blood-drinking creature originating from the every two Health points lost through failure

The Cast
Philippines. Aswang are born, not made the to ingest enough blood, the Aswang loses
way most vampires are, and the curse is passed one dot of Presence. For every five Health
from mother to daughter. Maricel’s mother met points lost, the Aswang loses a dot of
and married an American soldier stationed in the Manipulation and a dot of Composure.
Philippines, moved to the USA, and Maricel grew All Attributes are immediately reinstated
up in California. She learned of her true nature when the Aswang drinks enough blood to
when she was 17 and has been hunting and return herself to full Health. Aswang heal
killing ever since. She left home and worked damage in a manner similar to vampires;
her way across the southwest, eventually set- consuming one point of blood heals two
tling in Denver. points of bashing damage or one point
Like all members of her species, Maricel of lethal damage. The Aswang must con-
needs to kill an adult person roughly once a sume five points of blood to heal one point
week. Sometimes she hunts homeless people, of aggravated damage.
sometimes she stalks hospitals and feeds on the Fearsome Teeth — The fangs of an
comatose, and sometimes she seduces travelers. Aswang inflict lethal damage, and the attack
She disposes of bodies using the parks system roll receives a +1 modifier. Maricel must initi-
— she has learned that there are areas of the ate a successful grapple attack before biting (p.
national parks where rangers just don’t go 157 of the World of Darkness Rulebook).
(she has been fortunate, thus far, not to run If the Aswang wishes to feed from a foe
into any of these areas’ feral protectors). in combat, she goes about the procedure as
Description: Maricel is a beautiful Fili- normal. Instead of biting to inflict damage,
pino woman in her late 20s. She has delicate however, Maricel may choose to consume
features, long black hair and a butterfly blood that turn. In this case, she inflicts
tattoo on her left shoulder blade. When no damage other than that caused by the
she is feeding, however, her mouth becomes blood loss.

12
Siren Song — The Aswang have seductive and alluring voices, even in
their hideous nocturnal form. Their call attracts human men, causing them Valentine Wilcox
to do things they might not otherwise do, such as step into a dark alleyway Quotes: “Burnin’, burnin’, burnin’ — feels nice, don’t it?”
with a strange woman. The Siren Song works only until the man views the “Hey, boy. Supposing I burn off your balls and make you a girl.”
Aswang’s true nocturnal form, at which point the Aswang’s control over the
man is broken. The Storyteller rolls Manipulation + Expression for Maricel in “Lock the doors! Bolt the windows! Smoke rises, flames
a contested action against the victim’s Resolve + Composure. If Maricel wins, leap high! Woo-hoo!”
the victim follows her voice in a daze (–2 on Reaction to Surprise rolls; p. 46 Virtue: Fortitude. Wilcox has been burning for
of the World of Darkness Rulebook). Siren’s Song only works on targets that years, and he is determined to stay “alive” until the
can hear the Aswang’s voice directly; it does not work over a telephone or very last bit of meat sizzles and falls from his
through any other electronic device. bones. The fact that he died years ago hasn’t
Name: Maricel Lazaro quite sunk in to his stubborn
Concept: Hungry Predator head yet.
Virtue: Faith Vice: Lust. Valentine
Wilcox lived to watch people
Vice: Lust
writhe as he held them down.
Mental Attributes: Intelligence 2, Wits 3, Resolve 2 Men, women, he didn’t care. In
Physical Attributes: Strength 4, Dexterity 4, Stamina 4 death, he’s just as much a fan of
violation as he ever was. Now he
Falling Scales

Social Attributes: Presence 4, Manipulation 4, Composure 2


Mental Skills: Academics 1, Computer 1, Crafts 2, Occult 2, Science 1 just adds fire to the mix.
Physical Skills: Athletics 3, Brawl (Grappling) 4, Larceny 2, Stealth (Stalking) 3,
Background: Valentine
Weaponry 3 Wilcox worked the stock room
Social Skills: Expression 3, Intimidation 3, Persuasion (Seduction, Playing at a Denver department store
Dumb) 3, Streetwise (Hiding Bodies) 3 over the Christmas season, five
Merits: Fast Reflexes 2, Fleet of Foot 3, Iron Stamina 3, Language (English, years ago. A group of
Spanish, Native: Filipino), Striking Looks 4 the other stock boys
Health: 9 caught him beating
up some skinny kid
Willpower: 4
dressed in an elf cos-
Morality: 3 tume, pants around
Size: 5 his hips, about
Speed: 15 to do something
Defense: 3 damned unpleas-
Initiative: 8 ant. They pulled
Wilcox away, beat him to death
Weapons/Attacks
and threw his body into the dump-
Type Damage Dice Pool ster to deal with later.
Bite 1L 10L (after successful grapple) Wilcox, though, was never one
to lie down when there was violence
to be done. Even as a young ghost he
was clever and powerful; he started a
fire in that dumpster, burning up his
own corpse and everything around him.
The department store owner, as it hap-

13
pened, had let the insurance lapse, and the neighborhood was already falling
into disrepair. The store sits empty even now, burnt and charred, and Valentine
SCENE
Wilcox waits in the ashes for someone he can hurt.
Description: When he Manifests, Wilcox looks like a burning corpse.
FLOWCHART
Bones show through charred flesh, both eyes have melted and a careful viewer
can occasionally see a tooth pop like a chestnut.
Storytelling Hints: Wilcox is aware that he’s dead, on some level. He’s A GLIMPSE OF THE UNKNOWN
lost his personality, for the most part, and only his sadist rage and love of fire
remains.
Name: Valentine Wilcox
Concept: Murderous Ghost
Virtue: Fortitude CONTACT
Vice: Wrath
Attributes: Power 5, Finesse 4, Resistance 5
Corpus: 10
Willpower: 10
NO WITH US OR

INFECTION
Morality: 0

(CAN BE RUN AT ANY TIME)


Falling Scales

Size: 5 WITNESSES AGAINST US


Speed: 19
Defense: 5
Initiative: 9
Armor:
Notes: Anchor: The Store. Numina: Ghost Sign, Magnetic Disruption, Telekinesis FIELD ENEMIES
RESEARCH LIST

THE UGLY TRUTH

THE SET-UP

FREEDOM
14
A Glimpse of the Unknown
ters produce weapons (unlike other vampires, Aswang aren’t resistant to
bullets), in which case you can use the Foot Chase rules on p. 65 of the
World of Darkness Rulebook.
Maricel should escape, but don’t force it. If the characters come up with a good
Mental • Physical ••• Social •• plan to trap her or catch her, let the dice fall where they may. Yes, this may cause some
problems later in the story (in No Witnesses, specifically), but those are easy to work
Overview around and the players will enjoy the accomplishment of their efforts paying off. That
said, Maricel’s strategy is simple — run, hide, and escape. If the scene takes place in a
In this scene, the characters witness Maricel feeding on a hapless victim. public area, someone will call the police even if none of the characters do. They might
She escapes, but as the characters question what they saw, they also notice a well stop and detain a character on the run, even if he’s running after the real killer.
man taking pictures of the carnage — and of them. The other thing in this scene that the characters need to notice is the man
snapping pictures. He has a professional quality digital camera and is photograph-
Description ing Maricel, her victim, and the characters. If they call him out or attempt to get
his camera, he pulls the memory card and runs (assume 6 dice for Foot Chase, 5
At first glance, they might be kissing. But then you see the woman’s head worry at dice for combat, 2 Defense). If the characters catch him, he yells for help but does
the man’s neck like a dog trying to pull a chunk of meat loose from a bone. The arterial not attack. If they fight him, he fights back, but with the intention of running. If
spray arcs over her head, and she quickly covers the wound with her mouth. Blood streams he reaches the nearest busy street, he jumps into a waiting car and it speeds off.
from her lips as she tries to swallow it all. She lifts her head, and you look into the face
of a monster.
Falling Scales

Storyteller Goals
Start off the scene by establishing the location.
Give the characters a bit of time for dialog, if appropri-
ate, but don’t let any of them leave the area. Once the
players have had a chance to find their pace, describe
Maricel tearing a man’s throat out.
Maricel doesn’t make her attack in plain
sight, but she’s positioned herself within the
character’s line of vision, possibly by mistake.
Don’t ask for Wits + Composure rolls to notice
her — you want the characters to see her, and
as a rule of thumb, don’t ask for rolls if failure is
going to mess up the story’s continuity.
The Storyteller’s main goal for this scene is
to scare the characters (and the players, if you can
manage it). Maricel is not the brooding, careful
vampire portrayed in some media. She is fast,
strong, and hideous, and she does not care in the
slightest that she has just killed a man.
If the characters approach her, she snarls at
them, attempting to scare them off. She won’t
stand and fight if she is outnumbered, though,
and she certainly won’t stay long enough for
authorities to show up. She runs if the charac-

15
Character Goals
Witness the supernatural. Determine their reactions in the face of horror
Contact
and crisis.
Mental •• Physical •• Social ••
Facing Down Maricel
Dice Pool: Resolve + Composure vs. Maricel’s Presence + Intimidation
+ 2 (9 dice)
Overview
The characters meet Nick Holcomb, a mid-level member of the Unmasked.
Action: Instant and contested He tells them about the cult — more than he should. He receives a phone call
Hindrances: Character has combat training (+1) midway through the conversation, instructing him to break it off.
Help: Character is afraid of blood (–2)

Roll Results
Dramatic Failure: The character flees the area immediately, running
Description
“Just a sec,” he says. “Need to take this.” He answers his phone, and his expres-
blindly for safety, and will not stop until he has put some considerable distance
sion changes from earnest and jovial to ashen. He hangs up after less than a minute
between himself and Maricel.
and says, “I’m sorry.” And then he gets up, and walks away.
Failure: The Storyteller rolls more successes than the player. The character
recoils and will not approach Maricel, but does not necessarily flee the area and
Storyteller Goals
Falling Scales

can still attack with a firearm, if he has one.


Success: The player rolls as many or more successes than the Storyteller.
Nick finds the characters sometime a day or two after the incident with
The character is frightened, but is free to approach or even attack Maricel if
Maricel. If the characters were all strangers to one another and therefore not
he wishes.
as likely to meet up again, he finds them on the same night (perhaps when the

Contact
Exceptional Success: The player scores more successes than the Storyteller
characters are released from questioning or from a hospital). If they are friends
and rolls an exceptional success. The character feels a call to action when he
or colleagues, he gives them a bit more time to recuperate.
sees Maricel’s attack on her victim, and his next action receives a +2 modifier
Nick doesn’t want to frighten the characters. He assumes (incorrectly,
(provided it is intended to help directly in some way). If you have access to
as it turns out) that since he was promoted into mid-tier membership in the
Hunter: The Vigil, you might consider allowing the character to make use of
Unmasked because of his experiences with the supernatural that the charac-
the “Risking Willpower” rules (p. 65 of Hunter) going forward.
ters would get the same treatment. He spoke to Anna Christopher, who told
him to recruit them, but he misunderstood — she just wants them to attend
Supernatural Characters a meeting and hopefully fall prey to the brainwashing techniques. She has
Most supernatural characters are accustomed to blood and death, and so no intention of making them higher-level members until she’s had time to
the roll to approach Maricel isn’t necessary. Likewise, such characters might assess them and figure out what they can offer. But, again, Nick is a bit more
easily be able to catch or kill the Aswang — let them. In that case, though, the enthusiastic than smart.
characters become targets of the Unmasked’s investigation. The photograph He approaches the characters and asks them about their experience last
takes as many pictures as he can before fleeing, as above, but probably flees as night. He assures them that he is not a cop, nor is he affiliated with the govern-
soon as the characters notice him. If they manage to take down Maricel without ment in any way. He, like them, has run afoul of the paranormal and wishes
revealing their nature, then nothing changes at this point. to discuss it with them. The characters might naturally be suspicious. If they
don’t want to talk about what they saw, he doesn’t press the issue. He does tell

Consequences them the name of the man who died last night, however (Marshall Greer),
and that he left behind a mother in a nursing home. “I’m not telling you that
Depending on their actions during this scene, the characters might be in- to guilt-trip you,” he says. “It’s nothing you need to feel guilty about. Just say-
jured, cowering in fear, interviewed by police or media, under arrest, or lauded ing — someone died last night, and that was just last night.”
as heroes. In any event, proceed from this scene to Contact. He explains the Unmasked as a group of people with a lot of money and
influence, who search out and catalog the supernatural. They’ve encountered
ghosts, vampires, werewolves and weirder things. They aren’t out to destroy ev-

16
erything otherworldly — a lot of it, Nick says, is actually pretty much harmless, Failure: The characters don’t hear anything.
and some supernatural creatures actually seem to protect people. But humanity Success: The characters hear a voice on the other end of the phone yell-
being completely in the dark but still so afraid isn’t helping anyone. ing at Nick, obviously angry. They can’t make out words, but it’s clear that
If the characters show some interest, Nick talks more about the Unmasked. Nick is in trouble.
He tells the characters that: Exceptional Success: The characters can hear a woman’s voice yelling
• The Unmasked has a tiered membership. The folks on the bottom level at Nick, and they hear the phrase, “you didn’t have permission to tell them
don’t necessarily know anything about the supernatural, they’re just look- anything, you stupid—.“
ing for “the truth.” That’s where Nick started out.
• The group takes care of its own. Bail money, rent money, medical care
Supernatural Characters
with no questions asked, legal representation — the Unmasked has a lot of If the characters are known to be supernatural, then Nick’s error is even
members from a lot of walks of life. “I hear that at least one former mayor more egregious — he assumed that the Unmasked would welcome the chance
of Denver is a member,” says Nick, “but I haven’t met him.” to talk with real supernatural beings, and these characters are apparently will-
ing to help normal people out! (This might be an overly optimistic assessment,
• Ascending in membership happens when you see the supernatural firsthand. depending on how the characters acted toward Maricel.) The scene plays out
For some people, like the characters, that happens randomly. Sometimes more or less the same way. If the characters can read Nick’s mind or memo-
the group takes promising members out looking for such occurrences. ries, they see his induction into the cult, his encounter with the supernatural
• Nick isn’t sure what the higher levels of membership require, because he and, of course, Anna Christopher (you can make these details up to suit your
isn’t there yet. chronicle). The characters might also be able to supernaturally listen in to the
Falling Scales

phone call, in which case you’ll need to fill in the rest of what Anna says. It’s
The characters might wish to ask questions of Nick. He’s happy to answer
more of the same — Nick’s an idiot for exposing the group and he needs to
any questions he can about the Unmasked or the otherworldly in general.
get out of there now.
Nick is well-informed for a mortal, but he’s nowhere near as knowledgeable as
In any case, if Nick exposes the cult to the supernatural, he winds up

Contact
he thinks he is. He is able to tell the characters some basic information about
dead the next day. Officially, he shot himself in his home. He does not leave
supernatural beings (Storyteller’s discretion as to how much).
a ghost, but if the characters have a way to determine what really happened
If the characters ask about the leader of the Unmasked, or when you feel it
(the Time or Death Arcana, a Sin-Eater’s Clinical Precision), they see that he
would be dramatically appropriate, Nick gets a phone call. The characters can
was murdered.
attempt to listen in (see Systems). The call only lasts a minute or so, and afterwards
Nick apologizes to the characters and leaves as quickly as he can. He gets in his
car and leaves the area; if the characters follow him, he drives to a police station
and threatens to tell the authorities that the characters are harassing him.
Consequences
The characters might choose to follow Nick or start looking into the
Unmasked. If you want to let them make some headway before proceeding to
Character Goals No Witnesses, feel free. It shouldn’t be more than a day or two before Maricel
comes back to kill them, however. If they’ve already destroyed the Aswang,
Meet Nick. Learn about the Unmasked.
then see the Consequences section of No Witnesses.

Eavesdropping on the Phone Call


Dice Pool: Wits + Composure
Action: Instant
Hindrances: Hard of hearing (–2), other characters talking (–1), ambient noise
(–1 to –5)
Help: Quiet environment (+1), Meditative Mind Merit (+1)

Roll Results
Dramatic Failure: The characters don’t hear anything, but Nick notices
them listening and assumes they do. Anna is automatically hostile and defensive
when they meet in With Us or Against Us.
17
No Witnesses
How she finds the characters is another matter. Pay attention to how the
characters live, what they do, how much of an online presence they have. How easy
would it be to track down these people? It might take Maricel some time, which
means you can seed hints that someone is looking for them. A character with a
Mental •• Physical ••• Social • secretary might receive a mention that “a strange woman” came looking for him,
while a character with kids might hear (terrifyingly) that his “sister” tried to pick
Overview the children up from school. If the characters guess that Maricel is after them and
decide to hunt her down first, fine. Proactive players should always be rewarded.
Maricel tracks down the characters with the intent of killing them. They should The trouble with that approach, from a Storytelling perspective, is that at
wind up killing her, however, possibly with some help from the Unmasked. best it leaves one character to deal the monster while everyone else watches,
and at worst that one character gets killed and eaten. What this means is that
Description the best time for Maricel to strike, from your perspective, is when the other
characters are nearby but not actually with the target.
You don’t understand what the voice is saying. You don’t need to. The voice is That means that you will need to choose your moment carefully. You can
smooth, so much so that you swear you feel it stroking your body as you walk toward also help set up this moment by making suggestions. If you phrase a question as,
it. Of course you’re walking toward it — how can you not? And then she steps in “What do you do?” or “Where are you going?” the players will give you whatever
front of you and you see the teeth…but you’re still lost in that voice. answers make sense to them, and you might or might not be able to work with
those answers easily. If you say, “Are you all going to stay together tonight?” or
Storyteller Goals
Falling Scales

In this scene, confront the characters


with a dark reality of life in the World
of Darkness: Supernatural beings do
not want their business known. Maricel
doesn’t know whether the characters
could identify her, or whether they have
any intention of pursuing the matter, and
she doesn’t care. All she knows is that
she can kill these people and consume
their blood, and since they interrupted
her feeding, she feels justified (to her, it
makes perfect sense).
This scene might seem like a straight-
forward ambush, but in order to make it
convincing and satisfying to all involved,
you need to take a few things into ac-
count. Maricel isn’t stupid, and she’s
not going to attack the characters while
they’re together and alert. Her prefer-
ence would be to attack while they are
asleep, but that requires finding out where
they live and breaking in. She’s capable
of picking locks, but her usual hunting
style is based on seduction and isolation,
and that’s what she tries to use with the
characters.

18
“Are you going to post a watch?” more often than not, the players will take your • Maricel is able to climb walls and, if followed, tries to push people from
suggestion. Steer the players toward a situation that would allow for Maricel to buildings. Falling inflicts one point of bashing damage for every three yards
attack and be frightening without actually killing anyone outright. fallen.
When she does attack, Maricel makes use of her Siren Song power. She
tries to entrance a lone male character away from the group and surprise him Supernatural Characters
(see Reaction to Surprise on p. 46 of the World of Darkness Rulebook). If she
If the characters are supernatural and Maricel knows it, she isn’t going to
can wound the character enough to incapacitate him (see Incapacitation, p.
try to kill them (she’s not stupid). In fact, in the unlikely event that she even
173 of that book), she leaves him there and goes after another character.
survived the first scene, she’s probably going to get out of Denver. This scene
Because the situation can vary so much, you need to make sure to describe the
therefore becomes irrelevant and you have two choices about what to do to
setting and have Maricel make best use of it. She is lithe enough to climb walls,
replace it.
slither through narrow windows, and slip into cars while people’s backs are turned.
The first option is: Don’t bother. Just have the Unmasked show up and
However, she is not as resilient as many supernatural beings. She can’t heal damage
ask the characters to take a meeting with Anna. If you want to throw them off
magically as other vampires can, and so she avoids taking stupid risks.
balance and demonstrate how effective the cult is, have the Unmasked find
The multiple opponent rules in the World of Darkness Rulebook (p.
the characters near their homes or havens, but don’t make it so invasive that
90) are not forgiving to individuals taking on groups of people. As such, if the
the characters feel they have to respond with threats or violence.
characters attack Maricel en masse, she flees. At your discretion, she might have
The other option is to have the Unmasked follow the characters and step
prepared a trap for the characters — perhaps she douses an area with gasoline
in whenever they get involved in a fight or some other tense scene. If they’re
and lights it as the characters chase her, or she has a car waiting and can run the
supernatural characters, they probably have other concerns going. You can run
characters down (note, by the way, that being hit by a car causes lethal damage,
Falling Scales

a side story (even if it only takes a scene or two) that draws the characters in
not bashing, despite what the World of Darkness Rulebook says). Remember,
and gives the Unmasked an opening.
though, that mortals heal slowly, and no one likes having those ugly X’s on their
If the characters are supernatural but Maricel doesn’t know it (especially
character sheets for the rest of the story. Scaring is better than scarring.
likely if they are mages or changelings, which Maricel has no way to detect),
If the characters are having trouble taking Maricel down (or trouble catch-
run the scene as written. Maricel runs at the first sign that the characters aren’t
ing her), the Unmasked arrive to help. They move with precision and train-
mortals, however.
ing, using tasers and silenced pistols. You probably don’t need to roll dice for
them, just describe their actions in a couple of sentences. Their attack should
be over as quickly as it begins. If the characters succeed in destroying Maricel,
the Unmasked show up just as she dies. Do not bring in the Unmasked to aid the
Consequences
If the characters have already destroyed Maricel, either skip this scene or
characters until it is clear that they have lost.
replace it with some other supernatural occurrence. In either event, when the
One of Unmasked approaches the characters and tersely explains that Anna
characters are ready to meet with Anna, go to With Us or Against Us.
Christopher would like to meet with them. If they balk at doing it right then,
he tells them that the Unmasked can provide a safe haven for a while, too.

Character Goals
Kill Maricel. Don’t die or be badly injured.

System
Use the combat system in the World of Darkness Rulebook, but consider
the following rules and reminders:
• Multiple opponents decrease a combatants Defense by one for each
melee attack after the first.
• A surprise attack might allow a killing blow (damage inflicted based
on dice pool, rather than a dice roll, so Maricel can inflict 8 points of bashing
damage if she sneaks up on someone and hits them).

19
With Us or Against Us
influence. She isn’t sure that these will work, given that the characters have
already seen more of the supernatural than most of the base-level cultists.
That said, if the characters go along blindly with everything she says, she
figures they might be good ground-level fodder and lets the main body of
Mental ••• Physical • Social ••• the cult get to work on them. If, however, the characters bring up objections
or worthwhile points, Anna engages in discussion with them.
Overview She isn’t being entirely honest, of course. She wants to use them as
“collectors,” and good collectors are hard to come by because they tend to
In this scene, the characters meet Anna Christopher. The meeting is not
die. Since the characters have already faced down a vampire (an Aswang,
a pleasant one, however.
more specifically, not that they’re likely to know the difference), they would
make for good collectors. After the discussion has gone on as long as the
Description

With Us or Against Us
players find it engaging, Anna asks them if they would be interested in col-
lecting data on the supernatural for them. She isn’t interested in hearing
Anna Christopher extends her hand, and shakes yours firmly. “Good evening,”
“no.”. If they refuse, she bluntly informs them that the Unmasked isn’t in
she says quietly. “Well, the first thing you need to know is — you aren’t alone. We’ve
the business of leaving loose ends. They can work with the society and be
seen them, too. We know they’re there.” She looks at you expectantly, as though
rewarded, both in terms of lifestyle and knowledge — or they can refuse
anticipating a reaction of thanks.
and see what happens.
The tone of the meeting should begin as a stilted, but friendly, discus-
Storyteller Goals sion. Other people are in the apartment as well, including Abe Church. The
Falling Scales

characters can see books on shelves, coats on the rack, and coffee already
This scene introduces the characters to Anna Christopher, but more made and waiting in a carafe. The people in the place behave normally,
importantly, it should let them begin to the see the Unmasked as what it checking phones and interjecting into the conversation when appropriate.
is — a cult. But if the characters refuse to join up and Anna has to give her ultimatum,
The Unmasked bring the characters to an expensive apartment in down- the atmosphere in the room changes. The phones go away. The other people
town Denver (it isn’t Anna’s. It belongs to one of the wealthier members of watch the characters intently and remain tensed, apparently in case Anna
the cult). She meets them and offers them medical care and rest. Once they orders them to attack. Abe moves to Anna’s side and the characters see
are ready to talk, she tells them a bit more about the Unmasked. that he is armed (though he does not draw a weapon).
She states that the group (she calls it a “society”) is composed largely If the characters ask about how the cult gets its funding, use the systems
of scholars and philanthropists, people with money and time to spare. She below. They need to earn Anna’s trust for her to let any real information slip.
founded the Unmasked because of what happened to her brother, she says,
and now is trying to learn about the supernatural with the aim of exposing
it. This isn’t because she feels that the world’s population will rise up and
destroy the vampires, werewolves and so on — if anything, she expects
Character Goals
Meet Anna Christopher. Learn about the cult.
that people will embrace these creatures. But she wants to bring the social
pressures of society to bear on these beings.
Consider: Vampires can kill people because they have no check on Gaining Anna’s Trust
their behavior. The police can’t touch them (mostly because they don’t Dice Pool: Presence or Manipulation + Persuasion vs. Anna’s Composure
know to look for them). But what if every police department in the coun- + Subterfuge (6 dice, 7 if her Body Language Specialty applies)
try knew that the body bled dry in an alley was probably a vampire’s work? Action: Instant and contested. Characters may use Teamwork (p. 134 of
What if there were vampires working for the police department? Vampires the World of Darkness Rulebook).
need their sustenance, true, but couldn’t they get that without committing Hindrances: Characters were opposed to the idea of coming to meet
murder? Likewise, while Anna is aware that werewolves have a society of Anna (–1), characters are overtly religious (–1), characters show sympathy
their own, she sees no reason why it couldn’t co-exist alongside the “mun- to Maricel (–2)
dane” world. Help: Striking Looks Merit (+2 or +4), characters display knowledge
Anna is not trying to brainwash or influence the characters. Her normal of the supernatural (+1), characters destroyed Maricel before the Unmasked
methods involve praise, love-bombing and other basic, crude methods of stepped in (+2)

20
Roll Results
Dramatic Failure: Anna decides that the characters aren’t really worth her
time and kicks them “downstairs” to the lower levels of the cult. She instructs
Field Research
her subordinates to “induct” them, which, again, means brainwashing.
Failure: Anna lies and tells them that the society’s finances come from Mental ••• Physical ••• Social ••
her inheritance and from the generosity of the members.
Success: Anna lets slip that the lower-level members of the society make
up much of the funding of the Unmasked. She doesn’t ask for membership
Overview
dues, she says, but the society needs money to function and members are happy The characters look into supernatural occurrences as members of the
to donate. Unmasked. In the process, they might find that they’re coming around to the
Exceptional Success: Anna trusts the characters instinctively, and men- cult’s way of thinking.
tions that the Unmasked, like many societies, is adept at convincing people
that giving away their money is the right thing to do. She doesn’t outright use
the words “cult” or “brainwash,” but compares the Unmasked to other organiza-
Description
tions that make use of such tactics. The man turns and opens his mouth wider than should be possible. At first you
only see legs — thousands, maybe millions of tiny legs — and then the spiders come
boiling out of his mouth, his eyes, his nose and his ears. His body deflates like a bal-
Supernatural Characters loon losing its air, and the swarm of arachnids vanishes into the cracks and crannies
If the characters are known to be supernatural beings, Anna meets them of the alley. Everything goes quiet. The only sounds you hear are the faint whirrs and
Falling Scales

in public and takes whatever precautions are appropriate. If the characters are clicks from your cameras.
vampires, for instance, she meets the characters as close to dawn as possible
(but offers shelter for the day, of course). If they are werewolves, she keeps
her distance and keeps transportation handy. In any event, bodyguards and,
if possible, snipers are nearby. She also curbs her rhetoric about exposure, and
Storyteller Goals
This scene only happens if the characters decide to work with the
focuses instead on learning to coexist. She will not, under any circumstances, Unmasked in searching out and cataloging the occult in Denver. If they
reveal information about how her cult works to supernatural beings. immediately decide that they have no interest in working with the Un-
masked, skip this scene and go to Enemies List.
Consequences Since the characters are clearly “in the know” to a larger degree than
most members, Anna asks them to track down and find information on strange
If the characters agree to work with the Unmasked, proceed to Field Re- happenings. She doesn’t put them at risk at first (not knowingly, anyway),
search. If they refuse, proceed to Enemies List. and she’s happy to provide rewards and comfort so that the characters can
focus on this vocation. If the characters agree to undertake this, she gives
them enough money to quit (or take leave from) their jobs and have money
left over — the equivalent of two dots of the Resources Merit. Of course,
prolonged contact with cult members means that the characters run the risk
of becoming a bit brainwashed (systems for this can be found below).
This “scene” can go on as long as you want. If the players groove on the
idea of being occult investigators for a well-funded cult, then maybe that would
be a fun direction in which to take the chronicle for a while. Falling Scales
will still be here when you feel it’s time to implement the rest of it.
We’ve included several suggestions for supernatural occurrences that could be
used for this scene. How much of this scene includes combat, investigation, inter-
views of witnesses or just poking about in “haunted” houses is up to you; this scene
is mostly to give the characters greater exposure to the supernatural (which, if you
choose to use the Infection scene, also advances the memetic infection). You can
also use material from any other World of Darkness books you might have access to.

21
Many of them include plot hooks
that can be easily fleshed out, and
Glimpses of the Unknown is a
book devoted to exactly the sort
of thing that can be used to fill out
this scene.
Here are a few ideas. The lo-
cations mentioned are real places
in Denver, and you can get more
information and photographs
from a quick search online.
• Our Closest Cousins: Den-
ver Zoo includes an exhibit
called Monkey Island, in
which various species of pri-
mate (including Capuchin
monkeys) climb about and
amuse the zoo-goers. Of late,
however, they have taken
Falling Scales

to staying in middle of the


island, quietly doing some-
thing that the spectators
can’t quite see. The keepers
don’t find any evidence or
trace of their activities, but
recently a zoo employee that photography is not allowed is that many of the staff
mentioned online that she (who don’t go outside while the place is open, and are
saw what she thought was a Capuchin scampering through the zoo carrying never seen coming and going) don’t appear in photographs. The Truth?
what looked like a cell phone. The Truth? Spirit possession, a vampire using The place is a vampire haven, the staff are spellcasters who are paranoid
Animalism. about their images being recorded.
• The Gardener: The Garden of the Gods is a massive park located outside of
Colorado Springs (which is about an hour out of Denver, but still within the
cult’s area of interest). The Unmasked has known about werewolf activity Character Goals
there for some time and doesn’t do foolish things like sending fact-finding Learn more about the supernatural. Become entrenched in the cult.
teams out there are night, especially on full moons. Of late, though, they’ve
noticed that a particular park ranger is taking groups of people (always young, Resisting Cult Brainwashing
but never children) into the park, and they aren’t leaving until after the park
Dice Pool: Resolve + Stamina vs. Presence + Persuasion
closes. The going theory is that he’s trying to find mates for the werewolves.
Action: Extended and contested (one roll every time the character is
The Truth? Wolf-blood looking for werewolves about to Change, some other
around one or more devoted cult members for more than an hour)
supernatural predator looking for victims.
Hindrances: Character is drunk or fatigued (–1), character is injured (–1),
• Unsinkable: Margaret Brown, known in her life as “Maggie” but by history character has contracted the memetic infection (–1)
as “Molly,” was on the HMS Titanic when it left on its fateful maiden voy- Help: Character has strong religious or ethical convictions (+1), character
age. She survived and lived in Denver for much of the rest of her life. Her is aware that the Unmasked is a cult (+2)
home is now a museum, and like many such stately homes, does not allow The character is attempting to accumulate eight successes (this is based on Anna’s
photography. The Unmasked picked up on a rumor, though, that the reason Willpower rating, since she is the one ultimately trying to brainwash the characters).

22
The Ugly Truth
The cult is trying to accumulate 20 successes, since Anna really wants the characters
to abandon their lives and join the Unmasked full time, devoting themselves to her
cause. As such, it is unlikely that the cult will succeed in their brainwashing attempts
(which spurs Anna to set the characters up later; see The Set-Up).
During the brainwashing, though, if the cult ever winds up with more successes Mental ••• Physical •• Social ••
than the character, the character starts to feel sympathetic to the cult’s vision. If
this happens, take the player aside and explain that the Unmasked is starting to
make sense to her character, and she should portray the cult’s ethos as becoming
Overview
more intrinsic to her. The Gateways (p. 5) are a good way to do this — if you have The characters learn the unsavory facts about how Anna’s cult works.
portrayed the cultists as behaving as indicated, then a character doing the same
thing should get some raised eyebrows from the rest of the troupe.
If the brainwashing should succeed, of course, then the character is effectively Description
out of play and becomes a loyal cultist. This may seem like an arbitrary and harsh She’s all of fifteen, too much eyeliner, spiky black hair and sparkly jewelry. She’s
trick of the dice, but the truth is that the exact same thing would happen if the walking into the club and the bouncer isn’t stopping her, because he knows why she’s
character were to die in a firefight with the cult. This way, at least, the rest of the there. She enters, the heart monitor quickening as she grows nervous, and now all
characters might be able to kidnap and deprogram the character (using the same you can see is what the camera in her hair is picking up.
game systems, just substitute the deprogrammer’s Willpower for Anna’s). A blur steps in front of her. It’s vaguely human shaped, but it’s just a blur. The

The Ugly Truth


other images are crisp and visible, if green and white from the night vision, but this…
Roll Results thing is just a smear of light. It gets brighter as he leans in, and you don’t quite hear
Falling Scales

Dramatic Failure: If one side rolls a dramatic failure, that side loses all what he says. But she follows, into a corner, into the dark. She’s not leaving this club
accumulated successes. alive. Her heart rate had slowed somewhat, but it quickens again as she walks.
Failure: The character makes no progress toward the goal. “Eight seconds,” notes the man monitoring the video feed. “He must be really
Success: The character makes progress toward the goal. If the player’s on his game tonight.” The tech glances up at you. “Normally, they don’t wander off
character reaches eight successes, she has resisted the brainwashing and no with him right off the bat like that.”
further rolls need be made. If the Storyteller reaches 20 successes, the character The heart monitor slows.
has become fully brainwashed, joins the cult, and provides Anna with all the
information she has on the other characters.
Exceptional Success: If the Storyteller reaches his goal with an exceptional Storyteller Goals
success, no special effect occurs. If the player does, the character not only resists During this scene, the characters learn the truth about the cult. This
the brainwashing but realizes what the cult was doing and how. can take one of two forms — either the characters learn that the cult
routinely sends people to their deaths in order to bait the supernatural, or
Supernatural Characters they find that the cult bilks members out of their life savings and forces
them to compromise professional ethics to further the cult’s agenda. Which
Supernatural beings are unlikely to find themselves in the position of being
avenue you take really depends on how you want the rest of the story to
investigators for the Unmasked. Anna doesn’t trust them and is only willing to
go and what kind of time you have.
converse with them if they provide information about and demonstrations of
If you want the players to go directly from this scene to Freedom, con-
their abilities (which most such beings are understandably reluctant to do). If
fronting Anna and taking down the cult, then you should probably have
this scene does come about with supernatural characters, perhaps because they
them realize that the cult is killing people. If you want to play through
have managed to keep their natures secret, run it as written, but simply keep in
the Set-Up, though (where the characters are the ones that get led into a
mind that any display of arcane powers puts them on the Enemies List.
dangerous supernatural situation), then this scene should take the form of
discovering where the cult gets its money and influence.
Consequences By this point in the story, the characters should at least suspect that
the Unmasked is a cult. As such, when they discover that the group is
This scene, again, can go on as long as the troupe finds it interesting. When you
siphoning “donations” from its rank-and-file, it shouldn’t come as much
feel it is appropriate, have the characters discover the truth about how the cult gets
of a surprise. The goal here is to present the information in a way that the
its money (proceeding to The Ugly Truth). If the characters break ranks before that,
characters realize they’ve seen something they shouldn’t have.
go to Enemies List or, if Anna gets wind of their impending betrayal, The Set-Up.
23
If you are coming to this scene from Field Research, you might have
the characters debrief with Abe Church over some vodka. Abe takes their
Supernatural Characters
statements and makes some conversation about what they’ve seen, and then Supernatural beings are likely to discover the cult’s true agenda much
leaves the room to refill his flask. While he’s gone, the characters might look sooner. They might have access to powers like remote viewing, mind read-
over some documents on a desk or files on a computer screen. Either way, ing, talking with ghosts or spirits, divination and so on. As such, this scene is
use the system below to figure out how much information they glean. likely to take place sooner and without necessarily resorting to doing the cult’s
If the characters confront Abe about what they’ve seen, he sternly research for them.
advises them to forget about it. After all, they aren’t contributing donations,
they’re doing much more important work and not everyone is qualified
to do that. If the characters go along with it, Abe informs Anna. If they
Consequences
refuse, he tells them they’d better just back away from the whole organiza- If the characters agree to keep working with the cult, go to The Set-Up.
tion if they can’t handle it. If they quit on principle, go to Enemies List. If they immediately go on the
offensive, go to Freedom.

Character Goals
Learn the truth about the cult and what it does to people.

The Ugly Truth


Interpreting the Data
Falling Scales

Dice Pool: Intelligence + Academics


Action: Extended (each roll requires one minute, five successes needed)
Hindrances: Drunk (–1)
Help: Specialty in Finance (+1)

Roll Results
Dramatic Failure: The character misinterprets what she is seeing —
instead of money coming in to the cult, it looks to her like the cult is paying
out more money than it could possibly have. This probably won’t make any
sense to the characters, but it might make Anna look altruistic.
Failure: No successes are made toward the total. Abe is only gone for
five minutes, so if the characters don’t accumulate the number necessary
successes in that time, they lose their chance (unless they can distract,
intoxicate or incapacitate Abe).
Success: The characters accumulate the requisite number of successes
in the time allotted. The data they’re looking at shows an influx of a mas-
sive amount of money in the form of donations from members. In many
cases, the members have mortgaged houses and cashed in retirement plans
to make these donations.
Exceptional Success: The characters accrue the necessary number
of successes and score an exceptional success. In this case, the character
finds places where the cult is laundering money (the donations are shady
or come from illegal sources). Using this information, if the character has
a quick way to record data (a smart phone, a camera, the Eidetic Memory
Merit, a jump drive) she can divert some of this cash later, giving herself
a ready source of money at the cult’s expense.

24
The Enemies List
doesn’t immediately result in Children’s Services swooping in to take the
children away (indeed, absent a clear and direct danger to a child’s life, this
is actually uncommon), but someone from the state will visit the character,
ask a lot of uncomfortable questions of both parent and child, and, again,
Mental ••• Physical •• Social ••• now the character has a paper trail. If the cult makes another phone call
a week later (after planting some evidence this time, perhaps) the state
Overview employees won’t be favorably disposed toward the character at all.
Storytellers, take note: Few things motivate a parent faster than threatening
The characters discover exactly how deep the cult’s influence goes. Anna
Christopher turns on them. their children. That’s not a suggestion that you use this idea, that’s a reminder
that if you do, expect an immediate and powerful response. Again, caution.

Description • Drug Possession: The character finds his car surrounded by police officers
and dogs. In the backseat is a tightly wrapped brick of white powder that
You didn’t even see the police car as you drove by the parking lot, but it pulls turns out to be heroin (or a package of bills, or whatever you’d rather). The
out to follow you. It’s behind you for perhaps fifteen seconds before the roof lights character in this case will probably be immediately arrested and charged
activate. As you pull over, you realize this isn’t a speed stop. Both cops get out of the with possession (possibly with intent to distribute, depending on how much

The Enemies List


car, and they both have their hands on their weapons. of the drug is in the car). The so-called “War on Drugs” means that the
“Step out of the car, please.” character can look forward to hard time unless he can prove that those
drugs were planted, which is difficult to do (particularly if the character
Falling Scales

Storyteller Goals •
already has a record — which the cult can easily discover).
House Robbed: The character arrives home to find his door kicked in, a
This scene happens when the characters have angered Anna Christopher window broken, the house trashed and anything of value gone. The police
and she declares them enemies of the Unmasked. She brings to bear the full come out and take a statement, the insurance company wants a list of what
brunt of her influence, and that, unfortunately, can make the characters’ lives was taken (with serial numbers, if possible — not that they’d accuse the
very difficult. character of lying to get a better TV set!), and the character either has to
Exactly what she can do to the characters depends on their occupations sleep in the house tonight, wondering if every noise is the thief returning,
and personal lives. Below are some possibilities: or spring for a hotel. Even if no one is hurt and the only things damaged
• Investigated at Work: To be arrested or charged with a crime requires some were just that, things, it’s hard to describe the sense of invasion and viola-
evidence. To be fired or censured for an infraction, though, often requires tion that goes with a burglary. If the character had anything incriminating
only an accusation or some circumstantial evidence. The character might in the house (drugs, weapons, evidence of other crimes), it’s gone.
find that money goes missing from the till and the evidence points back • Policies Cancelled: It’s amazing what can be done online, just in terms
to him, or his server admin might discover some highly not-safe-for-work of commerce. People can purchase phone service, turn on utilities, and
material on his computer. In any case, even if no criminal charges are buy house and car insurance. That means, of course, that they can cancel
possible, the character might lose his job. any of these services, too…and so can anyone with their information.
• Falsely Accused: The Unmasked exerts a frightening degree of control The cult might cancel the character’s car insurance, which the character
over its members. Many of them are so thoroughly brainwashed that they won’t know until he needs it. Likewise, if the cult cancels the character’s
would lie for the cult, even if that means accusing an innocent person of cell phone plan, the character can easily get it fixed — if he knows to do
assault. The character might find himself giving statements to the police so before he really needs to make a call.
about his whereabouts on a particular night. If the character was, in reality, • Licensure Revoked: Doctors, lawyers, electricians, teachers, therapists,
out chasing vampires that night, he might not have a good alibi. Again, a nurses, cabbies, fisherman…they all require licenses. Most of these license
single accusation might not be enough to get the character arrested, but records are online (many for public viewing). Anything kept online can be
it’s never good to have the police open a file. cancelled by someone with access, and the cult can call on many people
• Children’s Services: Warning — this is a triggering topic for many parents. with access to many different databases. A doctor character might be hit
Use with care. If any of the characters have children, the cult can make with a malpractice accusation on the same day that his license turns up
anonymous calls report neglect, unsafe conditions or even abuse. This revoked. It might be a computer glitch, but if he’s already facing a malprac-

25
tice claim, the hospital and the insurance company might rather suspend Help: Striking Looks (+1 or +2), character makes conversation with the
him while they work out the details. witness before asking questions (+1)
• Credit Cards Cancelled: It’s easy to cancel a credit card. The card com- Roll Results
panies arrange it that way so that if your cards are stolen, the thief has Dramatic Failure: The witness not only refuses to talk, she also informs
limited time to go on a spending spree before you call the handy number a manger, a police officer or whoever might be appropriate based on the cir-
on the website. That said, again, a cult member with the right information cumstances that the character was trying to “con her into giving up informa-
can cancel a character’s credit cards and even lock her bank account. This tion.”
won’t last more than a few days, but going without access to money for a Failure: The player rolls fewer successes than the Storyteller. The witness
few days can be extremely difficult. finds the character suspicious and refuses to talk, or can’t remember anything
• Arrest Warrant: Fabricating an arrest warrant isn’t easy, but it’s not im- of substance.
possible for characters in the right line of work. Once again, the first the Success: The player rolls as many or more successes than the Storyteller.
character is likely to hear about it when she gets pulled over and cuffed, The witness remembers someone connected with the matter at hand. For
and the police are unlikely to respond to “I have no idea what you’re talk- instance, if the character goes to the police station to inquire about a baseless
ing about” or “there must be a mix-up” with, “Oh, sorry about that, off you warrant, the officer on the desk remembers the warrant and who gave it to her.
go!” Once the character is processed and the lawyers get involved, it will The Storyteller might have the character roll Intelligence + Composure to

The Enemies List


probably become obvious that the warrant was baseless…unless that just remember the culprit as someone connected with the Unmasked, or might just
gives the cult time to get going. seed this person in earlier interactions with the cult (“A cop with strawberry
blond hair and a cleft palate scar? Son of a bitch, that guy works for Anna
Falling Scales

The Storyteller’s goal for this scene is to scare and frustrate the characters,
but not to get them put away for life. The damage here might not be easily Christopher!”).
reversible, but it shouldn’t be impossible to overcome if the characters take Exceptional Success: The player rolls as many or more successes than the
action. Anna, for her part, is trying to get the characters to back off. At some Storyteller and achieves an exceptional success. The witness not only remembers
point when the characters have all taken a hit, Anna contacts them (through the incident, but realizes it is out of place and takes the character’s side. The
an anonymous intermediary method — typed note in the mailbox or on the player can buy this witness as an Ally if she has two experience to spare.
car, that sort of thing) and tells them to stay away.
This, hopefully, will be enough to compel the characters to look into the Searching a Burglarized Home
cult or to confront Anna. If they take Anna’s advice, avoiding the cult entirely, Dice Pool: Wits + Investigation (this rolled can benefit from Teamwork;
then they have effectively given up and the story is over. see p. 134 of the World of Darkness Rulebook)
If they start looking into the strange occurrences in their lives to find who Action: Extended (15 successes needed, every roll requires 15 minutes
is responsible, they might find the Unmasked at the heart of it. The systems of searching. Increase the number of successes if the area being searched is
below provide some examples of how this might work. The characters might particularly large)
search their computers for evidence of intrusion and hacking, they might speak Hindrances: Police have been in the area and conducted their own search
with a secretary or other character who has been part of the cult’s plot (someone (–1), bad light (–2), area is normally very cluttered or messy (–2)
who drew up or forwarded a spurious warrant, for instance), or search a home Help: Area hasn’t been touched since the break-in (+1), good lighting
after the cult has burglarize it. (+1), area is normally well-ordered and clean (+2)

Roll Results
Character Goals Dramatic Failure: The character finds no evidence of a break-in. At the
Stay out of jail. Minimize damage to life. Take the fight to Anna. Storyteller’s discretion, the cult members responsible might have left behind
a trap for the character. If so, it shouldn’t be able to inflict more than three
Interviewing a Witness points of lethal damage.
Failure: The character makes no progress toward the goal.
Dice Pool: Manipulation + Persuasion vs. Resolve + Composure Success: The character makes progress toward the goal. If the player
Action: Instant and contested achieves the requisite number of successes, the character finds evidence point-
Hindrances: Character is hostile (–1), character is dressed inappropriately ing toward the cult. Again, this might be something that identifies someone
for the venue (-1) that the character has already met and knows is a member, or might point to

26
The Set-Up
the cult itself (a business card or a matchbook from an establishment that the
Unmasked frequent, for instance).
Exceptional Success: The player achieves the requisite number of suc-
cesses and scores an exceptional success. The character sees the burglar in the
area carrying something from the house, and can follow or confront the thief
Mental ••• Physical ••• Social ••
as he sees fit.

Supernatural Characters
Overview
Anna Christopher sends the characters into the lion’s den.
Supernatural beings who earn the ire of the cult might be treated differently.
Characters who can easily live normal, human lives (mages, for the most part)
receive the same treatment, but other characters are, in many ways, more vulner-
able to the Unmasked’s attacks. Vampires, for instance, have to remain hidden
Description
The bottom floor of this building is burnt out and covered in charcoal. Black
during daylight hours or else they burn. The cult doesn’t necessarily want to kill dust kicks up around your feet and you’re grateful for the masks that Abe gave you.
the characters, but if they arrange for the police to raid a vampire’s haven during
the day, the resulting fiasco goes well beyond an inconvenience. Changelings In the corner, a swirl of dust, must like one of your footprints — but there’s
often try to stay relatively hidden for fear of attracting the Gentry’s attention; no one there to make it. You clutch the copper pennies that Abe gave you for pro-
even if the cult doesn’t know any particulars about the Lost, just forcing them tection as the ghost of Valentine Wilcox shimmers into view.
out into the open can be hazardous. What the cult does to supernatural beings,
Falling Scales

then, might be roughly the same, but the stakes are much higher, both for the
Storyteller Goals

The Set-Up
characters and anyone in their vicinity, if things go wrong.
This scene sees the cult try to sacrifice the characters to a murderous ghost.

Consequences Anna has decided that they are more trouble than they’re worth (she didn’t,
after all, invite them into the cult, and so she doesn’t have much control over
If the characters give up and agree to stay away from the cult, go to After- them), and she wants to get a sense of what this ghost can really do.
math. The characters still have the memetic infection to deal with, of course, Traits for Valentine Wilcox can be found above. He is a violent, powerful ghost,
but if they don’t make trouble for the cult, the cult won’t make trouble for but to him, the fire that killed him continues to rage and so he doesn’t leave the store.
them (unless you wish to have Anna use them as patsies for crimes that the The Unmasked send the characters in with shaped charges to place around the build-
Unmasked commit, or lightning rods for supernatural activity, in which case ing, so as to level it and get rid of the ghost. This will work, but Abe has orders to blow
go to The Set-Up). the building before the characters get out (if the ghost doesn’t kill them first).
If the characters decide to confront Anna and the Unmasked, go to Run the combat using the normal systems. Systems for placing the charges
Freedom. can be found below. Once the charges are in place or if the characters attempt to
run, have the players roll Wits + Composure. If this roll succeeds, the characters
hear beeping from the charges. They have one turn to get rid of the explosives
and get out of the area before the blast goes off.
This all assumes, of course, that the characters don’t see right through
what Anna is doing and disarm the bombs the first chance they get. That still
leaves them to deal with Valentine, of course. The bombs have the following
traits: Blast Area 3, Damage 6. See the rules on p. 178 of the World of Dark-
ness Rulebook.
(Note: If you’d rather not run a combat with a ghost and have access to
a book with a creature that suits you better, change this scene to your heart’s
content. The rules for ghosts are available in the World of Darkness Rulebook,
which means that ghosts make for nicely accessible opponents.)
If the characters flee the building amidst explosions and collapse, one
of Abe’s soldiers panics and fires a burst at the characters. This might miss

27
altogether or cause some wounds, but it should also serve to hammer home
what’s going on. If you want to give the characters a chance to thin out
Supernatural Characters
the bodyguards’ ranks now, have them fight for a couple of turns before If the characters are supernatural beings, this scene might play out as written
fleeing. Maybe Abe leaves and orders his men to abort, but two of them or it might be over in seconds. A mage with even a low score in Matter can pre-
figure they can handle the characters and stay behind to mop up. vent the bombs from detonating, while any Sin-Eater worth her salt can handle
Valentine. In this case, the cult is very interested to watch supernatural beings
take on a ghost…and Abe has his finger on the detonator, just in case.
Character Goals
Survive the fight. Destroy Valentine Wilcox. Consequences
After this scene, it should be pretty obvious that Anna is trying to kill the
Placing the Charges characters. If they go to exact some payback, proceed to Freedom. If they flee
Dice Pool: Wits + Crafts the area, go to Aftermath.
Action: Instant
Hindrances: No Explosives Specialty in Crafts (–3); dark (–1); combat
with ghost happening behind the character (–1 to –3)
Help: Explosives Specialty (+1); Valentine is lured away (+1)

Roll Results
Falling Scales

Dramatic Failure: The bomb explodes, dealing damage as detailed above.

The Set-Up
Failure: The character places the bomb incorrectly and it will not destroy
the building when it detonates.
Success: The character places the bomb correctly. If all four bombs are placed
correctly, the building comes down when they blow up and Valentine is destroyed.
Exceptional Success: The character manages to place the bomb in exactly
the right spot, and the damage it does to the structure makes up for one other
bomb being placed incorrectly.

Disarming the Bombs


(Note: This roll would normally be contested against Abe’s successes in
arming the bombs, however, Abe designed these bombs to be easy to disarm
because they are being used in a populated area.)
Dice Pool: Wits + Crafts
Action: Instant
Hindrances: Dark (–2); no tools (–5); No Explosives Specialty in Crafts (–3)
Help: Explosives Specialty (+1); Good light (+1); appropriate tools (+1)

Roll Results
Dramatic Failure: The bomb explodes, dealing damage as detailed above.
Alternately, the bomb is still armed, but the character is positive it is disarmed.
Failure: The bomb is still armed, and any further attempt to disarm it
suffers a –1 modifier.
Success: The character disarms the bomb.
Exceptional Success: The character disarms the bomb, and any attempt
to disarm the others receives a +1 modifier.

28
Freedom
A larger concern might be: What are they going to do if they find Anna?
Murder her in cold blood? This should certainly merit a potential loss of
Morality for the characters and Anna will call the police if they approach her
violently. Are the characters prepared to be wanted fugitives in order to get
Mental ••• Physical •••• Social •• out from under the cult?
In any case, this scene ends with the characters beating the cult, using
whatever strategy they feel is appropriate. Let them win, but make sure they’re
Overview ready to confront the consequences of that win.
The characters confront and destroy the Unmasked.
Character Goals
Description Defeat Anna and her cult.
Abe fires a shot in your general direction. “How you think this is going to end?” he
calls. “You were going to come in here and kill us?” You can practically smell the vodka Sneaking Into the Building
on his breath. “I can’t imagine this ending well for you. Let me show you what I mean.” Dice Pool: Wits + Stealth
You hear a faint chink sound, and then a baseball-sized object comes flying toward you. Action: Instant
The grenade lands a few feet away, and you can faintly hear Abe’s chuckle. Hindrances: Character has the Giant Merit (–1), character has a distinc-
tive and not concealable feature (–1 to -–3)
Falling Scales

Storyteller Goals
Help: Character enters in a crowd of people (+1), character wears a disguise
(see p. 87 of the World of Darkness Rulebook; +2)
In this scene, the characters take on the cult and win. They should be able
to expose or kill Anna Christopher and dismantle the Unmasked’s influence. Roll Results

Freedom
How exactly they accomplish this depends upon your troupe. If the char- Dramatic Failure: The character gets to the elevator and believes herself
acters are militant and well-trained, maybe they break into the cult’s head- unseen, but then the elevator stops midway up. The police are en route and
quarters, trash the files, kill Anna and burn the place down (assess Morality the character is likely to be arrested for trespassing (and possibly weapons pos-
rolls as necessary). Or, maybe they report Abe to the US Army, which brings session, depending on the circumstances).
black-suited agents to the area post haste and sees both he and Anna escorted Failure: The security guard at the front desk of the apartment building (on
away in a helicopter. Perhaps they can get the IRS to look at their evidence site 24 hours a day) spots the character and asks for ID. The character might be
of money laundering, or the FBI to hear them out on kidnapping and murder. able to bluff his way in, but the guard watches the character carefully.
In any event, whatever strategy the characters come up with, it should have Success: The character makes it to the elevator without being spotted,
a chance of working. but still needs to get into the apartment (see below).
Every troupe is different, and every troupe is going to experience Falling Exceptional Success: The character makes it to the elevator without
Scales differently. The World of Darkness is not a setting in which going in raising an eyebrow, and does so while one of the cult members is out smoking
guns blazing is generally the best idea, so the characters might well take their (meaning that he won’t be upstairs facing the characters).
time coming up with a plan. This is fine — let them take all the time they
want, but unless the Unmasked thinks they are dead, the cult won’t be idle. The Breaking Into the Apartment
malicious activity from Enemies List continues. If The Set-Up ended with the Dice Pool: Dexterity + Larceny
characters escaping and fighting their way past the bodyguards, Anna knows Action: Extended (20 successes needed, every roll takes 10 minutes)
that they must be planning something. Give the players a day of planning time Hindrances: No tools (impossible), old or shoddy tools (–2), failed roll to
(in game), but anything past that and Anna should make the first move. sneak in (–1, as security will call up)
As far as going after Anna, her headquarters is difficult to break into. The Help: Appropriate tools (+1), Meditative Mind Merit (+1), Exceptional
security systems are expensive and difficult to bypass, Abe has his men looking success on the roll to sneak into the building (+1)
for the characters, and their pictures have been circulated to all members (and Every thirty minutes, have the characters in the hallway roll Wits + Stealth
labeled as “traitors”). Getting in will require Stealth and Larceny rolls, but if (they can use Teamwork on this action) in a contested roll against one of the
that’s where the characters are strong, then this is a good approach. guards inside (six dice). If the player fails to match or exceed your total, the

29
Infection
guards hear something and come to investigate (whether the characters can
remove their equipment and hide in time is up to you).

Roll Results
Dramatic Failure: The character trips an alarm. The guards inside are Mental •• Physical •• Social ••
alerted and police are probably already on the way.
Failure: No successes are added to the total.
Success: The character makes progress toward the total. If the player ac-
cumulates 20 successes, the character opens the door. Overview
Exceptional Success: The character accumulates considerable successes. Characters contract the “memetic infection.” This scene can happen any time.
If the player succeeds with an exceptional success, the character manages to
sneak into the apartment with no one the wiser, meaning he can set himself
up for a surprise attack. Description
She walks towards you and you feel the tips of your fingers start to twitch. It’s
Supernatural Characters something in the way she moves, how she turns sideways when she reaches a doorway.
And then, as she looks at you, you see the odd pattern in her eyes — her eyes don’t
As in other scenes, supernatural beings are probably capable of destroy- look natural. Just for a minute, you feel like you’ve seen through a mask….
ing the cult in decisive ways that mortals are not. But beyond that, this scene
doesn’t change much. A pack of werewolves simply has the option of chasing
Storyteller Goals
Falling Scales

Anna down and tearing her to pieces, while a group of mortals probably doesn’t.
Morality rolls might still be appropriate, however. This scene can happen anytime the characters encounter the supernatural after
they have met with someone who is already infected. They encounter a supernatural

Infect ion
Consequences being — maybe not one that is any kind of threat — and discover that they can see
things that they previously could not.
When this scene has been resolved, go to Aftermath. The progression of the infection is described above. When running
this scene, it’s important to give the players descriptions of what their
characters see and feel, rather than suddenly imparting knowledge. Think
about what kinds of subtle movements and expressions a given creature
might exhibit (using the suggestions on p. 6 as a jumping off point) and
present the character’s new perspective in those terms. As the character
comes into contact with other beings and the infection progresses, the
player can learn to draw conclusions based on the data he has. But in this
scene, the dramatic moment is the first moment when the character looks
at a supernatural being and knows that something is wrong.
Note, too, that nothing during this story marks the character’s new abilities
as an infection — unless they notice these powers spreading from one character
to the next. As the stories in this series continue and the infection changes
form, however, the nature of it should become very clear.

Character Goals
Discover new abilities.

Recognizing “Tells”
Dice Pool: Wits + Composure vs. creature’s Manipulation + Subterfuge*
Action: Instant and contested
30
Hindrances: Drunk (–1), Morality 4 or less (–1)
Help: Specialty in Microexpressions (+1), Morality 8 or more (+1) Aftermath
Roll Results At the end of this story, the characters might be wanted fugitives. They
Dramatic Failure: The character sees disturbing expressions in almost might be in prison. They might be sitting pretty with money they stole from the
everyone around her. The character suffers a –1 penalty to all Social actions cult in a Leverage-like heist, or they might simply have backed away, pretending
until she sleeps, at which point she can attempt this action again. they know nothing, putting their heads in the sand.
Failure: The character cannot discern the expressions of a given creature; In any event, they have gained knowledge and, more importantly, the
the creature appears human. memetic infection. The have also destroyed, or at least run afoul of, the Un-
Success: The character notices the expressions of the creature, and they masked, and therefore the beings pulling the strings of this organization. You
remain mostly consistent for that type of creature. How specific the expressions can choose to make this obvious — maybe all charges against them are dropped
are depends on the creature in question — as mentioned on p. 6, changelings following a firefight at the cult’s headquarters, and the characters’ lawyers know
are much more varied than vampires in how they present. only that the District Attorney suddenly called up and dismissed the case, saying
Exceptional Success: The character gains considerable insight into the that new evidence came to light clearing the characters. Or, it could be a bit
creature. The Storyteller should give the character some useful piece of informa- more subtle. Perhaps the characters expose the cult to the press, resulting in an
tion about the type of creature (“he seems to avoid using silverware; he treats outcry and demonstrations as family members of the cultists try to “save” their
it almost like it’s hot”) or the particular being (“he keeps staring at the cat, but loved ones. Following a protest, Anna Christopher is found hanged, apparently
walked through the kitchen to avoid it”) that she is observing. having committed suicide… except that her office was locked from the outside
*Note that vampire characters cannot have more dice in this pool than
Falling Scales

after she died. In any case, the characters should become aware that someone
they have dots in Humanity. or something else was keeping tabs on the Unmasked but that it has no interest

Aftermath
in them, at least for the moment.
Supernatural Characters
Supernatural beings suffer the infection differently than mortals, meaning Experience
that this scene might have some more severe impact. Take your time with such Experience points are handed out after each chapter according to the sug-
characters, let them realize that while they might be able to learn more about gestions in the World of Darkness Rulebook, pp. 216-217. After the story is
the beings around them, they are also paying a price. over, there are a few additional points that can be awarded:
• The characters destroy the cult without killing anyone (+1 point)
Consequences • The characters catalog more than one type of supernatural being (+1 point)
Since this scene can happen at any time during the story, progression from
• The characters destroy Valentine Wilcox (+1 point)
it depends on where the Storyteller chooses to put it.

31
mental mental ­••
No Witnesses
­•
SCENE: A Glimpse of the Unknown physical
social
•••
­•­
SCENE: physical
social
•••
­••

HINDRANCES HELP HINDRANCES HELP


Character has combat training (+1) Character is afraid of blood (–2) Multiple opponents decrease a None applicable
combatants Defense by one for each
melee attack after the first.

A surprise attack might allow a killing


blow (damage inflicted based on dice
pool, rather than a dice roll, so Maricel
can inflict 8 points of bashing damage if
she sneaks up on someone and hits them).

Maricel is able to climb walls and, if


followed, tries to push people from build-
ings. Falling inflicts one point of bashing
damage for every three yards fallen.

STs Scare the players, introduce the supernatural. STs Maricel’s last stand. Bring the cult in to help or witness.

Witness the supernatural. Determine their reactions


PCs in the face of horror and crisis. PCs Kill Maricel. Don’t die or be badly injured.

mental mental
SCENE: Contact physical
social
­ ••

••
••
SCENE: With Us or Against Us physical
social
­•


•••
­

HINDRANCES HELP HINDRANCES HELP


Hard of hearing (–2) Quiet environment (+1) Characters were opposed to the Striking Looks Merit (+2 or +4)
idea of coming to meet Anna (–1)
Other characters talking (–1) Meditative Mind Merit (+1) Characters display knowledge of the
Characters are overtly religious (–1) supernatural (+1)
Ambient noise (–1 to –5)
Characters show sympathy Characters destroyed Maricel before
to Maricel (–2) the Unmasked stepped in (+2)

STs Introduce the cult. Drop some hints about how it works. STs Introduce Anna. Drop more information about the cult.

PCs Meet Nick. Learn about the Unmasked. PCs Meet Anna Christopher. Learn about the cult.
mental mental ­ ••

The Ugly Truth
­ ••

SCENE: Field Research physical
social
•••
­•­•
SCENE: physical
social
••
­••

HINDRANCES HELP HINDRANCES HELP


Character is drunk or fatigued (–1) Character has strong religious Drunk (–1) Specialty in Finance (+1)
or ethical convictions (+1)
Character is injured (–1)
Character is aware that the
Character has contracted Unmasked is a cult (+2)
the memetic infection (–1)

Introduce more of the supernatural.


STs STs Show the characters how immoral the cult really is.
Entrench the characters in the cult.

PCs Learn more about the supernatural. PCs Learn the truth about the cult and what it does to people.

mental mental
SCENE: Enemies List physical
social
­ ••

••
•••
SCENE: The Set Up physical
social
­ ••

•••
••­

HINDRANCES HELP HINDRANCES HELP


Interviewing a Witness — Interviewing a Witness — Placing the Charges — Placing the Charges —
Character is hostile (–1) Striking Looks (+1 or +2) No Explosives Specialty in Crafts (–3) Explosives Specialty (+1)
Character is dressed inappropriately Character makes conversation with the Dark (–1)
for the venue (–1) witness before asking questions (+1) Valentine is lured away (+1)
Combat with ghost happening
Searching a Burglarized Home — Searching a Burglarized Home — behind the character (–1 to –3) Disarming the Bombs —
Police have been in the area and Area hasn’t been touched since Explosives Specialty (+1)
conducted their own search (–1) the break-in (+1) Disarming the Bombs — Dark (–2)

Bad light (–2) No tools (–5) Good light (+1)


Good lighting (+1)
Area is normally very Area is normally well-ordered No Explosives Specialty in Crafts (–3) Appropriate tools (+1)
cluttered or messy (–2) and clean (+2)

STs Demonstrate how dangerous the cult is. STs Tip the cult’s hand. Push the characters to take the fight to Anna.

PCs Meet Nick. Learn about the Unmasked. PCs Survive the fight. Destroy Valentine Wilcox
mental ­ ••
• mental
SCENE: Freedom physical
social
••••
­•­•
SCENE: physical
social

HINDRANCES HELP HINDRANCES HELP


Sneaking Into the Building — Sneaking Into the Building —
Character has the Giant Merit (–1) Character enters in a crowd of people (+1)
Character has a distinctive and not Character wears a disguise
concealable feature (–1 to –3) (see p. 87 of the World of
Darkness Rulebook; +2)
Breaking Into the Apartment —
No tools (impossible) Breaking Into the Apartment —
Appropriate tools (+1)
Old or shoddy tools (–2)
Meditative Mind Merit (+1)
Failed roll to sneak in (–1,
as security will call up) Exceptional success on the
roll to sneak into the building (+1)

STs Facilitate the destruction of the Unmasked. STs

PCs Defeat Anna and her cult. PCs

mental mental
SCENE: Infection physical
social
­•

••
••
SCENE: physical
social ­

HINDRANCES HELP HINDRANCES HELP


Drunk (–1) Specialty in Microexpressions (+1)

Morality 4 or less (–1) Morality 8 or more (+1)

STs Reveal the memetic infection. STs

PCs Discover new abilities. PCs


Hope is a pleasant acquaintance,
but an unsafe friend.
— Thomas Chandler Haliburton

An adventure for the World of Darkness


using the Storytelling Adventure System
Written by Monica Valentinelli Developed by Chuck Wendig © 2012 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the
Layout by Mike Chaney purposes of reviews, and one printed copy which may be reproduced for personal use only. World of Darkness, Storytelling Adventure System,
Art: Brian Leblanc, Sam Araya, Chris Shy, Juan Calle, Jim and Storytelling System are registered trademarks of CCP hf. All rights reserved. This book uses the supernatural for settings, characters
and themes. All mystical and supernatural elements are fictional and intended for entertainment purposes only. This book contains mature
DiBartolo, Jim Pavelec, Durwin Talon, Travis Ingram, Cathy content. Reader discretion is advised.
Wilkins, Mike Gaydos, Miguel Coimbra, & Vince Locke
Introduction
The supernatural aren’t the only scary beings that lurk in the World of Dark-
They’ve found one: a powerful politician who believes society should open their
eyes to the truth, that the supernatural takes many forms and the only way to defend
society is to wage all-out war.
ness. Sometimes, the horror originates from those who work for, control, or expose This is the final installment in Falling Scales, a two-part chronicle. While
them for what they are: unnatural, powerful creatures that lurk in the shadows these stories are meant to build on one another, they are also written so as to be
and prey upon the living. For centuries, those terrors have existed just outside our useful and playable on their own. The only book necessary to run Falling Scales
understanding. The public may know or even suspect creatures of the night exist, Part II is the World of Darkness Rulebook. If your troupe wishes to play through
but millions have managed to go on with our lives, focusing on the mundane, the this story using characters from one of the other World of Darkness games (or
safe. We’ve passed off the truth as a child’s fairy tale or the ramblings of crazed even a mix of several!), information for doing so is provided.
lunatics. We’ve ignored the reality in order to survive.
Thanks to the actions of the passionate few, we can no longer pretend the super-
natural does not exist. Summary of Falling Scales
Now, perfectly ordinary people question what they see, what they hear, what In part one of Falling Scales, the characters be-
they feel. They’re confused, lost, and lonely. They’ve turned toward their leaders came aware of the Unmasked, a cult that researches
to help them find a way out of the darkness, but they need a shepherd, a guide and investigates the paranormal. The leader of the
who is not afraid. cult, Anna Christopher, sought to indoctrinate
the group after their encounter with Maricel

Introduction
1
trying to kill her. Maybe another has been on-the-run ever since. The location of
where these scenes occur doesn’t matter as much as how it affects them. This is a
About the Storyteller’s opportunity to remind the players how dangerous knowledge of the
supernatural can be. Use that and the scenes leading up to Falling Scales Part II
Storytelling Adventure System will serve as a powerful experience for the players to draw on.
If this is your first Storytelling Adventure System Instead of rewarding a large number of points to bring characters up to speed,
(SAS) product, you’ve chosen a fine place to start. Storytellers should work backward and figure out how many dots the players will
To keep this story kit lean and focused, though, require to be a part of this scenario. Once Storytellers figure out all that’s required,
we haven’t included a lot of the core premises and narrate scenes and reward players two to four dots for each. Some of these scenes
Storyteller suggestions that are at the heart of the may be found in the Aftermath of Falling Scales Part I. Experienced Storytellers
SAS. Whether you’re a new Storyteller or an old will note that this an accelerated assignment of experience points, but the Aftermath
hand, be sure to read the free SAS Guide, found serves several purposes and these short scenes are a great way to set the mood for
at the SAS website: Part II and place the characters in Washington D.C.
Characters don’t have to be infected in order to participate in Falling Scales Part
www.white-wolf.com/sas II. However, the memetic infection has evolved and it’s become more prominent in
Here are some of the features available in the overall conspiracy. Now, the virus can be administered artificially and, when it
Falling Scales: mutates, the memetic infection can be spread by touch or blood. Storytellers should
reference the section on Virology and, if necessary, introduce shorter Aftermath scenes
• Interactive links. Clicking on anything in blue will to either infect the characters or advance it to a different stage prior to the story’s

Introduction
take you directly to the section referenced, or to an debut to help characters get more out of this scenario.
appropriate character sheet or prop. It may also take The motives of the Cult of the Unmasked are revealed through the whims
you to an external website that could be useful. of Vice President Evans, a former Senator from Colorado who believes that the
• Scenes. Clicking on a scene name in the scene only way to protect American citizens is to expose the supernatural for what they
flowchart or the page number in the scene card are – terrorists. To do that, he has worked to cultivate a following to protect and
will take you to the full write-up of the scene. support him in his surprise bid for the presidency. Only then will he be able to
do what needs to be done.
• Bookmarks. This PDF is fully bookmarked, so At first glance, Vice President Evans appears to be benevolent in his motives.
you can jump to major sections at any time when Several of his allies flock to his no-nonsense approach and don’t realize that join-
the file is open. ing his side will require engaging in cult-like activities. Politicians, regardless of
what they believe, support the Vice President simply because their constituents
do. Evans knows this and uses their help to pick up right where the Unmasked
left off in a more subtle, but still effective, way by leveraging the power of his
Lazaro, a vampire (but non-Kindred) creature called an Aswang who tried political office.
to kill them. Now Vice President Evans has teamed up with White Heart Pharmaceuticals to
The characters survived the encounter with Lazaro and the cult, but did not achieve his lofty goals by forcing the American public to open their eyes to the truth.
escape unscathed. Their minds were affected by a mental virus that is slowing This company has donated millions of flu vaccines that contain the mimetic infection.
changing them from the inside out. To distract his opponents, Evans has fabricated rumors of assassination attempts, missing
senators, and has even gone so far as to frame the characters for murder.
It’s up to the characters to stop the Vice President of the United States from
Treatment for Part II infecting millions of people in his bid for the presidency.
Four, long months have passed since the fall of the cult. While the characters
have moved on with their lives, the group is reunited in Washington D.C.
To determine what the characters have been doing for the past few months, Themes: Faith and Trust
focus on how the memetic infection and their experience with the Cult of the In Falling Scales Part I, the characters were forced to deal with the supernatu-
Unmasked has impacted their personal and professional lives. Maybe a character ral and a group of mortals attempting to control and catalog it. They no longer
is overly paranoid about being watched. Maybe one of them swears someone is have any doubt – monsters are real. The only problem is: the word “monster”

2
has more than one definition. Life in the World of Darkness is not like a fairy
tale where the ending is black-and-white. Not everyone lives happily ever after
when the big, bad wolf dies – especially if an even bigger wolf or a mob of unruly
villagers threatens to take its place.
How does a citizen know if the evil lurking on the corner is mortal or some-
thing else entirely? Is the definition of human based on biology or something
else? Are all supernatural beings damned and have to be eliminated? Or, does
the real monster lurk within every human heart, too?
These are some of the questions the characters will face in Falling Scales Part
II when they are compelled to question not only what they see, but what they
believe about themselves and each other. The themes in this story will work for
characters who balance instinct with investigation, who trust the other members
of the group, and who’ll throw conventional wisdom out the window. The group
who spends too much time relying on stereotypes, old adages, and what they’ve
been taught will send this story spiraling down into darkness and tragedy. It’s up
to you as a Storyteller to reward or punish the characters accordingly.
Falling Scales II

Mood: Hall of Mirrors

Introduction
The characters discovered that the supernatural is real in Falling Scales Part
I, a certainty they could not forget no matter how hard they tried. By the end of for doing so. Additionally, under each scene, we’ve included any special considerations
the story, the group came to grips with the fact that they will never be the same or rules that might be required.
again. Note, too, that the memetic infection has different effects on non-mortal char-
Even though the characters have moved on with their lives, Falling Scales acters. These effects are noted under the Memetic Infection heading, below.
Part II builds upon their knowledge by challenging their notions of good and evil.
Not every situation in the World of Darkness is clear cut and not all supernatural Vampire: The Requiem
entities are out to slaughter mortals. Sometimes, a creature is forced to attack,
Introducing Kindred into Falling Scales Part II will be fairly easy, given that
aid mortals, or even ask for help. Other times, humans are the true villain who’ll
the fundraiser is a masked ball which will allow them to hide their true appearance.
stop at nothing to threaten the lives of millions for power and glory.
What will be difficult, however, are the political and more sinister aspects of the
The characters will quickly realize the monsters they’ve encountered in Fall-
story. How will Kindred society react to a potential threat to the Masquerade?
ing Scales Part I may not be any different (or worse) than their mortal enemies.
What would a Prince do if he found out Kindred were being dissected for study?
In Falling Scales Part II, they will have to wrestle with their conscience to decide
Since this story focuses on a broader scale, coteries will have to leverage their
whose side they are really on: the terrifying creatures that creep in the shadows
allies carefully and figure out who they trust – or they may wind up imprisoned
or the humans who want to expose them for what they are.
or on a laboratory table.
Coming to grips with the supernatural is terrifying enough. Painting inhuman
The main issue here is balancing the concerns of Masquerade protection
beings with a broad brush is downright dangerous. Sometimes, it’s the humans you
with the imposing threat against Kindred society. It will be a challenge for Kindred
should worry about and not just the monsters who creep in the shadows.
to guard their interests if White Heart Pharmaceuticals peers into their personal
backgrounds and figures out who they are. If that happens, White Heart may shed
Across the World of Darkness its façade and target the coterie for capture and experimentation. Additionally,
the Vice President has convinced certain members of the U.S. military that any
This story is meant for mortal characters, with no (or very little) supernatural supernatural creatures – including ghosts, spirits, or mortals with gifts – are a threat
influence. However, if you wish to play through Falling Scales Part II with characters to security. A patriotic general would have no problem targeting the coterie if she
that have already received supernatural templates, it’s by no means impossible. It just believed they were evil and had to be destroyed to protect the innocent.
requires a bit more work on your part. Below are some suggestions and considerations

3
Werewolf: The Forsaken The danger for Prometheans here is not the monster hiding under the bed,
it’s the throngs of infected mortals who will grab their pitchforks and run them
It will be difficult for werewolves to deal with the more subtle aspects of
out of town. This realization may drive the Created mad as they feel to safety or
Falling Scales Part II. Since the majority of the scenes take place in high profile
try to find a way to minimize the pain.
areas of Washington D.C., werewolves may have to stifle their primal urges to
talk to a senator or charm an aide until they can find a worthy adversary to fight.
Werewolves may not understand why they have to infiltrate a fundraiser and sweet Changeling: The Lost
talk guests for information – especially if they don’t care about the assassination The Vice President’s preachings to retain the purity and safety of all Ameri-
attempts revealed in the first scene. cans will likely strike different chords depending upon the changeling. Since Evans
To make the situation more frightening, drop rumors of werewolves being is a charming man who truly wants to protect humanity, the group may support
kidnapped or toss the characters in jail for a confrontation with Abraham Church’s and even further the Vice President’s goals for a time. What happens when the
spirit. Facilitate a situation where the werewolves may be forced to publicly Change characters realize they are also a target?
to deal with Church, a U.S. senator, or a trigger-happy cop. Emphasis the dangers Many scenes offer strong potential for internal conflict as each character
of what might happen if the police suspected they existed or if a believer saw comes to grips with how they feel about themselves, their country, and the su-
them “change into a demon.” pernatural. Additionally, it’s possible that some Changelings will seek to protect
the Vice President or help spread the memetic infection because they believe that
Mage: The Awakening the world of the supernatural should be exposed.
Falling Scales II

Changelings who help White Heart Pharmaceuticals or work with the FBI
Mages in Falling Scales Part II will have few problems with this story provided
may breeze through the story until the very end. Let them. Then sit back and
the Storyteller deepens the mystery and the threat here. Due to the widespread na-
watch as the characters realize the horrors they’ve committed by doing so.

Introduction
ture of White Heart Pharmaceuticals, mages who discover that the Vice President
is to blame may wind up the target of the FBI or the CIA. Again, the cult here
is not as secretive as the Unmasked introduced in Falling Scales Part I because Hunter: The Vigil
the Vice President wants his beliefs to spread. How believers view mages will de- Similar to Falling Scales Part I, since hunters are human the story should
pend upon the characters. Some may think the mages are witches and warlocks work as written. However, Conspiracies and Compacts, like The Cheiron Group,
who worship Satan. Others may think they are avatars or miracle workers doing will fit in perfectly with Falling Scales Part II and intensify the scope of the threat.
God’s work and may even go so far as to pray to them or ask them for help. Even Savvy characters may soon realize that even with the vast resources at their disposal
those attitudes may change over the course of the adventure as the Vice President there are some agencies, like the U.S. Pentagon, that has more power and reach
continues to preach about a threat to national security on American soil and than they could ever hope to have. It’ll be up to the characters to either work with
increases the presence of Homeland Security on every street corner. them or against them. Either way, hunters have a lot more to lose – especially if
Since the memetic infection released in Falling Scales Part II appears in an the military thinks they’re a threat, too.
accelerated state, that aspect of this story will create a number of innocent victims The office of the Vice Presidency is the Compact here, with White Heart
and potential threats. Mages can use their appropriate Paths of Magic to minimize Pharmaceuticals acting as the larger force behind it. Leverage character motiva-
the damage and dampen public awareness. Unlike in Falling Scales Part I, the tions in this story to deepen the interpersonal conflict since not every hunter
spread of the infection is entirely random and can be used as cut scenes during wants to deal with the supernatural in the same way.
crucial moments.
Geist: The Sin-Eaters
Promethean: The Created Combined, the spiritual and ghostly elements of this story make this a
The Created may have a hard time with the social scenes in Falling Scales good thematic story for Sin-Eaters, even if Abraham Church isn’t that much of
Part II and may feel like they’re out of their element. Many Prometheans may be a physical threat for them. Here, Sin-Eaters are more at risk if and when their
attracted to the beautiful services and pomp and circumstance of the D.C. area. true nature is recognized by the masses. Crowds of mortals pose a bigger threat
Since the occult aspect of White Heart Pharmaceuticals is not well-publicized, than one man with shamanic powers.
the Created may be drawn to unlocking that mystery and avoiding the watchful Storytellers may want to focus on the spread of the memetic infection and
gaze of the Vice President. Believers who recognize Prometheans for what they the Vice President’s patriotic, pro-humanity zeal. How will Sin-Eaters react when
are will flee in terror or worse – attack them where they stand or call the police an innocent “recognizes” what they are? What will they do when they are captured
and Homeland Security. for study? Will they be forced to confront and possibly kill the Vice President?
Or will believers try to heal them and set the spirit free?
4
Supernatural Tolerance White Heart Pharmaceuticals runs a distribution center in Washington D.C.
that supplies several states with medicine, vaccines, and drugs. The city’s 3,800
Some of the systems in this story refer to “Supernatural Tolerance.” This
foot underground railway, which hasn’t served passengers since 1908, was recently
is the trait that measures the strength of a character’s otherworldly knowledge,
purchased by White Heart for the sum of 300 million dollars.
energy or potency, and though it goes by different titles in the various games (and
A bizarre mosaic seal is cemented into the freight tunnels beneath Virginia
means different things), the trait is often added to contested resistance rolls. A
Avenue. The five symbols depicted in the seal are ancient: a virgin stag, a great
character’s Supernatural Tolerance trait is Blood Potency, Primal Urge, Gnosis,
eye, a pyramid, a gold sun with bright rays, and a winged serpent. The careful
Azoth, Wyrd or Psyche.
observer will notice that these symbols are ever present throughout White Heart’s
organization. They are hidden in paintings, watermarked on stationery, and tat-
Terminology tooed on those who work for the home office.
Throughout Falling Scales, we refer to non-supernatural characters (which in- To the general public and the majority of its employees, White Heart
cludes the hunters of Hunter: The Vigil) as “mortals.” Strictly speaking, werewolves, Pharmaceuticals looks, smells, and feels like a genuine corporation. The reality,

Backstory and Set-Up


changelings and mages are mortal, but the word “mortals” makes for smoother reading however, is so unbelievable those who have found the truth have been called
than “non-supernatural human being.” Likewise, we use the term “supernatural char- “crazy” or worse – wiped completely from recent memory. Spies and traitors are
acter” to refer to vampires, werewolves, mages, Prometheans, changelings, Sin-Eaters not only killed: the memories of everyone around them are altered and their
and ghouls. Again, hunters don’t fall under this umbrella. digital identities are erased.
Founded in the late 80s, White Heart Pharmaceuticals specializes in the
Falling Scales II

protection, representation, and cooperation with an ancient cabal of supernatu-


Backstory and Set-up
For those Storytellers who are starting fresh with Falling Scales, keep in
ral creatures. Employees like St. John who are aware of the supernatural entities
behind-the-scenes know full well that they cannot ever hope to win or save hu-
man society from these beings. Those who try will wind up a midnight snack or
mind that recent events have fueled the present. It’s a good idea to revisit the
forced to breed with one of the creatures. The company is, for lack of a better
characters’ first brush with the supernatural or the Unmasked first introduced
explanation, a sophisticated “errand boy” for the foulest and most ancient group
in Falling Scales Part I to deepen the mood. This may also mean that certain
of creatures ever to have walked the earth.
scenes, like Downtown or Dig Deeper, may take more time to complete as the
The company isn’t without its fair share of conspiracies, however, for recent
players realize what they’ve been swept up in.
audits have revealed massive donations to Vice President Evans’s political cam-
Abraham Church originally appeared in Falling Scales Part I and is familiar
paigns and hundreds of accounts linked to questionable religious organizations
with the group. Storytellers are encouraged to keep a summary on hand of how
and cults around the globe. Despite of the rules of office, Evans is a primary
the group’s relationship ended with Christopher from the previous session when
shareholder, an illegal act that would topple his Vice Presidency if it was ever
he is introduced.
revealed to the American public.
Many of the employees do not have direct contact with those who run
the show. Rumors, secrets, and conspiracy theories run amuck in a corporate
Backstory environment where confidence is easily replaced by fear. Most of the workers at
The cult of the Unmasked, led by Anna Christopher, was dismantled almost their main base of operations sign life-long contracts and are often hypnotized or
four months ago during the events of Falling Scales Part I. Both Abraham Church brainwashed through more sinister means. Other personnel, like those who run
and Anna Christopher are dead by the time Falling Scales Part II begins. the freight operation in D.C., are on a need-to-know basis, but even part-time
drivers sign a non-disclosure/non-compete agreement.
White Heart Pharmaceuticals Evidence of the occult exists only under the scrutiny of someone who hunts
White Heart’s corporate history is spotless, employees are treated well, and for it. At every location – whether it’s a distribution center or not – the build-
its drugs have survived the scrutiny of the scientific community. Its lobbyists and ings are decorated with ancient hieroglyphs and life-like statues embedded into
highly-educated personnel, represented by the exceptionally charming Christian St. the walls.
John, are mortals with real political agendas and verifiable identities. Headquar- Most employees are blissfully unaware that they have been distribut-
tered in Hong Kong, much of its political focus is to reduce tariffs and increase ing the memetic infection to the general public for the past few months.
the size and efficiency of its U.S.-based distribution centers located along the However, none of the White Heart Pharmaceutical employees have the
Eastern and Western seaboards. infection themselves.

5
can be drawn in the middle of it. Many supernatural beings are afraid of the
Set-up Pentagon though they’re not sure why.
By the time Falling Scales Part II begins, characters should have had a brush • The Washington Monument is a phallic, four-sided structure built by Freema-
with the supernatural. While the group does not have to be infected, it’s important sons to worship Ra, the Egyptian Sun God. Believers speculate the Monument
the characters know (or strongly suspect) that the supernatural exists. acts as a giant, supernatural beacon that is charged whenever the sun touches
Prior to the opening scene, the characters should be together in an open, one of its sides.
public space somewhere in Washington D.C. Strong possibilities for locations
may include parking lots, alleyways, bars, parks, piers, etc. • The White House is situated at the nexus of five occult symbols: an inverted
Here are some reasons why the group should meet: pentagram, a Knights Templar cross, a freemason’s square and compass, an owl
dedicated to the Egyptian Goddess Isis, and a hexagram. Visitors to the White
• The characters are having a reunion. The group separated after the end of House report sightings of ghosts, cryptic messages that appear and disappear
Falling Scales Part I and each character has moved on with their life. They’ve in its walls, and supernatural beings. Rumors circulate that the President is
decided to hang out and enjoy themselves on better terms. Maybe they’re

Backstory and Set-Up


aware the supernatural exists and, since the days of George Washington, the
throwing darts at a pub. Maybe they’re dancing at a night club. Give them the highest office in the land enforces a treaty with the community to prevent an
chance to catch up and corroborate their experiences. all-out war.
• The characters must help someone in need. The characters have received a • Dozens of Egyptian gods, goddesses, and symbols are represented throughout
strange phone call from someone they know and they’re obligated to assist. A
Falling Scales II

Washington D.C. Isis graces the top of the Capitol building. Osiris can be
brother has just been in a car accident and has been haunted by ghosts ever spotted as Mars, his Roman guise, at the building’s entrance. 16th Street is a
since. A grandmother’s house mysteriously burns down. A missing roommate corridor of light, also known as the Aten-Ra, which marks the sun at its apex
has just shown up after being lost for weeks. When the characters are in transit, in the sky above. Many people believe that Washington D.C. was founded and
a woman bars them from going any further. If they investigate the phone call built to recreate the spiritual principles of Ancient Egypt.
further, they’ll learn the call originated from the Pentagon.
• Many occult symbols and hidden messages can be found on U.S. currency – in-
• A reformed member of the Unmasked asks to meet the characters. Whether cluding the Great Pyramid and the All Seeing Eye on the back of the dollar bill.
the group is together or not, each character receives a message from someone It is said that as long as these symbols exist, the treaty will remain intact.
who’s desperate. Maybe this cultist believes the group is in danger. Maybe they’re
trying to blackmail the characters, claiming they have evidence of the havoc These occult elements will help draw out the World of Darkness in this
they’ve wrecked. Maybe they are holding their loved ones hostage. When the scenario and give players something atmospheric to focus on when they research
characters show up, they find a dying woman. during slower moments of this scenario.
While D.C. is not as physically large or as populated as other major cities
like New York, Chicago, or Los Angeles, it is the beating heart of the nation. The
The City of Washington D.C. world of the supernatural has not turned a blind eye to D.C.’s powerful influence
on the mortal world. As such, many entities lurk around to ensure their interests,
Designed by French Freemason Pierre Charles L’Enfant, surveyor Andrew
sometimes on a national or even global level, are protected.
Ellicott, and astronomer Benjamin Banneker, Washington D.C. is a city steeped
in American politics, conspiracy theories, and the occult. From the pentacle-
shaped Pentagon to the influence of Freemasonry, the area teems with mysteries
both real and imagined.
In Falling Scales Part II, many of the scenes take place in iconic areas of
Washington D.C. Quick internet searches will yield a lot of information to help
flush out details in this capitol city and inspire you in your game.
Conspiracy theories pinpoint the architecture and placement of several
landmarks. Falling Scales Part II leverages popular assumptions like:
• The Pentagon is one of the most powerful occult symbols found in America.
Not only is this structure shaped like a pentagram, another invisible pentagram

6
New Elements
Falling Scales Part II uses material from the World of Darkness Rulebook,
to detect lies or hostile intent (though,
as always, it’s not nearly as clear-cut as
television shows make it out to be). But,
World of Darkness Antagonists, and World of Darkness: Second Sight. However, again, in the World of Darkness, things
the only book required to run Falling Scales Part II is the World of Darkness are a little different.
Rulebook. Abraham Church takes the form of a Skinrider that exists as a spirit Vampires instinctively shy away from
of vengeance. Mara Williams is a New Age shaman captured by the U.S. military bright lights and reflective surfaces. Were-
for torture and experimentation. The Thief is a mysterious supernatural creature wolves touch their packmates without
who directly benefits from the spread of the memetic virus. thinking about it, and sniff the air much
All character stats for both supernatural and non-supernatural beings are more often than human beings. Mages
included in The Cast below. stare into space or lose focus multiple times
per minute (sometimes casting spells, other
times distracted by the sheer amount of in-
Virology formation they can perceive). Prometheans’
Storytellers should note that the memetic infection first introduced in Falling expressions are often completely wrong,
Scales Part I may appear in multiple ways for Part II. Characters who contracted since they aren’t human and do not have
the human reflexes necessary for true micro-
Falling Scales II

the infection in Part I should be immune to supernatural alteration and are ready
to spread the virus. New characters and NPCs who are infected through the vaccine expressions. Changelings’ expressions vary,
will experience the effects in an accelerated state. Should they contract the memetic but usually have to do with kith: a Snowskin
infection from the players, the virus will develop naturally. closes her hands slowly (to break the ice on
The four stages revealed in Falling Scales Part I will help Storytellers understand her knuckles), while a Tunnelgrub moves
how to narrate the infection for new characters and NPCs. The next evolution of the around corners headfirst. Sin-Eaters glance
virus focuses on how the infection is spread through natural means. over their shoulders, into corners, or into
empty rooms as though they expect to see
someone there (and often they do — ei-
Memetic Infection ther a ghost or the geists that share their
The infection is designed to biologically implant belief in the supernatural by minds). Any supernatural being displays
playing on the human brain’s tendency to look for patterns and recognizable shapes. these sorts of tells, but most people have
This is a tendency that human beings evolved to help them survive — a shadow that no way to know what they are seeing. At
looks like a threat elicits a response from the brain as though the threat were real, best, a mortal observer might simply feel
even if it isn’t. A false positive (shadow perceived as threat) won’t be fatal, but a false that a given person is “weird” in some way,
negative (threat perceived as shadow) might be. It is this tendency that makes people and even then they only tend to notice in
in the real world hear voices in static and imagine they are ghosts or see patterns in obvious cases (low-Humanity vampires,
burnt toast and imagine they are messages from God. Prometheans, etc.).
In the World of Darkness, this evolution takes on an interesting twist, be- Falling Scales Part I revealed that the
cause the paranormal actually is real. The human brain still has the same tenden- memetic infection boosts the subject’s ability
cies — if anything, people in the World of Darkness are probably more prone to to detect these “supernatural expressions”
seeing human figures in shadows or flickers of movement in empty rooms. The and that it developed over four stages. Anna
memetic infection is an idea that lodges in that area of the brain and then begins Christopher might have had this aptitude
to adapt it. As the infection progresses, the infected character becomes able to naturally, but her ability to spread it to others
subconsciously recognize supernatural beings through normally imperceptible marks it as something other than a savant-
“tells.” These tells are, again, reminiscent of something already present in the like talent. In fact, characters will soon learn
human social experience: microexpressions. Microexpressions are involuntary and from the events in Falling Scales Part II that
almost imperceptible changes in affect and facial expression that correlate to emo- Christopher’s virus had mutated once she
tion or reaction. It is possible that, by recognizing microexpressions, an observer reached the fourth stage.

7
For Falling Scales Part II, characters should have the mutated form of the Vaccination
memetic infection, which kicks in after stage four, when the story begins.
White Heart Pharmaceuticals aims to spread the infection to the general
In stage one, the characters gains limited ability to recognize supernatural
public through the administration of a free flu vaccine. Funded by person (or
beings. Note, though, that unless he has seen unequivocal evidence that the
persons) unknown, White Heart either has access to the source of the drug or
paranormal exists, this ability manifests as a simple distrust of (or fascination
they know how to chemically recreate its effects. Thanks to the not-so-subtle urges
with) certain people. The character often tries to assign commonality between
of the Vice President, the company views the vaccine as a way to reveal the truth
people that trigger this response, even if none exists. Again, people are adept
so the general public can arm themselves against the supernatural.
at finding or making up patterns, and so if a stage-one infected tends to see
The only problem is: anyone who takes the vaccine in Falling Scales Part
such characters in a particular neighborhood, he’ll probably assume it’s the
II contracts the memetic infection in an accelerated state. Contracting the more
neighborhood, and not the people, that cause the reaction. Strange, though
potent version of the infection causes a terrifying side effect – hallucinations
not necessarily unpleasant, dreams often accompany this stage, but no other
both real and imagined – as the human brain processes through stage one and
side effects present themselves.
stage two at the same time.
The infection progresses to stage two when the character encounters
the paranormal in an unambiguous context. Hearing EVP or seeing a table
move during a séance doesn’t count — but seeing a werewolf change shape
or a mage call up fire from her hands certainly does. At this point, the char-
Mutation
acter gains the ability to recognize certainly types of supernatural creatures, Once the infection reaches stage four, the virus mutates. Humans can now
Falling Scales II

but only the ones that she has some direct experience with. That is, if the easily spread the virus through touch or through the exchange of bodily fluids.

New Elements
character has seen a werewolf shapeshift, she becomes able to recognize Supernatural creatures can only spread the virus through the transfer of blood.
werewolves even if they do not employ their powers or otherwise makes Unlike other viruses, the spread of the infection will be known to the host or point-
themselves known. The character cannot, at this stage, detect supernatural of-origin. Each time the host touches an uninfected body, they will become temporarily
beings that she has not explicitly identified, but she can add them to her blind for a short period of time. The number of seconds they are unable to see is based
“library” if she does so. on their Willpower rating at the moment they physically contacted a new host. Characters
The ability to recognize the supernatural comes with a price, however, that are already blind will be unable to speak for the same duration.
for altering the average person’s senses forces them to question what they see, Storytellers will want to take this terrifying side effect into account when narrating
what they hear, and what they know. Hallucinations are a common side effect the spread of the infection for the first time. A few seconds of blindness (or speechless-
at this stage. ness) may have a devastating effect on characters fighting for their lives.
When the character has had contact with multiple forms of the arcane The infection does not distinguish between human or supernatural. As such,
or has had direct, interactive experience with such a being (being bitten this effect happens regardless of the host’s biological makeup.
by a werewolf, fed on or Dominated by a vampire, undergone a memory Regardless of how deeply the characters investigate, they will not be able
alteration spell), the infection progresses to stage three. In this stage, not to stop spreading the virus. That information will be revealed in a later part
only is the character’s brain seeing the patterns that mark other beings as of Falling Scales.
otherworldly, but the infection is altering her soul so that their powers
don’t affect her as strongly. She is, in essence, developing antibodies. She Merit: Memetic Infection
has no conscious control over this effect, however, and the resistance is low Prerequisite: Non-supernatural, exposure to the infection
enough that a powerful supernatural being might not notice it. However, The character has contracted memetic infection. The player does not need
the character can also instinctively recognize when a supernatural effect to spend experience points to increase this Merit. Rather, it increases under the
is used on her directly, and develops the ability to feel such effects used conditions discussed above (which game systems for these increases are listed
in her proximity. below as appropriate).
The final fourth stage of the infection renders the character immune from
• The character develops a limited form of the Unseen Sense Merit (p. 109
supernatural alteration. While a supernatural being can kill her, she cannot be
of the World of Darkness Rulebook). Instead of being limited to one
Embraced, Awakened or otherwise changed into something other than a mortal.
form of supernatural contact, it works on anything otherworldly in nature.
Her soul is so firmly protected that no form of magic can remove it, which renders
However, it manifests simply as fascination or dislike of the target in ques-
her immune to some forms of magic or Numina.
tion. The character doesn’t feel cold chills or anything overtly frightening
or uncomfortable; the sensation is wholly internal. The player rolls Wits +

8
Composure. If the being is using a power or effect meant to his its strange
pedigree, apply this penalty to the roll.
The infection progress to stage two when the character sees unequivocal
proof of the supernatural.
•• At this stage, the character develops the Unseen Sense Merit, focused on
whatever type of being triggered the infection’s progression. Unlike the
normal version of this Merit, however, the character can add other beings
to her storehouse of knowledge by being exposed to them.
Example: Lucy contracts the memetic infection, and witnesses a werewolf chang-
ing shape. This propels her into stage two, and she effectively has the Unseen Sense
Merit (Werewolves). Some time later, she sees a vampire feed on a helpless drunk,
and then race away at speeds almost too fast for the eyes to follow. The infection
now allows her to detect werewolves and vampires.
The infection progresses to stage three when a supernatural being uses a
power on the character.
Falling Scales II

••• The player adds two dice to all resistance rolls and passive resistance to
supernatural powers. For instance, resisting an application of Dominate

New Elements
might require a Resolve roll; the infection bestows a +2 bonus to this roll.
A Dominance Gift might have the werewolf’s player subtract the target’s
Composure; against a character with this infection, the werewolf’s player
subtracts the target’s Composure +2. In addition, the character can instinc-
tively tell when a supernatural being is using a power on her, even if the
being is do so while hiding or otherwise invisible. If the being uses a power Memetic Infection for the Supernatural
in the character’s proximity, the player can make a Wits + Composure roll Supernatural beings are not immune to the infection, but it takes root in
to detect it. Success indicates that the character knows that a power is being their souls in different ways. The infection does not progress in stages for such
used, but the character can only identify the source if the being using the beings. Instead, when such a being is exposed, the player rolls to resist infection
power is present and visible. with a penalty equal to the infected character’s stage. The dice pool used to resist
Also at this stage, the character can recognize supernatural beings, no infection varies depending on the character, and is listed below.
matter what the type, with a Wits + Composure roll. In effect, she has the Supernatural characters that have contracted the infection will automatically
Unseen Sense Merit for any type of being. However, she can only recognize spread the virus through blood contact. As such, vampires and werewolves will
such beings when she can see them. Ghosts and other invisible creatures do likely transmit the infection more often than sin-eaters or prometheans.
not attract her attention. While all supernatural beings will suffer from temporary blindness when the in-
Every week of game time after progressing to stage three, the character’s fection is spread, they can resist the effects by making a successful Willpower test.
player rolls Intelligence + Resolve, keeping track of successes. When the player
Vampires
accumulates 30 successes, the character has progressed to stage four.
A vampire is more than a dead human. Some piece of the soul remains — it’s
•••• At this stage, the character’s soul has rooted itself in place so firmly that it what allows a vampire to masquerade as a mortal. This also means that as Humanity
cannot be altered by any magical or otherworldly effect. This renders the fades, this shred of the soul becomes weaker until (at Humanity 0) it gutters out
character wholly resistant to the Embrace (if this is attempted, the character entirely. If the vampire contracts the memetic infection, though, the disease goes
simply dies, which is probably small comfort), Awakening and the First to work on bolstering that soul and keeping it from degrading further. This enables
Change. If the character is kidnapped by the Gentry (which normally results the vampire to hold on to her Humanity more easily (+2 to all degeneration rolls),
in the character becoming a changeling), the unfortunate infected is, in all but at the expense of her otherworldly powers. All Discipline rolls suffer a -2 dice
probability, killed in the Hedge as the Thorns cut her flesh rather than her pool modifier. In addition, the vampire gains the benefits of stage two infection.
soul. The character also does not leave a ghost upon death. Vampire characters resist infection with Intelligence + Resolve.

9
Werewolves masked the changeling’s true nature from the Wyrd for a split second — but this is
A werewolf’s soul is promised to Mother Luna. The infection strengthens enough to make the Contract fail. If the roll succeeds, the Contract can be enacted
the human part of the Uratha, at the expense of the wolf. The player applies normally. If the changeling fulfills the catch for the Contract, this rule does not ap-
a +2 modifier to rolls to resist Death Rage, but suffers a -2 modifier on all ply, and the player can also spend an additional point of Glamour on the Contract
rolls made in Gauru, Urshul and Urhan form. This restriction is lifted if the to obviate the need for the roll (greasing the wheels, as it were). Changelings also
character actually enters Death Rage (as the human mind goes away entirely). gain the benefits of stage two infection.
In addition, the character gains the benefit of stage two infection. Changelings resist infection with Wits + Wyrd.
Werewolf characters resist infection with Harmony.
Hunters
Mages Hunters are human beings, and so they deal with the memetic infection as
Mages’ souls have a connection to one of the Supernal Realms. Unfortunately, described above.
the memetic infection sees this connection as something to be eroded and cured,
meaning that a mage that contracts the infection finds magic much harder to Sin-Eaters
perform. All spells that an infected mage wishes to cast incur a -2 penalty. If the The Bound have already died, and their souls joined with a quasi-ghost
spell is normally covert in aspect, the player may choose to obviate the penalty and called a geist. The infection, of course, attempts to separate them, and this wreaks
cast the spell as vulgar. The infection does, however, confer the normal benefits havoc on the character’s Synergy. All rolls to avoid losing Synergy are made at a -2
of stage three (resistance to supernatural manipulation), and adds two dice to the modifier. However, it also insulates the Sin-Eater’s soul and mind against further
Falling Scales II

mage’s use of Unseen Senses (see p. 110 of Mage: The Awakening). intrusion. Sin-Eaters gain the benefit of stage three infection, above.

New Elements
Mage characters resist infection with Intelligence + Resolve.
Origins of the Infection
Prometheans In Falling Scales Part II, the characters will learn that the infection may be
Prometheans do not have souls. Instead, the Divine Fire burns within them, reproduced and inserted into medical vaccines. The biological elements of the
animating them and providing the drive to become human. Should the Created memetic infection will escape scrutiny under a microscope. However, forced repli-
manage to complete the Pilgrimage, the Divine Fire blazes bright, catalyzing the cation causes the uninfected to experience multiple stages of it all at once. In this
alchemical working that turns lead (the Promethean pseudo-life) into gold (a truly case, anyone who receives a free flu vaccine from White Heart Pharmaceuticals
human soul). The infection, however, doesn’t recognize any of this, and starts will be subject to stage one and stage two at the same time when it is triggered.
trying to normalize the Promethean as much as possible. The problem is that if Characters will eventually trace a connection between the infection, the
the Divine Fire goes out, the Promethean is nothing but dead meat. assassination attempts, and several clues scattered throughout Washington D.C.
The player must roll Resolve + Azoth every morning. Failure indicates that By piecing the evidence together, they will locate a hidden warehouse owned by
the characters suffers a point of aggravated damage. This damage can be healed White Heart Pharmaceuticals and uncover a large, Egyptian mosaic. When this
normally, but the character needs to be careful, lest such injuries pile up. The fragile seal is broken, anyone who artificially contracted the infection through a
good news is that if the character makes progress toward become human, the vaccination or shot will automatically be healed – or will they? Though they won’t
infection tries to speed up the process. The character gets +1 Vitriol from every experience the effects of the memetic infection any longer, the then-dormant virus
successful milestone. will continue to linger on in their bodies. If they continue to hunt and peck for
Promethean characters resist infection with Stamina + Azoth. clues, they will come face-to-face with the source of the memetic infection who is
more than a little unhappy that they’ve cut off his food supply.
Changelings
Regardless of what transpires, the knowledge the characters gain – that the
Changelings still have their souls, just not all of them. The Thorns shred the
supernatural is real and humans created the virus – cannot be unlearned. That
soul while the changeling is being dragged into Faerie, and the holes, as it were, fill
part of the infection will have long-term consequences.
with Glamour. What returns from the Hedge is, therefore, not entirely human, and
the infection isn’t quite sure what to do with that. In game terms, as with vampires,
the infection helps changelings maintain a normal outlook. Rolls to avoid losing
Clarity receive a +2 modifier. Unfortunately, the infection fights the portions of
the changeling’s “soul” that enable magic, meaning that occasionally the Wyrd
reads the changeling as a normal human. Every time an infected changeling enacts
a Contract, roll a chance die. On a dramatic failure, the infection has successfully

1100
The Cast low senators, and rumors
about his true aims in
office. Thrice-divorced, it
is said that Evans is getting
Vice President Robert Evans ready to make a move in the
Quotes: “Our forefathers should have stuck to their guns.” next election because if he
“How does it feel to betray my President? Ask me when I win the election.” waits much longer – he and
“Trust me, you do want to know what’s out there.” his allies will be too old to
Virtue: Prudence. Evans recognizes that a treaty between the supernatural make an impact.
and humankind might have been smart when this country was first founded, but Before he was sworn
doesn’t see why it’s necessary now. He believes that supernatural beings aren’t in as Vice President, Evans
human and should either be destroyed, harnessed, or forced to do the U.S. was not aware that the su-
government’s bidding. Evans has convinced himself that he selflessly desires the pernatural existed. It wasn’tt
office of the Presidency because it is in the best interests of theAmerican people until he was pulled into a
to get a straight answer from the government at all times. secret room at the Pentagon n
The only way voters will pick him over a younger and more attractive leader that the truth was revealed..
After confiding in long-timee
Falling Scales II

is if the general public trusts his experience and his ability to protect them. By
exposing the supernatural, Evans believes that voters will side with him when he friend and supporter Chris- s-
publicly outs President Martin as a traitor. tian St. John, Evans now w
Vice: Envy. The only reason why Evans agreed to be President Martin’s believes it is his duty as an n
American to reveal the truth h
sidekick is because no one else would have given him the opportunity. Privately,
Evans has been extraordinarily critical of the President’s decisions to focus more about the supernatural. In n Vice President
on foreign policies than domestic. These claims were not unfounded for the young his mind, anything that isn’t
human are the real terrorists
’t
ts
Robert Evans
president has yet to take a stand and caves to public pressure at the drop of a hat.
Thanks to Evans, several members of Congress and officials at the Pentagon agree and St. John is a true patriotot
that President Martin’s public show of weakness is a threat to National Security, because he is doing what he
when the opposite may be true. can to stop the supernatural from taking over.
Background: The Vice President has served many terms in political office. Description: Vice President Robert Evans is a sloppy, blunt politician in his
Robert Evans first entered the political fray in his 40s when he ran for Colorado early 60s who professes himself to be a true American. A know-it-all, Evans has
State senator. Although he ran as an Independent, his common sense platform constantly sought long-term solutions to almost every problem – whether it was
appealed to state residents who wanted a practical politician. warranted or not. While in office, the Vice President’s persistent honesty and
Then Senator Evans’s ability to focus on lasting policies has earned him a constant string of opinions has rubbed many people the wrong way. Precious
great deal of accolades. While other senators were courted by lobbyists from the few have found him refreshing and these allies, mainly aging generals and select
tech sector in the 90s, Evans targeted several pharmaceutical and green energy politicians, are starting to believe he is the right man to hold the office of the
businesses – including White Heart Pharmaceuticals – to set up shop in Colorado. Presidency.
These efforts, combined with the grateful campaign contributions from these Storytelling Hints: The Vice President’s brutal honesty masks his patience
same companies, earned him his reelection and the nickname “Honest Bob.” and quiet intelligence. Those who forget that Evans is a long-term strategic thinker
While other states were floundering in the wake of the dotcom bust, Colorado will wind up targeted by one of his schemes. Evans is not aware that White Heart
flourished, and people took note. Pharmaceuticals is double-crossing him; he truly believes that Christian St. John
Evans was suggested for the office of the Vice President by Gina Rodriguez, is on his side and wants to make sure the American public sees the truth. Al-
a political consultant working on President Martin’s campaign. Thomas Martin, though he doesn’t have a lot of physical prowess, Evans is supported by several
a young candidate from Mississippi, did not have the experience to get elected high-ranking members of the military and can, with little to no effort, alert the
on his own. Senator Evans had the reputation and expertise he needed to build FBI, CIA, or Homeland Security of a possible threat that should be investigated
a strong campaign for the presidency. or wiped out. A dangerous adversary but a loyal friend, Evans would probably
Although Evans has had a successful political career, his personal life has be devastated if he learned he was helping an even greater evil root itself in the
been fraught with several publicized arguments, jealous accusations about his fel- people he claims to love and protect.

11
11
Name: Robert Evans Background: A grad-
Concept: Vice President uate from Har vard Law
Virtue: Prudence School, Christian St. John
Vice: Envy comes from a wealthy fam-
Mental Attributes: Intelligence 4, Wits 2, Resolve 3 ily with a proud heritage
Physical Attributes: Strength 2, Dexterity 3, Stamina 2 and prominent status. Even
Social Attributes: Presence 3, Manipulation 2, Composure 3 people who have not met St.
Mental Skills: Academics 3, Computer 3, Occult 2, Politics 3, John personally know of his
Persuasion 3 father, William, who sits on
Physical Skills: Athletics (Running) 3, Brawl 2, Drive 3, Firearms 2, the Supreme Court.
Larceny 1, Stealth 2 Most of St. John’s
Social Skills: Empathy 2, Intimidation 2, Socialize 3, Subterfuge personal history is easily
(Body Language) 3 accessible online, with the
Merits: Allies 4, Contacts (Political, Military) 3, Fame 3, Resources 2, exception of a two-year
Status (Vice President) 4 sabbatical he took after
Health: 8 he received his bachelor’s
degree. His graduation gift
Falling Scales II

Willpower: 9
Morality: 4 was an all expenses paid
Size: 5 tour around the world
Speed: 10 with his aunt, a world-
Defense: 6 renowed photographer
Initiative: 7 named Dr. Marjorie Mer-
Christian
Armor: riweather. Together, they St. John
Weapons/Attacks: toured the seven ancient
Type Damage Dice Pool wonders and focused on
Pistol 2L 6L archaeological sites, like
the Egyptian pyramids, in several countries. Strangely, St. John claims to have no
record of the trip and claims he had a “religious experience.” No pictures, journals,
Christian St. John or video was taken during the excursion. In fact, the only thing he brought back
Quotes: “Machiavelli was right.” with him was an elaborate set of tattoos and strange Egyptian hieroglyphs that
“If you can’t beat them, might as well serve them.” decorate his entire back.
“Save millions by condemning thousands? What choice did I have?” A star pupil, White Heart Pharmaceuticals hired St. John right out of law
Virtue: Justice. Christian St. John knows that what he’s doing is not in school and has proven to be a dedicated employee. Rumors circulate why this
the best interests of the general public, but he’ll do it anyway because he’s handsome corporate attorney refuses to marry or enter into any long-term relation-
helping his friend, Vice President Robert Evans, get into office. St. John may ship. Some say he’s addicted to drugs; others believe he’s afraid he’ll be subjected
be a coward, but he’s never known Evans to back away from a fight. When he to the legendary family curse.
finally tells him the truth, he hopes Evans will have enough power to take his For centuries, every first-born son has been struck down by tragedy on their
family head on and give them what they deserve – before it’s too late. fortieth birthday. His uncle, Peter, who was born two years before his dad, mysteri-
Vice: Sloth. Why fight the inevitable? Eventually, everyone will die. Someone ously disappeared many years ago while flying over the Cayman Islands. Some say
bigger and more powerful will always come along. Better to befriend someone Christian, William’s first-born and favorite child, will be next. While his family has
like the Vice President or let his Dad take over than take matters into his own never told him the truth, deep down St. John believes that these family members
hands. When he was younger, St. John had no idea the supernatural existed but are sacrificed to Set in exchange for dark secrets and prophecies.
now that he does? How can he refuse to work with them? He knows what they Description: Christian St. John is a well-dressed, charming attorney in
did to his family. his early 30s who recognizes a good thing when he sees one. As the North
American liaison for White Hart Pharmaceuticals, he knows how to play to

12
12
people’s hopes, dreams, and desires. A smooth-talker with a hard edge, St.
John is more akin to a popular politician than a legal expert. With untold Abe Church
assets and celebrities at his beck and call, St. John will flash dollar signs to Quotes: “It’s your fault, your fault, your fault!”
placate his enemies and will actively seek out naysayers to win them over. “I’m watching you.”
Never in the same place twice, it’s hard to pin St. John down. Most people “HELP OR DIE.”
can’t recall spending more than an hour or two with the man who hates Virtue: Justice. The cult of the Unmasked has been destroyed and Abe is
being caught on camera. convinced it was the group’s fault. Worse, Abe cannot find his beloved leader
Storytelling Hints: Beneath his charming surface, Christian St. John is and he’ll do whatever he can to figure out what happened to her. In life, he was
a puppet for a great evil in the guise of a corporation and the source of the a prudent man who never acted rashly. In death, Abe has nothing to lose.
memetic infection. He will do anything he can to keep people’s attention Vice: Wrath. The Unmasked weren’t just a group of mindless followers.
focused on all the good White Heart Pharmaceuticals is doing or his powerful Many of the cult’s members were Abe’s friends and extended family. He will do
friends like Vice President Evans. Even though St. John is not aware of his whatever he can to punish those responsible for destroying all that he loved.
company’s long-term goals or how the memetic infection was engineered, he Background: Abraham Church is a Skinrider who will attempt to possess
knows full well what happens to people who betray their masters and that his unsuspecting mortals close to the characters in order to betray and eventually
company brought something even more dangerous to Washington D.C. murder them. Unbeknownst to the players, the events in Falling Scales Part I
Usually, he will not take “no” for an answer but, if cornered, he will ended messily for Church. The cult in disarray, he turned to Christopher in his
run away as far and as fast as he can and let somebody else do his dirty work greatest hour in need to reaffirm his faith in their lofty goals. Anna, like the
Falling Scales II

for him. government branch he worked for, left him to die in order to deal with a bigger
Name: Christopher St. John threat – the characters.
Concept: Corporate Attorney Abraham Church was a former soldier who felt betrayed by the secret government
Virtue: Charity branch he worked for. After thee death of his
Vice: Sloth team of supernatural hunters,
Mental Attributes: Intelligence 3, Wits 4, Resolve 3 Abraham faked his death for
Physical Attributes: Strength 2, Dexterity 2, Stamina 3 a second time and headed
Social Attributes: Presence 4, Manipulation 3, Composure 2 for Denver. Once there, he
Mental Skills: Academics 2, Computer 2, Occult 4, Politics 3, couldn’t shake his desire to
Persuasion 5 expose the supernatural for
Physical Skills: Athletics (Martial Arts) 3, Brawl 2, Drive 3, what they were and wound up
Firearms 2, Larceny 1, Stealth 2 working for Anna Christopher
Social Skills: Empathy 2, Intimidation 3, Persuasion 4, Socialize 3, as her bodyguard. A fervent
Subterfuge (Body Language) 2 supporter of the Unmasked,
Merits: Allies 5, Contacts (Police, Political, Medical, Occult) 5, Church quickly became one
Resources 4, Status (Corporate Attorney) 2, Striking Looks 3 of the cult’s best trainers until
Health: 8 his demise.
Willpower: 7 Church blames the group
Morality: 3 for his death and the destruc--
Size: 5 tion of the Unmasked. Hiss
Speed: 10 twisted desire for revenge hass
Defense: 4 transformed his humanity intoo
Initiative: 7 a harbinger of death. Church h
Armor: doesn’t remember how he died. d.
Weapons/Attacks: Whether it was at the character’ss
Type Damage Dice Pool hands or not, his soul has been n
Pistol 2L 6L ripped from his body and he is
single-minded in his thirst foror Abe Church
vengeance.

13
13
Description: Abe relies on his human instincts as a soldier to spy on the
group. At first, he is invisible and cannot be detected. Upon closer examination, Mara Williams
certain details come to light. A pair of rats with milky-white eyes creeps nearby. Quotes: “The eyes reveal what our minds cannot.”
A thin wisp of smoke settles into the pudgy body of a prison guard. Once the “Most spirits aren’t bad, they’re just misunderstood.”
Skinrider possesses a human, the characters will only be able to tell its true identity “My gift can help people. Come on, Kheph. Let’s ease this guy’s pain.”
if they’ve progressed to Stage Two of the memetic infection. If not, they will still Virtue: Faith. Mara claims that her ability to communicate with the spirit world is
notice something is off; the guard’s skin is pallid or his eyes have rolled back in a gift from the gods. She is a true believer who freely admits that while not every ghost
his head. Conversation with this spirit will be stilted. Abe may fixate on a cruel is benign, it is her responsibility to translate their pain into a beautiful message to share
word or mundane phrase until he gets his way. with the living. So far, her experience communing with spirits like Kheph has been
Storytelling Hints: Abe Church’s spirit is only a passing resemblance to his pleasant. These memories strengthen her faith even when it is tested.
former human self. His character in Falling Scales Part II will be more of a gut Vice: Gluttony. Unlike other shamans, Mara drowns herself in the spirit
punch if the players took down the cult (or even killed him) in Falling Scales Part world and has become addicted to it. It’s hard for her to live in the real world;
I. However, it is not necessary for the characters to be familiar with Abraham she’s terrible with money and relies on the generosity of others. She will often
Church as he once was. Here, the finer details of the cultist’s death aren’t as drop into a trance in broad daylight or in the middle of a conversation.
important as the moral dilemmas and the horror he introduces as an avenging Background: Mara Williams is a young, twenty-something college dropout
spirit. To keep the focus on the present, make Church’s attacks personal. He from Michigan who relies on luck and a spirit guide she calls “Kheph.” She
taunts the group and singles out their insecurities and their pressing fears. He believes Kheph is her guardian angel and managed to learn enough Coptic, the
Falling Scales II

knows things about the memetic infection and holds that information hostage. spoken form of the Egyptian language, to communicate with him.
He pinpoints cracks in the relationship between characters and exposes them The people in her hometown have been acting strange and she thinks it has some-
when they’re at their most vulnerable. thing to do with an upcoming ng
To move the plot forward, help the group see that their actions have a cause astrological event. What Mara ra
and an effect on the story. What happens when the characters realize they are the doesn’t know, is that White Heart rt
reason Abe exists? If the Skinrider’s vengeance is misplaced, will the group clear Pharmaceuticals distributed the he
their name or try to rid themselves of the ghost? flu vaccine to pharmacies around d
the country.
Name: Abe Church When Mara contacted d
Concept: Vengeful Skinrider Kheph, he told her she had d
Virtue: Justice been chosen to witness an n
Vice: Wrath “Awakening in the Eastern cityy
Attributes: Power 5, Finesse 4, Resistance 5 where the great eye is made.””
Willpower: 10 While Kheph was light on n
Morality: 5 specific details, he did telll
Defense: 5 her it had something to doo
Speed: 19 (species factor 10) with the panicked spirits and d
Size: 5 residents who have been con-
Corpus: 10 tacting her recently. Familiar
Essence: 20 with Kheph’s cryptic clues,
Numina: Compulsion (dice pool 9), Possession (dice pool 9), Mara figured out that he
Ghost Speech (dice pool 9), and Terrify (dice pool 9) meant she had to take a trip
Notes: Skinriders are typically rare evil spirits. In this case, to Washington D.C.
Church’s vengeance is what forced his ghost to manifest as pos- Recently, Mara hitched
sessing spirit. Close proximity to the characters is encouraged. For a ride to the nation’s capital
more information on ghosts and how to deal with them read pp. and has been relying on the
208 - 216 of the World of Darkness Rulebook. kindness of others to wait Mara Williams
for a sign. Unfortunately for

1144
Mara, her strange tendency to talk to Kheph in the middle of the street in a foreign
language has turned her into a target to be captured and studied. The Thief
After narrowly escaping a kidnapping attempt, Mara fears for her life and Quotes: “Those who know of me, run. Those who don’t will start running.”
relies on Kheph to help her find someone who will protect her. “Do not stand between me and my prey.”
Description: Mara is a beautiful, young woman with a heart of gold. Although “I have hunted between the shadows, I have absorbed, and I am made strong.”
she is truly gifted, she is naïve about why Kheph chose to communicate with her. Background: The Thief is a seemingly ageless creature that has had no begin-
She tends to stop in the middle of a sentence as if she is listening to an invisible ning nor end. Shrouded in rumors, this morally-lacking entity has feasted on the
presence and will sometimes forget how she ended up where she was. internal organs of the supernatural for thousands of years. The mere whisper of
Kheph is an Egyptian spirit whose mission is to ensure that the ignorant populace his whereabouts will cause even the most powerful supernatural beings to feel
is awakened for the return of his masters and mistresses. While he pretends to care for icy dread. But who is he? And are there more like him?
Mara, his true goal is to ensure that nothing will stop the infection from spreading. It has been many years since The Thief was created and his memory has not
Kheph will allow Mara’s capture to occur because he’s exempt from harm. survived the ravages of time. He barely remembers the age of the Pharaohs and
At first, Kheph is not aware of all the other entities – like the Thief – who their desperate, magical workings. If he was pressed to recall a specific detail, he
are benefiting from the infection. If the spirit is wise to the Thief’s existence, he would utter the name “Unas.” This pharaoh was a fierce, cannibalistic savage
will panic and scream. Even though Kheph can’t be touched by the hunter – he’s from the Fifth Dynasty whose hymns still sing of his ability to absorb magic by
fully aware of what he is and the danger he poses to his masters. eating the dead. Though the Thief himself is no longer aware of his own origin,
Storytelling Hints: A gentle soul with a curious nature, Mara seeks out the those who are skilled enough to patch together shredded myths with fact may
Falling Scales II

good in everyone and is appalled by violence. She will react poorly to experimen- suspect that this strange creature may be Unas himself, cursed by Anubis for his
tation and may shut down if she is forced to reveal how she communicates with atrocities.
her beloved spirit world. The Thief has other ideas about where he came from, however, and suspects
Name: Mara Williams that he is not the only one of
Concept: New Age Guru his kind. His early memories
Virtue: Faith are not of Egypt, even though
Vice: Gluttony he speaks the language fluently,
Mental Attributes: Intelligence 3, Wits 2, Resolve 3 but of Europe and the hunt
Physical Attributes: Strength 2, Dexterity 3, Stamina 4 for a white stag. The Thief has
Social Attributes: Presence 4, Manipulation 3, Composure 3 always followed what he labels
Mental Skills: Academics 3, Computer 3, Medicine 3, Occult 3, Science 2 as “the herd.” When he is
Physical Skills: Athletics 4, Larceny 2, Weaponry 2 hungry and desperate, he will
Social Skills: Expression 4, Intimidation 2, Persuasion 3 gravitate toward large, super-
Merits: See Spirits 3, Communion 5, Languages (English 3, Coptic/ natural communities and feast
Egyptian 2), Allies 2 on whomever he can capture.
Health: 9 When he is satiated, however,
Willpower: 7 he will be more selective in
Morality: 5 his tactics and his prey. To
Size: 5 this hunter, there is nothing
Speed: 10 more important than the act
Defense: 3 of feeding and the power it
Initiative: 6 brings.
Armor: A thirst for power is what
Notes: The shaman character type is pulled from World of first drew the Thief to White
Darkness: Second Sight. Storytellers do not need this book to Heart Pharmaceuticals. A few
understand Mara’s character, but if they want to learn more about years ago he was lured into a
shamans they can refer to pp. 91-93. business partnership by St.
John’s aunt, Dr. Marjorie The Thief
Merriweather. It was she who

15
promised the Thief the opportunity to grow strong, to wreak havoc of his own Morality: N/A
choosing on the supernatural community he preyed upon. The only price he had Size: 5
to pay was a vial of his blood so the company could use modern-day methods to Speed: 13
lure supernatural beings out into the open. Defense: 3
After many trial-and-errors, the memetic infection was perfected and a sinister Initiative: 9
arrangement was forged provided the Thief remained within the company’s reach. Supernatural Powers
Confined within the D.C. city limits, the Thief has been hunting and feeding off Absorption: If The Thief feasts on the internal, fresh organs of
of exposed supernatural beings for about two to three months. a supernatural being, he will absorb a limited number of its traits.
As long as the memetic infection continues to spread, the Thief has vowed The number of organs consumed is equal to one less the creature’s
not to turn against his former partner. Stamina rating; the window for eating these organs is up to one
Description: For several weeks (if not months), the Thief fed off of whatever minute after death. The Thief will gain one Attribute for every organ
supernatural victims White Heart Pharmaceuticals has provided him until he ingested, according to what the being’s highest ratings are. For
regained a more palpatable appearance. Returned to his former glory, the seven example, if a vampire has Wits 9 and Manipulation 8, The Thief will
foot tall Thief looks like an average mortal. Now, the only way the characters gain a permanent dot in each provided he consumes its heart and
will be able to tell who (or what) the Thief is would be to use their deductive liver within the recommend timeframe.
reasoning based on evidence and myth. Any tests conducted on the Thief will Chameleon: A well-fed Thief will resemble that of a human
falsely reveal he is human.
Falling Scales II

provided he has doubled his original Attribute points. The physical


Storytelling Hints: The Thief directly benefits from the existence and spread aspects of the Thief will smooth out and appear less monstrous
of the mimetic virus. As such, his loyalties lie with whoever will continue to manu- the closer he gets to his consumption of a fourteenth organ. Until
facture it, spread it, and allow him to feed on supernatural beings. His steady diet that occurs, The Thief will suffer a -2 penalty on all Presence and
of supernatural sweetmeats has brought the Thief extraordinary power. Not only Manipulation rolls. In Falling Scales Part II, The Thief has already
can he ally with whomever he chooses on a whim, he is able to quickly turn the consumed the appropriate number to look human, so the penalty
tables on supernatural characters who engage him and hunt them down, too. does not apply, and this power is in full effect.
Fortunately, the Thief almost always leaves a trail behind and is not invulner- Immunity: The Thief is immune to magic and all forms of super-
able. Drunk on power, he no longer hides the remnants of his meals and exposes natural detection. Any attempts to identify The Thief will falsely
half-eaten corpses out for all the world to see. Use the Thief’s arrogance and reveal he is human. Character enhancements, in the form of super-
sloppiness as a way to open up his weaknesses and further adventures. natural power or Discipline, will fail. For example, vampires will not
be able to drain his Vitae and, if they want to damage him, can only
Name: The Thief
use their fangs. However, if a character is savvy enough to target
Concept: Hunter
The Thief and use these powers on him, they will succeed.
Virtue: N/A
Notes: The Thief is a being that is neither mortal nor fully super-
Vice: N/A
natural. Steeped in myth and rumor, no one knows if the Thief is
Mental Attributes: Intelligence 8, Wits 7, Resolve 9
“a” being or a group of them. Here, the Thief has ties to Ancient
Physical Attributes: Strength 9, Dexterity 5, Stamina 6
Egypt and it’s this connection that has drawn him to White Heart
Social Attributes: Presence 5, Manipulation 6, Composure 8
Pharmaceuticals and Washington D.C. Should Mara Williams survive
Mental Skills: Occult 5, Investigation 2, Medicine 2
or encounter the Thief, her “spirit guide” Kheph will react violently
Physical Skills: Athletics 2, Brawl 4, Firearms 1, Stealth 3, Survival 3,
and demand the Thief’s destruction.
Larceny 2, Weaponry 2
This type of antagonist will leave a trail of breadcrumbs for the
Social Skills: Intimidation 3, Persuasion 5, Animal Ken 1,
players to follow. When they’re stuck, use the Thief’s appetite to
Streetwise 3, Subterfuge 3
propel the story. However, there is plenty of meat in this adventure
Merits: Fast Reflexes 2, Fleet of Foot 1, Iron Stamina 2, Danger
to save the antagonist up until the very end or not, if the story
Sense 2, Languages (Ancient Egyptian 3, English 2), Unseen Sense 3
demands it, introduce the Thief at all.
(while not mortal, the Thief is able to use this Merit without penalty.)
For more information on the Thief and how to deal with this unique
Health: 20
creature, read pp. 124 - 126 of World of Darkness: Antagonists.
Willpower: 8

16
16
SCENE
FLOWCHART Breadcrumbs
Mental •• Physical •• Social ••••

BREADCRUMBS Overview
The characters uncover several rumors at an extravagant fundraising gala for
Vice President Evans hosted by his friend, Christian St. John, a corporate attorney
(CAN BE RUN AT ANY TIME)

for White Heart Pharmaceuticals. Toward the end of the evening, they learn that
an assassination attempt has been made on the Vice President’s life.
THE MONUMENT DOWNTOWN
INFECTION

Description
Horse-drawn carriages drive up to a modern building. Couples exit black compartments
and hide from flashing cameras. Women dressed in black silk adjust their skirts as they stroll
Falling Scales II

JAILBREAK SHINING STAR along a promenade to the museum. Men wearing tri-corner hats, wigs, and silk stockings pose
for pictures. Inside, attendants dressed in colonial costumes await members of Washington’s

Breadcrumbs
elite to serve them cider, wine, and whiskey. A pair of drummers and a flutist play cheerful,
patriotic melodies for guests who will stop to listen.
DIG DEEPER
Storyteller Goals
Washington D.C. is buzzing with rumors that Vice President Bob Evans will
announce his bid for the presidency. This time, the stories are true. Tonight, his
longtime friend Christian St. John has organized a theatrical fundraiser to kick off his
BENEATH campaign. The guest list is a veritable who’s who of very important people in politics,
entertainment, sports, and academics. Characters who attend this extravagant, masked
(CAN BE RUN AT ANY TIME)

ball will recognize celebrities on sight or by simply talking to them.


The American colonial theme of this event is a mockery of the period. The event,
which primarily takes place in the Smithsonian Art museum, encourages younger at-
MUTATION

THE SEAL tendees to bob for apples, watch Betsy Ross sew a star on the flag, and play games. Adults
are given flasks of whiskey, fine breads and cheeses, and have the option of purchasing
handmade pottery, or view the exclusive “Death Mask” exhibit.
The Death Mask exhibit is a series of photographs, paintings, and actual
forms taken of the dead with a few spirit photographs thrown in for good mea-
sure. White Heart Pharmaceuticals rented out the wing for this evening’s main
SHADOW event. At seven o’clock in the evening, the Vice President will announce is bid
GUISE for presidency of the United States.
Unlike other fundraisers, this particular event is not open to the press.
Members of the paparazzi may shoot photos and interview guests outside, but
they are not allowed in the museum itself and won’t be until the Vice President
is ready to make his speech.
Guests are encouraged to ditch their phones and other pieces of technology for
AFTERMATH the evening and wear masks or costumes to hide their true identity. Combined, the

17
mood within the confines of the museum is one of curiosity and amusement in spite Scouring the Rumor Mill
of the atmospheric decorations that honor the founding fathers and the Freemasons
Dice Pool: Intelligence + Socialize
who built and planned Washington D.C. Certain symbols “pop” out of the décor: a
Action: Instant
winged serpent, a great eye, a rising sun, a pyramid, and a white stag.
Hindrances: Drunk (-1), character is Supernatural (-2), character isn’t in
Christian St. John is present at this event although the characters may not
costume (-4)
recognize him in his costume. He has donned a pair of gold-rimmed spectacles
Help: Character has the Allies merit (+3)
and a powdered wig for the occasion. Several high-ranking politicians and generals,
including members of Congress and the Pentagon, are also in attendance. Roll Results
Goals should focus on the social aspects of this event and the information the Dramatic Failure: The character angers guests and makes a spectacle of
characters can glean from consorting with the guests. The group should feel like herself wherever she goes. She has been unable to find anything of value.
they’re in over their head but, for whatever reason, the theme of the fundraiser Failure: During the course of the evening’s events, the character was able to
has had a profound and positive effect on the guests – people are willing to talk find out some information but has also been under the watchful eye of Christian
to whomever will listen. This scene is a good opportunity to provide some ambi- St. John.
ance, introduce clues, and increase tension. Success: The characters aren’t the life of the party, but they haven’t been
The characters may learn from the other guests that: able to embarrass themselves either. They’ve been able to pick up that many of
• A congresswoman from Missouri was found unconscious at the base of the guests were skeptical about White Heart Pharmaceuticals true motives and
Falling Scales II

the Washington Monument with no memory of how she got there. have been able to substantiate a few rumors.
Exceptional Success: The characters glean all of the juicy tidbits from the
• The Vice President and Christian St. John were seen arguing before
evening’s conversation. They even got the name of a few local doctors who’ve

Breadcrumbs
the event.
inspected patients with severe symptoms (that sound ominously like the memetic
• The Pentagon has temporarily shut its doors to civilians for reasons infection) after receiving a shot from the drug company. Combined, they’re able
unknown. to put together a comprehensive roster of the evening’s attendees and realize
• No one knows where the D.C. office of White Heart Pharmaceuticals who’s in attendance (and who’s not). They will also hear about the assassination
is located. attempt well before the Vice President makes his speech.
• Children have fallen seriously ill after getting the flu shot.
Supernatural Characters
Any supernatural who’s in attendance will act surprised if the group recog- The theme and nature of the event will make it easy for the supernatural to
nizes them, but will attempt to pull them aside to ask what they know about White be seen out in public provided they attend in costume. Supernaturals detected
Heart Pharmaceuticals or a woman named Mara Williams. These occurrences by St. John will not be attacked or revealed to the other guests, but they will be
will be non-combative and are at the storyteller’s discretion. asked to leave immediately. If pressed, St. John will tell them that it’s in their
At the stroke of seven p.m., Vice President Robert Evans will stand at a best interests to keep a low profile.
simple podium and speak to the crowd. White Heart Pharmaceuticals has just
donated two hundred million dollars to the Vice President’s presidential election
campaign. Evans will then tell the crowd about a recent assassination attempt
on a congresswoman’s life and how he will stop at nothing to find out who is
Consequences
threatening him, too. He will offer a sizable reward for anyone who’s willing to By the end of this scene, the characters should decide which lead to follow
come forward with information to catch the culprit responsible for hurting the up on. There are several paths they can take:
congresswoman. • If the characters want to figure out what’s happening at the Pentagon,
The announcement should be short and fuel speculation. Shortly afterward, go to Dig Deeper.
St. John will ask guests to leave a small donation on their way out. • If they decide to investigate White Heart Pharmaceuticals, Christian St.
John, or the flu vaccine, go to Dig Deeper.
Character Goals • Characters who want to check out the scene of the congresswoman’s
accident should go to The Monument.
Infiltrate the fundraiser. Learn what the Vice President’s big announcement
is. Listen to rumors.

18
18
The Monument
Mental •• Physical •• Social ••

Overview
This scene reveals that the Cult of the Unmasked has not been destroyed, it has
evolved. Worse, the government might be somehow involved with the cultists, too.
A woman, fearing for her life, runs to the group for safety. She gives them a cryptic
message and begs them to help. Before they have a chance to assist her, a black bag
is thrown over her head and she’s shoved into the back of a vehicle.

Description
A total stranger runs headfirst into your arms. Tears stream down her bloody face.
Falling Scales II

Her clothes are ripped and she’s shaking uncontrollably. Gripping your jacket, she tries to

The Monument
pull herself up. “Help me. The soldiers are coming.” Why now? Why this woman? “Why
did I tell them about Knepf? They lied to me.” You thought you had all the answers, but
now you’re not sure. You’re about to ask her who the soldiers are, but you don’t have
the chance — several military vehicles have surrounded the area. Now what are you going
to do?

Storyteller Goals
Let the characters get comfortable with their investigation before diving in
to this intense moment. Describe the Washington Monument and how it honors As the woman is taken away, describe witnesses around the grassy area and
George Washington. Mention how it was built to resemble an Egyptian obelisk, the path that stretches from the Monument to the Lincoln Memorial: the home-
its tie to Freemasonry, and its careful positioning to face the four cardinal direc- less, drug addicts, club goers, teenage kids, tourists, etc. Make it seem like the
tions. Talk about how it lights up like a beacon when the sun hits it. No matter passersby are perfectly fine with what just happened. Increase the dramatic ten-
how hard they look, though, the tourist attraction has already been scoured sion by depicting setting details. Sirens can be heard screaming in the distance.
thoroughly for evidence. A mysterious shadow crosses the moon. A cloudy mist forms over the Lincoln
As they get ready to leave, a young stranger will make a beeline for the Memorial Reflecting Pool. A witness makes the sign of the cross. Someone else
characters and will anxiously divulge details about her plight. She will say the is texting on their cell phone.
words “Awakening” and “flu vaccine” repeatedly and will also babble excitedly Meanwhile, a soldier drags a dead body out of the vehicle and leaves it by the
about the effects of the memetic infection. As soon as she reveals her name is side of the monument. Police will already be on their way to apprehend a cabal
Mara Williams, the characters will hear tires screech as they are surrounded by of murderers on the loose that fits the group’s description.
members of the U.S. military and an ominous, unmarked black limousine with The Storyteller’s main goal for this scene is evoke the feeling that the as-
tinted windows. sassination attempts are real and the characters are being targeted as a potential
Should Mara try to run or the characters attempt to help her, the soldiers threat. The group does not have to be present for all the events in the scene. They
will take her down with a tranquilizer dart. For whatever reason, the soldiers will will quickly learn that a warrant is out for their arrest.
show no interest in the group – provided they do not try to fight back and none Characters who acquired the memetic infection from the Unmasked will likely
of the characters are supernatural. realize they are still lurking about. Use the woman’s kidnapping as a catalyst to quickly

19
19
propel them into the conspiracy. Are the characters now being watched by the FBI? Characters who use their supernatural abilities may encounter a random
Who was the man (or woman) in the dark limousine? What is the Awakening? What member of the crowd who’s in the throes of the memetic infection.
is so dangerous about a flu vaccine? Who would want to kill the Vice President?
Several witnesses at the scene will corroborate the soldier’s story when the
police arrive. What will the group do? Will they run? They cannot simply abandon Consequences
the body and run off into the night. Regardless of how it happens, the characters Characters who succumb to anxiety, paranoia or fear will wind up as suspects
are either arrested, taken in for questioning, or have to fill out paperwork. Their in the woman’s murder until the time of her death can be determined. Those who
actions as a group will determine how the police treat them. remain calm and use their social skills will emerge in control and escape Beneath.
With several witnesses on hand during a tense situation this would be a good Regardless of how the characters act, move quickly from this scene to Downtown
opportunity to introduce how the virus has mutated in order to spread. where the characters will encounter Christian St. John and a familiar foe.

Character Goals
Realize that they are being framed. Weigh reactions against social conse-
quences caused by real tragedy and betrayal.
Falling Scales II

Escape Undetected
Dice Pool: Intelligence + Persuasion vs. the Crowd’s Presence + Intimida-
tion + 4 (11 dice)
Action: Instant and contested
Hindrances: Character has recognizable characteristics (+2)
Help: Character is athletic (-3)

Roll Results
Dramatic Failure: The characters will immediately be cornered, arrested by
police, and hailed to jail.
Failure: The Storyteller rolls more successes than the player. A warrant has
been put out for the group’s arrest and witnesses will lead the police straight to
them.
Success: The player rolls as many or more successes than the Storyteller. Wit-
nesses will come forward to help the characters when the cops arrive. If pressed,
they’ll say the body was at the Monument before the group showed up. They will
make no mention of the kidnapping. Characters will be able to tell their side of
the story to police and will not be arrested on sight.
Exceptional Success: The player scores more successes than the Storyteller
and rolls an exceptional success. Characters will be able to narrate the end of the
scene and determine their own course of action when they arrive at the station.

Supernatural Characters
Supernatural characters are used to covering up dead bodies even when wit-
nesses are around. For these characters, increase the volume of the witnesses and
speed up the appearance of the authorities. They may be able to convince one
or two bystanders that they were only trying to help. They may also persuade the
police to let them go. If that’s the case, reveal to the characters that Christian St.
John is anxious to speak with them down at the station.

20
20
Downtown
Mental •• Physical •• Social ••

Overview
The characters are down at the police station and have a strange conversation
with Christian St. John, a corporate attorney working for White Heart Phar-
maceuticals. If they refuse his help, they will fend off an attack from Abraham
Church, a Skinrider bent on avenging not only his death, but the death of Anna
Christopher and his fellow cultists. They will also be arrested for a murder they
did not commit.

Description
Falling Scales II

“So, what’s it going to be? I’ve got a dead woman on my hands and no suspects.” The
burly police officer glances from you to a well-dressed man and back to you again. “Are you
sure you’re telling me everything? What’s this I hear about a black limousine and soldiers,
anyway? Are you one of those conspiracy nuts?”

Downtown
Storyteller Goals
The primary goal for this scene is to give the characters the opportunity to
join St. John and the Vice President and get on White Heart Pharmaceuticals’ The attorney’s real motive is to recruit them to his cause. At first, he will
payroll. Make it known that their decision shouldn’t be taken lightly. tell them the story of how every President, since George Washington himself,
This scene may also be re-introduced if the characters run afoul of the law. has agreed to enforce a treaty between the supernatural and American people.
Each time they get arrested, St. John will try to help them even if they refused in Then he will tell the characters that it’s the Vice President’s belief that this puts
the past. Leverage arrests if they press one too many buttons in Dig Deeper. society in greater danger because they will be unable to defend themselves from
St. John should be introduced in a manner befitting how the characters are the coming darkness. People have to know that supernatural beings exist and
treated by the police. Maybe the group are deemed dangerous suspects and he White Heart Pharmaceuticals is the only company who can remove the blinders
spends time with them in a jail cell. Maybe the police offer the characters a pri- from people’s eyes. If pressed, St. John will confirm that an even greater threat is
vate meeting with their lawyer. What’s important here is that the players make a on the horizon and the Vice President is the only man who can stop it.
decision they can live with. Will they side with the charming attorney? Will they The smooth-talking attorney will do and say whatever he can to convince
believe that the President is a traitor to the American people? Or will they take them he is a benefactor and he’s on their side. What’s more? He can prove it by
matters into their own hands to stop the Awakening? arranging a visit to the Pentagon. If the characters agree to his help, they’ll be
Christian St. John is good-looking and witty. He seems like he genuinely released from jail with no questions asked and transported to the Pentagon. If
wants to help the characters clear their names both with the police and with the they refuse? The police will attempt to arrest them for murder.
cult. St. John is aware of their situation and will willingly answer any question When the characters are alone, they will encounter a familiar foe. Abraham
they have about the woman and her association with the Unmasked. When (and Church is a loose, ghostly representation of the man he once was. His spirit of
if) he’s pressed about his relationship with the Vice President, St. John will be vengeance manifests as wisps of smoke that settled into unsuspecting bodies. He’ll
reluctant to discuss the details but will verify that the assassination attempt was a take over whatever he can to “spy” on the characters in jail – rats, cockroaches,
ruse to ferret out his enemies. He will then quickly change the subject and focus weak-minded guards. Church’s spirit wants to avenge the death of Christopher
on what he can offer the group. and his fellow cultists by killing the characters. He does not care if they weren’t
directly responsible. They are the target of his vengeance.

21
21
The spirit will communicate with them in unnatural and terrifying ways. A Dice Pool: Intelligence or Manipulation + Persuasion or Streetwise vs. St.
guard will stab himself. Another prisoner will lick a dirty wall. Time is a big factor John’s Resolve + Subterfuge
when dealing with Church. Calm moments may cause the characters to question Action: Instant and contested.
not only the timing of his appearance, but why he’s shown up at the prison and Hindrances: Characters are crude or hostile (-1 to -5), Characters are su-
not at a cemetery. Balance action with mystery to help the characters realize they pernatural (-2)
are the cause of the manifestation and Church won’t be stopped until his anchor Help: Characters accept help from St. John (+2), characters reveal they’re
is destroyed. Something at the prison serves as his anchor and that object is in infected (+3)
Christian St. John’s possession. Maybe St. John wore a women’s watch during
their meeting. Maybe he stashed Church’s knife into his coat pocket. That anchor Roll Results
also serves as a direct tie to Falling Scales Part I. Use it. If the characters destroy Dramatic Failure: The jig is up. St. John realizes what the group is
that physical object, Church will disappear. The only problem is: they’ll have to after and he’ll continue his efforts to frame the group for murder. He’ll
go through St. John to get it. also inform the Vice President that the characters are a threat to national
Here are some possible scenarios to explore at the station with ideas for security. Feeling cocky, he’ll flaunt the anchor in their face and tell them
introducing St. John and Church: they’ll be dead soon.
The characters are stuck in jail. The police aren’t buying whatever story they’ve Failure: St. John lies to the group and tells them that he has no idea
given them, but it’s too late in the day to deal with them now. They’ve been what they’re talking about. He’ll rescind his offer to help and will make
tossed in a cell and have to wait until morning. Before they do, the cops bring sure the local police runs a background check on them.
Falling Scales II

along a visitor. It’s St. John, and he has a proposition for them. Something’s not Success: The corporate attorney will advise the group to visit the
right, though. Church’s spirit hovers nearby and tries to attract their attention. Pentagon but will warn them not to receive a free flu shot. That will tell
When St. John leaves, the group come face-to-face with Church, who attacks them everything they need to know about their organization.
them mercilessly. Exceptional Success: St. John sees something in the characters that he

Downtown
The characters have to fill out paperwork. The characters were simply in the hasn’t felt in a long time. Believing he can trust them, he hems and haws that
wrong place at the wrong time when the murder occurred. All they have to do he’s not sure why he signed up with White Heart Pharmaceuticals – especially
is fill out some witness paperwork and talk to their attorney, Christian St. John, since the company used to be associated with the Cult of the Unmasked.
before they leave. Better to have died a coward than live in the Vice President’s shadow. He
The characters are being interrogated. The cops are treating the group as “hostile.” confesses he was the reason why Church appeared, but he has no choice but
They’ve been locked in a room for several hours without any way to call someone. A to return the anchor to an anxious general back at the Pentagon.
detective enters the room. His eyes are milky-white. It’s Church and he is struggling
to take control of the guard’s body. Enter St. John to the rescue. Resist Terror
At the end of this scene, the group should decide how they feel about what Dice Pool: Wits + Composure vs. Abe Church’s Terrify (Dice Pool 9)
the Vice President is trying to do. Either they work with the Vice President to Action: Instant
spread the memetic infection or they will decide to take him down along with Hindrances: Anchor (-1 to -5 depending upon proximity), Prison (-2)
White Heart Pharmaceuticals. Help: Knowledge of the supernatural (+2), character is religious (+1 to +3)
Church will accidentally set the group free in Jailbreak. St. John may take
them into temporary custody or hand them over to the Pentagon. If the char- Roll Results
acters take their destinies into their own hands, this scene may be extended as Dramatic Failure: The characters have been frightened into a state of inactiv-
they deal with the police. ity. The group will freeze in place and suffer a -2 penalty to their next act.
Failure: The characters are painfully aware that Abraham Church has pos-
sessed a body. They can hear every rough, grating word he says.
Character Goals Success: The characters notice a strange voice and a slight discoloration in
Clear their names. Listen to the offer presented to them and make a decision. the body Abe Church possesses.
Exceptional Success: The characters are blind to Abe Church’s desperate
Detect Lies attempts to affect them.
Characters who don’t trust St. John can verify whether or not he’s telling
them the truth.

22
22
Supernatural Characters
St. John will not recognize that the characters are supernatural, but he will Jailbreak
try to figure out if they are. Abraham will be aware of what strengths and weak-
nesses the group has. While his actions may be erratic and malevolent, he’ll hit Mental •• Physical ••• Social •
where it hurts the most.
Savvy characters will leverage their connections to the police or try to escape
sooner rather than later. It is possible that the characters won’t encounter St. Overview
John or Church. In these instances, make sure the group receives a message. The characters break out of prison while fending off an attack from
Maybe a courier drops off a telegram. Maybe an unmarked limousine blocks Abe Church.
their path. Maybe they all get a text message at the same time on their phones.
The Vice President has requested a meeting with the characters at the Pentagon
later that night. Description
No bullets can harm him. No blade can puncture him. No whispered prayers will
Consequences stop him.

The characters may side with St. John and, if the conversation goes well,
Falling Scales II

they’ll leave with him to meet the Vice President at the Pentagon. Accepting his
help will automatically erase all charges but the characters will not be allowed to
Storyteller Goals
The characters have identified that the Vice President is the true threat and
walk free until after their visit.
they have to discover the source of the memetic infection before it’s too late.
The group who deals with the Skinrider will be forced to figure out how
Before they can investigate, they have to escape from prison. Fortunately (or
to get rid of it. If they can’t determine what its anchor is, the characters will be

Jailbreak
unfortunately) for them, Church’s spirit is relentless and his constant attacks
repeatedly attacked by Church at random moments until they do.
provide them with an opportunity to flee.
Regardless, the end result of this scene is that the characters will either fall
This is a dangerous, intense scene that may end in blood. There will, regard-
deeper into the conspiracy or they will be framed for murder.
less of whether or not the group kills anyone, be consequences to the events that
happen here.
The security level of the prison is minimal. Balance reactions from other
people in the station as they become exposed to the supernatural. Following
Church means that the police will become wise to the horror that ghosts are real
and any one of them can be possessed. Will they attack one of their own? What
happens if the guard is killed and Abe “jumps” bodies to someone else?
In his intense desire to murder the characters, Church will leave chaos and
destruction in his wake. When Abe attacks in the station, he’ll terrify anyone
else he comes into contact with. Guards will be distracted. Prisoners will beg to
be set free. Church will flip a switch to get access to the cell where the characters
are kept. Unable to think rationally, he’ll react to violence by cutting the power
or fending off his attackers.
The scene’s pace is extremely quick and characters will have to look for the
opportunity to free themselves. Sympathetic prisoners will show them the way
out if they’re unable to find a path through the chaos. Characters may drop into
the sewers, grab a waiting taxi, or run away on foot.
If the characters are uncomfortable escaping from prison and do what they
can to help the police and destroy Church, all charges will be dropped and they
will be released immediately. Church is a persistent spirit and will continue to
wreak havoc if the characters are recaptured until his anchor is destroyed. He
may, however, bide his time if he faces one too many attackers.

23
23
Sneaking Out of Prison
Dice Pool: Wits + Stealth
Action: Instant
Hindrances: Characters are recognized (-1 to -5)
Help: Freed prisoners (+3), Other fights/brawls (+2), Ally (St. John) (+2)

Roll Results
Dramatic Failure: The characters remain locked in their cell and the guards
are aware they’re trying to get out.
Failure: One of the clerks at the admissions desk spots the characters and
points them out.
Success: The characters quickly escape.
Exceptional Success: The characters manage to avoid detection in the ensu-
ing chaos and pick up their belongings on the way out.

Supernatural Characters
Falling Scales II

Characters with supernatural abilities should balance the benefits and


drawbacks of using their talents in this scene. Church is the true antagonist here
who will draw attention and (possibly) a police officer’s fire, but that doesn’t
mean other violence won’t occur when prisoners run free and innocent victims
stand in their way.

Jailbreak
Revealing the truth about the supernatural may conflict with character back-
grounds and goals. While the characters may escape unscathed, their respective
communities will likely hold them responsible for cleaning up after their mess.

Consequences
The characters are free to investigate White Heart Pharmaceuticals and
Iff the situation gets too
too messy,
messsy, introduce
introduce St.
St. John
JJoh
o n who’ll usher the characters figure out how Vice President Evans is spreading the vaccine. Depending upon
out the front door underr his his protection
protection as their
theeir attorney.
atttor
orneey. how the characters escaped from prison, they could be wanted fugitives or free-
and-clear.
If they’re running from the cops, characters must avoid arrest and are now
Character Goals considered hostile. Clearing their names with local police won’t be enough to
Leave prison without being seriously harmed. Characters who leave with avoid suspicion, however. They may be free, but they’ll quickly realize somebody
St. John will be escorted to the Pentagon in Shining Star. If the group strikes else – FBI, CIA, Homeland Security – is watching them.
out on their own, they’ll find another clue when they Dig Deeper either for the
first or second time.

System
If combat occurs, use the combat system in the World of Darkness Rulebook.
Review the section on the effects of the memetic infection to see what might
happen if Church attempts to possess one of the group.

24
24
Dig Deeper by White Heart Pharmaceuticals, but
the organization was quickly cleared of
any wrongdoing.
Mental ••• Physical •• Social ••• • Clinics and Hospitals. White Heart
Pharmaceuticals is not unknown
in the medical community. Many
Overview doctors and pharmacists have dis-
The characters investigate White Heart Pharmaceuticals, its connection to tributed their free vaccines and flu shots.
the office of the Vice President, and the assassination attempt on the congress- Opinions of the company will be mixed
woman’s life. and more than a few witnesses will
recall bizarre circumstances when
inspecting patients after they’ve
Description been inoculated.
You’ve been clicking around on the web for a while and you think you’ve found • Paint the town. Using their investigative
something. Just when one answer pops into view, another question plagues your mind. You skills, the group might leverage the allies
know you should stop browsing but you just can’t help yourself. The edges of your vision and contacts on their character sheet or
Falling Scales II

begin to blur and your jaw goes slack. By the time you realize what’s happening, hours contact people they met in Breadcrumbs.
have slipped past you as you get caught up in conspiracy theories, rumors, and reports of If they do, they’ll get names of patriotic
missing persons. You’d love to quit searching, but the deeper you dig the more you want supporters who they can interview while
to keep looking. they’re out and about town. These interviews
may be with tourists, senators, members of
the press, etc. They’ll glean mostly positive
Storyteller Goals information about the Vice President and
will be given a voucher for a free seminar
The goal for this scene is to help characters get to the heart of the conspiracy
and facilitate the understanding of its depth and breadth. To do that, provide and complementary flu shot. When asked
opportunities for the characters to compare and contrast White Heart Phar- what they think about the President, they
maceuticals against their personal knowledge of the Unmasked or like-minded will nod and smile but not say much else.
organizations • Occult Bookstores. Several symbols
Some suggestions for the group’s research efforts are: were introduced in Breadcrumbs and
• National library. Information-gathering that takes place at a public facility have been narrated through the story
may take the form of internet searches and the like. Data will be easy to find thus far. Characters who turn to the
regarding White Heart Pharmaceuticals and its fundraising activities for Vice occult bookstores for answers will
President Evans. St. John’s personal history will be sparse online with the find that there’s nothing weird about a
exception of a large number of recent interviews. Random searches of White “White Heart,” but there is something
Heart Pharmaceuticals will reveal press releases about their generous donation very ominous about a “White Heart”
of a flu vaccine to be distributed nationwide. Any further examination will which is also known as a stag. The sym-
result in 404 error pages. bol means “Death.” The origins of the
pyramid, the Great Eye, and the obelisk
• Police station. Depending upon how the group’s experience with the police went, will be traced back to Ancient Egypt.
they may decide to head down to the station and ask for assistance. If they do, Since these symbols are fairly common
the characters won’t find any criminal records on file for the Vice President or most bookstores will have a broad
for St. John. According to the police, both of them are clean. Recently, there range of information on their origins
have been some strange incidents where people have claimed they were poisoned and how they are incorporated into
Washington D.C.’s architecture.

25
25
• Campaign Committee. Vice President Evans has a campaign committee that holds
several events to prepare for the upcoming election. These meetings take place Supernatural Characters
in church rectories, community cafeterias, expensive restaurants, the halls of Supernatural entities may find other, more subtle ways of garnering infor-
congress, and even residential homes. Lately, the focus has been on encouraging mation about the conspiracy. Details obtained from questionable sources will
donations to ensure the Vice President will get on the ballot. However, a few reveal the widespread panic that is bubbling up to the surface. Fingers will point
of his staff are thinking about leaving his side to help the President with his to the Vice President as the leader of the Unmasked, not Anna Christopher as
campaign. When prompted for more information, they will become suspicious the characters once believed, and that St. John has no choice but to help. Either
of the group’s motives and will quickly end the discussion. he supports the Vice President in his bid for presidency or he’ll wind up dead
This scene can last as long or as short as the characters need it to and can like so many others.
be introduced multiple times to yield different clues to advance the story. Le- Though the mortals are frightening enough by themselves, there is an
verage storytelling elements, rather than multiple rolls of the dice, to build the undercurrent of dread that courses through Washington D.C. As the events of
atmosphere of the conspiracy. Characters don’t have to know all of these pieces Falling Scales Part II progress, supernatural beings will learn that something else
of information; they just need a nugget to advance to the next scene. lurks in the city – something that’s forcing many creatures to flee for their lives.
Through interviews with witnesses, scouting out locations, and researching
different books, the characters may learn that:
• White Heart is a synonym for an occult symbol that means “death” Consequences
Falling Scales II

Since this scene is to pinpoint certain details and give the characters a new
• Vice President Evans hails from Colorado, the same state where the characters
clue to focus on in the story, the time spent on this scene is entirely up to them.
encountered the Cult of the Unmasked
The key piece of information they should glean is that White Heart Pharmaceu-
• Corpses have been found scattered throughout Washington D.C. and certain

Dig Deeper
ticals is more than just a drug company and the Vice President, regardless of how
bodies were missing their internal organs innocent he may claim to be, is tied directly to the Cult of the Unmasked.
• Evans has been divorced multiple times and one of his wives is named Donna
Christopher
• Some dead bodies have been confiscated by the U.S. Pentagon, but not all of
them
• The congresswoman has been vocally accusing Evans of campaign finance
violations
• White Heart Pharmaceuticals and Washington D.C. both have ties to Ancient
Egypt
• The congresswoman has been vocally accusing Evans of campaign finance
violations
• Public opinion of Evans is spotless and “too perfect”
• The flu vaccine was first developed by White Heart Pharmaceuticals almost
four years ago
• St. John’s father, who sits on the Supreme Court, is now married to Donna
Christopher

Character Goals
Learn more about White Heart Pharmaceuticals, the congresswoman’s as-
sassination attempt, Vice President Evans, and the flu vaccine.

26
26
Shining Star increasingly agitated as he watches the doctors cut into Williams time and
time again. While the Vice President is going on and on about his love of
America and his dead daughter, Anna Christopher, St. John will pull out
Mental ••• Physical •• Social ••• a man’s ring and shoot the characters a knowing wink. This ring will allow
Abraham Church to manifest in the room and he will attack mercilessly and
try to possess someone in the room.
Overview This abruptly ends the Vice President’s speech and puts the Pentagon
into a lockdown state. Soldiers will whisk the Vice President to safety.
The characters meet with the Vice President in the Pentagon and witness At some point during the ensuing chaos, Williams will commit suicide by
his true plan. St. John reveals he is not as supportive of the Vice President’s goals stabbing herself with a surgical knife. She will cry one last word. “Knepf.”
as he pretends to be.
Survive Attack
Description Dice Pool: Resolve + Composure vs. Abe Church’s Power + Finesse (Dice
Pool 9)
A young woman lies naked on a steel table. Scientists dressed in hazmat suits hover
Action: Instant
over her while soldiers stand guard at the door. A surgeon points to his left and a nurse brings
Hindrances: Spirit has possessed a body (Spend Essence) (-1)
him a set of surgical tools. The woman’s eyes roll back into her head and frantic words pour
Falling Scales II

Help: Character is religious (+1)


from her lips to anyone who can understand her. The message is ancient and undecipherable,
but there is no mistaking her cry for help nor the fear that mars her pretty face.

Shining Star
Roll Results
Dramatic Failure: The character will do whatever Abe Church commands
them to do.
Storyteller Goals Failure: The character is aware that the spirit is giving them a command
The Vice President has brought the characters to the Pentagon to witness and will carry out its task in the least harmful manner. For example, if Church
what his real plan is in order to recruit them to his side. Maybe he invited tells one of the characters to kill themselves, the character will stab themselves
them. Maybe they were kidnapped. Maybe they were brought in for a tour. in the leg.
Regardless of the method, Evans is aware that they had something to do with Success: The character understands what Church is saying and brushes off
the death of his daughter and believes that they must be powerful to take the order.
down the Cult of the Unmasked. Exceptional Success: The character is deaf to Abe Church’s desperate at-
Upon arriving in the Pentagon the group is escorted by soldiers to an tempts and recognizes that St. John’s ring is his anchor.
observation room. There, the Vice President tells them that it was unfor-
tunate they had to encounter the memetic infection the way that they did.
He believes that all supernatural beings are potential terrorists and must be Character Goals
stopped before they take down the government and topple human society. Maintain composure in spite of being thrown into a nasty situation. Survive
During his speech, a naked woman on a table is wheeled into view. Characters the attack from the vengeful spirit and identify the anchor.
who were at The Monument will recognize her as Mara Williams, the woman who
begged for their help. A team of doctors and nurses enter the room to begin a live
dissection and series of experimentations. The Vice President is calm throughout Supernatural Characters
the grisly sight and explains to the group that even people that seem innocent Characters with supernatural powers may want to find any excuse to leave as
threaten the purity and goodness of humanity. Still, he is a practical leader who soon as possible. That doesn’t mean, however, that they can simply kill the Vice
realizes that something can be gained from studying the supernatural. Those President and leave the building. After all, this is the Pentagon. This is a good
scientific insights can help the U.S. military create weapons to wield weapons of opportunity for these characters to assuage the fears of their respective societies.
biological warfare to wipe them out. Amplify the fact that the Vice President is the second-most powerful man in
Christian St. John will arrive toward the end of the Vice President’s the nation and could be a valuable asset – regardless of what information the
speech and will be welcomed. It will soon become clear to the characters characters have already gleaned from him.
that St. John doesn’t necessarily agree with his approach. He will become

27
27
Beneath
Mental ••• Physical •• Social •••

Overview
The characters are on the run and drop beneath the streets to escape.

Description
Nowhere to go but down, down, down.

Storyteller Goals
Falling Scales II

The Storyteller’s goal for this scene is to advance the story by revealing the
location of White Heart Pharmaceuticals. The Virginia Avenue tunnels, owned
and operated by the drug company, are accessible via access points in several
locations visible to the naked eye. Since they haven’t been used to transport
passengers in well over a hundred years, the route is perfect for fugitives.
Characters may have learned about the route from another prisoner
Consequences

Beneath
in Jailbreak, may have stumbled upon it by pure, dumb luck, or may have
The Vice President will seek to make amends for the attack if they do not figured out the location through their research. Once in the tunnel, they will
wince when they watch the live dissection. Evans is testing the characters to find immediately spot an unoccupied van with a mysterious seal on its side. This
out if they have what it takes to be a part of his inner circle. Confronting St. John seal has the same motif depicted throughout the story. A saying is inscribed
in the Pentagon will have any number of outcomes that will resonate beyond the on its side in English: That Which Comes Out of Thy Mouth is Thrown Back
next scene. Characters may want to flee the Pentagon and find a place to hide, Against Thyself. Any further inspections will reveal a shipping manifest. The
may run out the door with Christian St. John, or may be desperate to find new destination will be blacked out but the point of origin will show where the
ways to stop the Vice President. main warehouse for White Heart Pharmaceuticals is. The entrance is located
underground at the end of the tunnel.
When the characters leave the van, they will be attacked by Abra-
ham Church provided he is still alive. He is persistent and wants the
characters dead.
By now characters may notice that Abraham Church’s spirit is less effec-
tive the more actions he takes. Pissing off the ghost will only weaken it further.
They may also suspect his anchor, a ring worn by St. John, is nearby.

Keep Talking
The characters attempt to drain Church’s power by making him angry.
Dice Pool: Resolve + Composure vs. Abe Church’s Power + Finesse (Dice
Pool 9)
Action: Instant and Extended until Essence runs out or is greatly diminished.
Hindrances: Character has occult knowledge (-2), Character is religious (-2)
Help: Character is angry or afraid (+2), Old Tunnel (+1)

28
28
Roll Results
Dramatic Failure: The character is terrified and no longer wishes to carry on.
Failure: The character has angered the ghost and his attacks are more
The Seal
frequent.
Success: The character realizes that Church is growing weaker and has spot- Mental ••• Physical •• Social ••
ted his anchor.
Exceptional Success: The character locates his anchor and manages to
destroy it.
Overview
The group uncovers a seal that may be tied to the memetic infection and
destroys it.
Character Goals
Leave the tunnels unscathed and uncover the hidden entrance to White
Heart Pharmaceuticals.
Description
Broken tiles and damp earth decorate the underground entrance to White Heart
Pharmaceuticals. Just inside the door, the air reeks of ozone. A man sits at a tiny
Supernatural Characters reception desk, whispering nervously into his cell phone. The walls surrounding him are
covered with computer monitors that sit idle, waiting. Suddenly, the screens blaze with
Falling Scales II

Characters with supernatural abilities may rush through this scene and the disturbing images. Winged serpents eat their young. Otherworldly masters whip and
assailants. Anyone with a high occult rating will piece together that the saying torture scores of humans into submission. Pregnant women give birth to blue-skinned
on the van may be Ancient Egyptian, Mesopotamian or Persian in origin. The babies with horns.
meaning of the statement is clouded, however, but the phrase, coupled with the
symbols, clearly reflects that a larger supernatural entity is at work. At the back of the warehouse, a pool of fresh water lies waiting. Upon closer inspection, the

The Seal
pool camouflages an ancient seal, its glyphs pulse and vibrate with an angry, red light.

Consequences Storyteller Goals


If Abe wins, the characters will be bound, gagged, and transported to White
Heart Pharmaceuticals office to face Christian St. John. If the characters win, By the end of this scene, there should be no question that St. John and Evans
they are free to explore the tunnel and break into the office when they’re better are both mindless lackeys compared to what awaits the characters.
equipped. At first, the atmosphere should be terrorizing, tangible, and visual. When
the characters walk in, St. John will not bother resisting them or put up a fight.
His attitude will be casual and he’ll gladly tell the characters where the seal is.
He recognizes that attacking innocent civilians with psychic powers is not a good
solution to figure out how to protect U.S. citizens.
St. John’s goal is to delay the characters just long enough so his employees
can move the source of the vaccine to a safer location. While he does not fully
agree with the Vice President, he will defer to whoever is more powerful. St. John
will try to bribe the group if they become wise to his goals by supplying them with
damning evidence about the Vice President’s past or by betraying White Heart
Pharmaceuticals. In his mind, the group has to be stronger than Evans if they’ve
survived this far. If they can fend off the Vice President, they can save him from
his own family, too.
Once they get past St. John and the computers, they will discover a medita-
tion pool. At the bottom of the water lies a seal with ancient hieroglyphs carved
into its surface. St. John will try to distract them from the pool and, in exchange
for their cooperation, give them damning evidence that would crush the Vice
President’s hopes for the presidency.

29
29
This scene will offer the characters a clue about the source of the memetic
infection. Make it easy for them to realize that there’s something else going on.
They don’t necessarily have to know it’s the Thief’s blood that provided White
Heart Pharmaceuticals with the biological matter they needed to produce the
infection in order to heal the population. Here, they have the chance to be an
unlikely group of heroes and restore a part of the world back to normal.
Once the seal is destroyed, the effects of the virus (by way of injection within
the city limits) will diminish and fade to nothing within hours. The virus will
then lie dormant and undetectable. Anyone who was infected through a shot
will feel a slight pinch when the seal cracks. A black ichor will drain from their
nose, eyes, and ears.

Character Goals
Demolish the seal. Obtain damning evidence to ruin White Heart Pharma-
ceuticals, the Vice President, or both of them.
Falling Scales II

Supernatural Characters
Supernatural characters will have an easier time destroying the seal provided
they use their powers to affect the seal directly. The more magic they try to use
to uncover the seal’s secrets, the faster it will crumble. Stronger characters can

The Seal
attempt to lift it out of the water and shatter it against the ground, but they are
The man-made seal itself is an enigma. Pictures and other recording devices only able to do so without the use of their preternatural powers.
will not work on it.it.
t AAny
nyy attempts
attem
empt
ptss ma
made ttoo dr
draw
aw the
he aanc
ancient
ncie
ient
nt h
hie
hieroglyphs
iero
rogl
glyp
yphs
hs w
will
automatically fade from the viewer’s sight. Talking about the specifics will cause
the speaker’s tongue to go numb. Characters will be able to mention certain Consequences
components: a winged serpent, a rising sun, a white Heart or stag. Magic used When this scene has been resolved progress to Shadow Guise or, if the
on the seal will be ineffective. characters ignore the Thief entirely, go to Aftermath.
Anyone with an Occult rating of 4 or above will realize that the seal is outside
human and supernatural understanding. Whatever the seal is, the characters won’t
be able to determine its origin.
To break the seal, the characters must dive into the pool and touch it. When
they do so, the seal will start to crack. Every time they do, a new mark will appear
at random on their bodies and they will become temporarily blind.
When the seal is finally broken, St. John will appear as if he’s waking up from
a fog and the characters’ sight will be restored. Any marks that have appeared
on the characters are permanent; they resemble a serpent’s eye. If questioned
further, there will be significant gaps in St. John’s memory and he may not even
recognize the characters. He will, however, make fearful comments about how
they are being watched.
Simple perception tests will reveal that something else is in the room with
them – and it’s either afraid of them or it’s waiting to pounce. This new entity
is the Thief. He will not attack the group until he’s had a chance to assess how
much of a threat they are. If the characters are supernatural, he will target them
for their organs without hesitation.

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30
Shadow Guise The group’s best chance of surviving an encounter with the Thief would
be to work together. By using good teamwork, the Thief will either be seriously
harmed or he will lose interest in them as prey and spend all his energy trying
Mental •• Physical •• Social •• to escape.

Overview Character Goals


Leave White Heart Pharmaceuticals unscathed.
Destroying the source of the memetic infection forces a terrifying foe to
emerge from the shadows.
Supernatural Characters
Supernatural characters will likely find themselves fighting – or running – for
Description their lives. Their goal is to ensure they will not be followed.
No time to rest; nowhere to run. The Thief is loose and he’s ready to have fun.
Consequences
Storyteller Goals When this scene has been resolved, go directly to Aftermath.
Falling Scales II

Bloated with newfound strength, the Thief has yet to worry about the long-term

Shadow Guise
ramifications of the now-dormant virus and the destruction of White Heart Phar-
maceuticals. He does not necessarily have to feed and this has affected his short-term
goals. Here, the Thief is curious, arrogant, playful, proud. On the one hand, he wants
to know who dared to end his pact and make his prey harder to hunt. On the other,
he will admit he’s grown bored and wants a new game to play.
With the help of one company, he’s gone from lurking in the shadows to
feasting like a pharaoh. He assumes the group – provided they are mortal – will
make him an attractive offer in exchange for their lives. Supernatural characters
are a different story entirely because the Thief enjoys feeding on them.
However, the Thief has no intention of allowing anyone in the room to live
without getting something in return.
The Thief won’t expect a physical attack because he’s grown accustomed to
everyone treating him with fear and reverence – including St. John. That doesn’t
mean, however, he’s that vulnerable or stupid. He will respond mercilessly to
any physical attack and, if pressed, kill whomever he views to be the weakest
and work his way around the room toward the exit. Although he’s powerful,
he’s much more dangerous when he has the chance to hunt down and murder
unsuspecting prey.
The use of magic and its ineffectiveness will help the characters understand
that the Thief has something to do with the seal and the memetic infection.
While the Thief may be open to interpretation, remind the characters
that he has been hunting down and eating the supernatural for hundreds and
thousands of years. If he flees, the Thief may hunt down each character when
they least expect it.
Remember, too, this being now registers as human so kidnapping or torturing
him may result in real-world consequences if they can’t get rid of the body.

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Infection Similar to Falling Scales Part I,
nothing in this story marks the charac-
ter’s new abilities as an infection — un-
Mental •• Physical •• Social •• less they notice these powers spreading
from one character to the next. In
fact, White Heart Pharmaceuticals is
Overview administering the memetic infection
freely as if it’s a cure. As the stories in
Characters contract the “memetic infection.” This scene can happen any time. this series continue and the infection
changes form, however, the nature of
it should become very clear.
Description
She walks towards you, and you feel the tips of your fingers start to twitch. It’s some-
thing in the way she moves, how she turns sideways when she reaches a doorway. And then, Character Goals
as she looks at you, you see the odd pattern in her eyes — her eyes don’t look natural. Just Discover new abilities. Determine
for a minute, you feel like you’ve seen through a mask…. how to minimize the effects and calm
Falling Scales II

the newly infected.


Storyteller Goals Recognizing “Tells”
In Falling Scales Part I, this scene was introduced anytime the characters en-
Dice Pool: Wits + Composure vs.
counter the supernatural after they have met with someone who is already infected.
creature’s Manipulation + Subterfuge*
They encounter a supernatural being — maybe not one that is any kind of threat
Action: Instant and contested
— and discover that they can see things that they previously could not.
Hindrances: Drunk (-1), Morality
The progression of the infection was described earlier. When running this
4 or less (-1)
scene, it’s important to give the players descriptions of what their characters see
Help: Specialty in Microexpres-
and feel, rather than suddenly imparting knowledge. Think about what kinds of
sions (+1), Morality 8 or more (+1)
subtle movements and expressions a given creature might exhibit (using the sugges-
tions on p. 7 as a jumping off point) and present the character’s new perspective Roll Results
in those terms. As the character comes into contact with other beings and the Dramatic Failure: The character
infection progresses, the player can learn to draw conclusions based on the data sees disturbing expressions in almost
he has. But in this scene, the dramatic moment is the first moment when the everyone around her. The character
character looks at a supernatural being and knows that something is wrong. suffers a -1 penalty to all Social actions
Although the characters will probably already have the infection at the start until she sleeps, at which point she can
of Falling Scales Part II, this scene can be introduced when the group witnesses attempt this action again.
other characters receiving a free flu vaccine from White Heart Pharmaceuticals. Failure: The character cannot dis-
The drug company’s version of the infection is from an unknown source. The cern the expressions of a given creature;
effects here will compound. Victims will experience stage one and stage two at the the creature appears human.
same time and will react accordingly. They may hallucinate, panic, run through Success: The character notices
a crowded building, attempt to commit suicide, etc. the expressions of the creature, and
This version is highly stable and evolved from its previous state. The only they remain mostly consistent for that
difference between this incarnation of the infection and the previous one is the type of creature. How specific the ex-
evidence left behind from the point of contact. A permanent and visible bruise will pressions are depends on the creature
mar mortal victims where they received the shot for several weeks. To characters in question — as mentioned on p. 7,
that have progressed to stage 3 of the memetic infection, they will quickly realize changelings are much more varied than
that the mark is supernatural and it may be sentient. Supernatural characters will vampires in how they present.
not experience any bruises.

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Exceptional Success: The character gains considerable insight into the crea- will have to weigh the benefits and drawbacks of exposing their true nature to a
ture. The Storyteller should give the character some useful piece of information panicking mortal in order to investigate further.
about the type of creature (“he seems to avoid using silverware; he treats it almost
like it’s hot”) or the particular being (“he keeps staring at the cat, but walked
through the kitchen to avoid it”) that she is observing. Consequences
*Note that vampire characters cannot have more dice in this pool than they Since this scene can happen at any time (or even multiple times) during the
have dots in Humanity. story, progression from it depends on where the Storyteller chooses to put it.

Identifying Other Infected


Dice Pool: Intelligence + Medical or Investigation
Action: Instant
Hindrances: Victim is panicking (-2), Character is supernatural (-1), Victim’s
skin is not exposed (-2)
Help: Character has the memetic infection (+3), Character has helped
another infected (+2)
Falling Scales II

Roll Results
Dramatic Failure: The victim doesn’t want to have anything to do with the
character. If the character is supernatural, the affected may start attacking, make
a scene, or run away.
Failure: The character cannot tell if anything’s wrong with the victim and

Infect ion
can’t spot any suspicious marks.
Success: The character notices the expressions of the creature, and they
remain mostly consistent for that type of creature. How specific the expressions
are depends on the creature in question — as mentioned on p. 7, changelings are
much more varied than vampires in how they present. Characters that have had
experience with the memetic infection will spot certain details on other infected
easier than characters that have not.
Exceptional Success: The character gains considerable insight into the crea-
ture. The Storyteller should give the character some useful piece of information
about the type of creature (“he seems to avoid using silverware; he treats it almost
like it’s hot”) or the particular being (“he keeps staring at the cat, but walked
through the kitchen to avoid it”) that she is observing.
Characters who are attempting to determine whether or not another character
is infected will not only confirm their suspicions, but will learn facts that lead
them to the source of where and how they got it.

Supernatural Characters
Supernatural beings suffer the infection differently than mortals, meaning
that this scene might have some more severe impact. Take your time with such
characters, let them realize that while they might be able to learn more about the
beings around them, they are also paying a price.
However, supernatural characters are at risk in Falling Scales Part II when
they encounter a mortal who’s been infected for the first time. These groups

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Mutation Aftermath
Following the events of Falling Scales Part II, the characters will have suc-
Mental ••• Physical • Social ••• cessfully damaged White Heart Pharmaceuticals and will have gained knowledge
of the infection’s source. Combined, these pieces of information may have re-
percussions and could result in further consequences. Supernatural characters
Overview may have pissed off their respective communities and have to make amends or
be killed where they stand. Mortals may have a standing warrant out for their
Characters with the memetic infection who have progressed to stage four will, arrest or be listed as a domestic terrorist. Some entities, like the Thief, may try
at some point, realize that the virus has mutated. They are now able to spread the to kill the group because they stopped the infection from spreading and forced
disease through touch or blood. This scene can happen any time. it into dormancy.
Through sheer force of will, the characters have not only managed to rescue
thousands of innocent citizens and unsuspecting supernaturals, they’ve also
Description crippled the figurehead and/or the plans of a high-profile corporation with ties
Desperate to spend time with the woman you love, you run straight to your lover’s to the White House. While the characters may have tied up the events from Fall-
arms to take comfort in her soft touch. Your bodies collide in a moment of passion and ing Scales Part II in a neat, little bow, lingering doubts and questions remain.
immediately your vision fades to black. You fumble around in darkness while your lover
Falling Scales II

How did White Heart Pharmaceuticals manufacture the vaccine from the Thief’s
tries to calm you down. Seconds later you can see again. She asks you what happened. Was blood? What triggered the Vice President’s interest in the infection? What’s the
it a fluke? You believe everything will be all right until it happens again... and again... connection between St. John and Evans? What is the true origin of the mysterious
and again... Until you realize that something inside of you has taken over your vision to symbols and the seal? Did the Vice President overstep his authority and convince

Aftermath
infect everyone around you. the Pentagon to capture and torture supernatural beings?
More importantly, what does the President know and how will he react?
The knowledge the characters have learned (and the truth they suspect) is a danger
Storyteller Goals to themselves and everyone around them. They’ve shredded illusions and replaced it with
Fear. Uncertainty. Confusion. While character will only be blind for a few cold, hard facts. This alone has a profound and long-lasting effect on everyone they’ve
seconds at a time, the virus now has a very real and very terrifying effect. The encountered. By breaking the seal, anyone who was injected with the memetic infection
new host will not experience any side effects and will suffer through the same will feel the effects wither and fade but their memories remain intact.
four stages as the original character did. Blind characters will lose the ability to For John Q. Public, the World of Darkness just got a little darker, and a lot
speak for the same duration. scarier.
Characters may touch other infected individuals with no ill effects. However,
even that will eventually take its toll as they try to remember who they can touch Experience
and who they can’t. Experience points are handed out after each chapter according to the sug-
The storyteller’s goal is to create an atmosphere of dread. While the infec- gestions in the World of Darkness Rulebook, pp. 216-217. After the story is over,
tion may be beneficial for some, a sinister entity (or entities) is responsible for award additional points based on the mysteries the characters uncover:
its creation.
• The characters discredit Christian St. John without killing anyone or they
convince him to turn the Vice President in (+1 point)
Character Goals • The characters are not deemed responsible for the female victim’s death (+1
Do not touch anyone. A mutated virus will automatically spread to a new point)
character through human touch or the transfer of blood. Gloves will act as a • The characters destroy the seal without killing a single mortal (+1 point)
barrier but may draw attention – especially in warmer climates or when heavy
clothing is not appropriate. • The characters survive the encounter with The Thief (+1 point)
Mechanically, the characters are powerless to stop the spread of the virus • The characters abolish Abe Church’s spirit (+1 point)
and must concentrate, instead, on how to avoid human contact or suffer the
• The characters learn Vice President Evans is Anna Christopher’s father (+1
consequence.
point)

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MENTAL •• MENTAL ••
SCENE: Breadcrumbs PHYSICAL •• SCENE: Downtown PHYSICAL ••
SOCIAL •••• SOCIAL ••••

HINDRANCES HELP HINDRANCES HELP


Character is drunk (-1) Character has the Allies merit (+3) Characters are crude Characters accept help f
or hostile (-1 to -5) rom St. John (+2)
Character is not in costume (-4)
Characters are supernatural (-2) Characters reveal
Character is supernatural (-2) they’re infected (+3)
Anchor (-1 to -5 depending upon
proximity) Knowledge of the supernatural (+2)

Prison (-2) Character is religious (+1 to +3)

STs Introduce the conspiracy. STs Introduce Christian St. John and offer characters a deal.
Attack characters.
Meet St. John and find out what he’s up to.
PCs Uncover information and rumors. PCs
Confront Abe Church and survive deadly attack. Pick a side

MENTAL •• MENTAL ••
SCENE: The Monument PHYSICAL
SOCIAL

•••
SCENE: Jailbreak PHYSICAL
SOCIAL
•••
••

HINDRANCES HELP HINDRANCES HELP


Character has recognizable Character is athletic (-3)) Characters are recognized (-1 to -5) Freed prisoners (+3)
characteristics (+2
Other fights/brawls (+2)

Ally (St. John) (+2)

STs Frame the characters for murder. STs Allow characters to free themselves from prison.

Discover truth behind assassination attempt.


PCs Help Mara Williams.
PCs Escape from prison. Don’t kill anyone or become badly injured.
Discover Church’s anchor.
MENTAL ••• MENTAL •••
SCENE: Dig Deeper PHYSICAL •• SCENE: Beneath PHYSICAL ••
SOCIAL ••• SOCIAL ••

HINDRANCES HELP HINDRANCES HELP


None None Character has occult knowledge (-2) Character is angry or afraid (+2)

Character is religious (-2) Old Tunnel (+1)

STs Provide opportunities to investigate conspiracy. STs Scare the characters underground and
show them the way to the drug company.

PCs PCs
Keep Abe Church angry and drain his power.
Follow up on leads and avoid getting arrested.
Find the underground entrance to White Heart Pharmaceuticals.

MENTAL ••• MENTAL •••


SCENE: Shining Star PHYSICAL
SOCIAL

••
SCENE: The Seal PHYSICAL
SOCIAL
••
••

HINDRANCES HELP HINDRANCES HELP


Spirit has possessed a body Character is religious (+1) None None
(Spend Essence) (-1)

STs STs
Reveal heart of conspiracy, Church’s
anchor, and the possibility for double-cross Introduce the possibility of a larger threat.

PCs Maintain composure. Survive attack and leave Pentagon. PCs Break the seal and heal the innocent infected by
White Heart Pharmaceuticals. Obtain evidence.
MENTAL •• MENTAL •••
SCENE: Shadow Guise PHYSICAL ••• SCENE: Mutation PHYSICAL •
SOCIAL •• SOCIAL •••

HINDRANCES HELP HINDRANCES HELP


Character destroyed Ally (St. John) (+2) None None
the Seal (-3)

Character is supernatural (-2

STs Bring characters face-to-face with a creature that doesn’t


STs Spread the mimetic infection
and introduce a terrifying side effect.
fit anything they’ve seen before in the World of Darkness.

PCs PCs
Don’t touch (or exchange blood)
Escape unharmed and deal with the consequences.
with anyone who is not infected.

MENTAL •• MENTAL
SCENE: Infection PHYSICAL
SOCIAL
••
••
SCENE: PHYSICAL
SOCIAL

HINDRANCES HELP HINDRANCES HELP


Recognizing Tells - Drunk (-1) Recognizing Tells -
Specialty in Microexpressions (+1)
Morality 4 or less (-1)
Morality 8 or more (+1)
Identifying Other Infected
- Victim is panicking (-2) Identifying Other Infected - Character
has the memetic infection (+3)
Character is supernatural (-1)
Character has helped another infected (+2)
Victim’s skin is not exposed (-2)

STs STs
Reveal the memetic infection or
highlight who else has been infected.

PCs PCs
Discover new abilities. Help other infected calm down
and deal with the new knowledge.

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