Professional Documents
Culture Documents
Credits
Developer: Eric Zawadzki
Writers: Matthew Dawkins, Jason Inczauskis,
Lauren Roy
Editor: Matt Click
Art: Tilen Javornik, Mark Kelly, Alex Sheikman,
James Stowe
Art Direction and Design: Mike Chaney
Creative Director: Richard Thomas
meaningful to hinder the enemy’s plans, or to moments that don’t receive Beats or other
slow an enemy down. rewards from the Storyteller.
• Once per scene, each character who participates • At the end of each chapter, all players move their
in a successful teamwork action or Tactic with social currency total one point closer to 0: losing
other player characters gains a point. If a character a point if their value is positive, gaining one if it’s
has any points of social currency, whenever she’s negative, or staying the same if at 0. This reflects the
a secondary actor in such a teamwork action, her need for hunters to prove themselves to others in
player always adds at least one die to the primary their cell, compact, or conspiracy while recognizing
actor’s roll even if her roll fails; if she dramatically that sometimes, you must make the hard call.
fails, reduce the penalty she imposes on the Other hunters acknowledge that they’ve been in
primary actor’s roll to –3. that position before and redemption is possible.
Or, if they’ve been lucky enough not to have the
• If the character has earned no other social same experience, they know their day will come,
currency points this scene, if her actions in the and they hope others will give them the same grace.
presence of others uphold or reinforce her Code
(Hunter: The Vigil, p. 79), she gains a point. Negotiation
If she acts counter to her Code, she loses a When two or more characters come into conflict
point. Her Code might differ from — or even in and players wish to resolve it using One Candle Lights
opposition to — those of her peers. She’s judged Another, they enter into a negotiation. The character with
on her own integrity. If the character’s social the most social currency goes first. In a tie, the character
currency drops below 0, she immediately gains with the highest Composure acts first.
the Guilty or Shaken Condition. Additionally,
The first player bids an amount of social currency
she suffers one of these two Conditions (the
they’re willing to spend to assert their character’s will.
player chooses which) if she begins the chapter
Other players may top that offer, bidding in order of
with negative social currency.
highest social currency to lowest (using Composure to
• When a character resolves the Trusting Condition break ties). Each character who participates presents an
(see below), she or the Trusted character gains argument, bribe, threat, or the like with his bid, attempt-
one point. ing to sway others to his cause. Continue around the
table until the highest bid goes unchallenged.
• When a character or group of characters wins The character whose player bid the highest wins the
a negotiation (see below), distribute all social negotiation; everyone else takes back their bid points.
currency points they bid equally among the losing The winner (or winners, in the case of a partial com-
participants. A character who voluntarily capitulates promise) distributes their bid points equally among the
gains a Beat. If all parties agree to a compromise, other participants. Leftover points vanish.
everyone gains one point and a Group Beat. Capitulation: Any character may voluntarily capitu-
• At the end of a chapter, each player may award late on his turn. He withdraws from the negotiation and
one point to another whose character helped keeps his social currency. The character keeps any benefits
theirs in some way. The character might have or points he gained from the list above and gains a Beat. If
talked someone through a tough moment, taken he suffers from the Guilty or Shaken Conditions, he may
a punch for them, or performed some other resolve the Condition instead of taking the Beat. (He still
meaningful action. These are usually smaller gains the Beat for resolving the Condition).
6
Found Family and Community
Compromise: On his turn, a player may offer a com- faith — for example, if they enter negotiations only to
promise instead of a new bid. If the other participants immediately capitulate or compromise, following the
agree, the negotiation ends. Everyone keeps the currency course of action the group wanted to pursue anyway.
they bid, and each participant gains one point of social One Candle Lights Another is intended to settle real,
currency. In addition, players choose one character who in-character conflicts and reward those who take one for
receives a Beat. Usually this is the person who negotiated the team.
the compromise, but might be someone who facilitated the Likewise, if players are content to settle differences
argument or swayed others to their side. through roleplay, don’t force them to use the system.
Partial Compromise: If only some participants accept It’s a helpful tool in the toolbox, but not a required one.
the compromise, negotiation continues. However, those Suggest it if in-character discussions hit a stalemate, or
who accepted the compromise may pool their currency to tensions rise out-of-character. Only move forward with
outbid the other parties; they draw points evenly from each One Candle Lights Another if everyone involved in the
character’s total. negotiation agrees to its use.
Participants: Only one character per side of a con- Investment
flict may participate in a negotiation. If multiple char-
acters share the same view, they choose one person to A player may invest between one and three social
represent them. At any time, a character who wants to currency points into another character as long as she has
present a new argument may join the negotiation. enough points to do so. This represents a significant lev-
Trusting: A character with the Trusting Condition el of trust between them — something that’s hard to earn
may not spend his last point to outbid a participant among wary hunters. The character who is the target of
he trusts. If it comes down to that, he must capitulate; this investment doesn’t add the currency to her pool.
however, he gains the same benefits as if he gave in Instead, she gains the Trusting Condition (see above)
voluntarily. with respect to the former’s character. A character may
have this Condition multiple times to represent trust in
As the Storyteller, you’re allowed to deny players use
multiple companions.
of this system if they’re not engaging with it in good
7
CHAPTER ONE: THE CELL
Found Family and Community • Once per chapter, spend 3 points for a larger favor,
such as an office worker slipping you a keycard, or
Hunters who join compacts and conspiracies can rely on a police officer running a target’s license plate.
their organizations for funding, weapons, research, and vari-
ous favors from politicians or law enforcement. Those hunt- • Once per chapter, spend 5 points to gain help
ers whose influence only extends to their cell often must bal- from a hunter outside your cell. For example,
ance paying the rent with keeping their neighborhoods safe. they might impersonate someone in authority
This doesn’t mean they’re alone. Their cell and the people for you or introduce you to one of their contacts.
they protect become their support base, and while they rarely
have arsenals of innovative weapons for hunters to dip into, Tactics
people in the community often provide food, shelter, and The following are new Tactics for characters to use.
information to their protectors. A wise hunter doesn’t look
at her neighbors as commodities, but fosters a relationship
Field Medicine (Mental)
with them and learns who in their orbit can get shit done. If you don’t patch up your injured ally, he cannot
Hunters also reach out to other hunters for infor- run when you Scatter, or will bleed out before you can
mation or — on rare occasions — call them in as backup get to a hospital. The primary actor does the doctoring,
for bigger operations. They swap stories and commis- while secondary actors gather medical supplies, hold off
erate over drinks, or give a newbie a quick lesson in the monster’s minions, or secure an exit.
how not to shoot yourself in the foot. Even if they’re Requirements: Primary actor: Medicine 2. The target’s
not formally part of a compact, the larger network of rightmost Health box must be filled with lethal damage.
hunters in a region may become something of a found Action: Instant.
family. If one’s own cellmates are like their siblings, Dice Pools: Primary: Dexterity + Medicine;
other cells are cousins and distant relatives. Maybe you Secondary: Dexterity + Medicine (gathering supplies,
only see them once or twice a year, but they’re another 0/2); Strength + Brawl or Weaponry, or Dexterity +
connection you can rely on every so often. The Landry Firearms (defending the cell’s position, 1/2); Dexterity
Street cell has a vampire expert, let’s call them is the new + Stealth (securing an exit, 0/2)
Your cousin Avery’s an electrician, she can look at that short. Roll Results
Storytellers using the social currency system in Success: The damage in the target’s rightmost Health
their games may wish to allow players to spend some box is downgraded by one level until the scene ends, and
of their accumulated points on small favors from the he regains consciousness if he’d passed out. Additionally,
cell’s community. This represents the trust they’ve built he gains the Beaten Down Tilt. The damage returns when
up in their area. Spending points also encourages play- the character is out of immediate danger and must be
ers to rely on these resources thoughtfully: If characters treated as normal. Any Tilts incurred still apply.
are perpetually using the corner store’s back room as a Exceptional Success: As a success, plus ignore one
cut-through to the alley, the owner’s goodwill eventually Tilt that reflects a physical injury until the scene ends,
wears thin. Likewise, if they keep calling in favors from or downgrade a Tilt reflecting two injuries to one (for ex-
other hunters without repaying them, their cell’s reputa- ample, a character suffering from two separate instances
tion takes a hit. of Arm Wrack may ignore one). If no Tilts apply, the
This optional system doesn’t replace Merits like character doesn’t suffer the Beaten Down Tilt.
Allies or Contacts. Storytellers may deny expenditures Failure and Dramatic Failure: The target isn’t sta-
if players rely on them too often or add restrictions to bilized and gains the Insensate or Stunned Tilt. The pri-
the limits proposed below (for example, declaring that a mary actor suffers the Stumbled Condition.
particular Storyteller character can only help the charac-
ters once per story). The beat cop might let a hunter off Infiltration (Physical)
with a warning once, but if he’s not an Ally or Contact, Getting into the enemy’s lair can tell you a lot about
the next time he catches her trespassing he won’t be so them, but sometimes it’s better to steal a keycard rather
lenient. than kick in the door. The primary actor does the ac-
• Once per chapter, spend 1 point to gain a small tual breaking in. Secondary actors perform recon be-
benefit from someone outside of your Allies or forehand (such as acquiring blueprints, finding gaps in
Contacts. This might be a meal from a neighbor, patrols, pinpointing camera blind spots, or avoiding se-
a couch to crash on, or borrowing a coworker’s curity systems) and act as lookouts during the operation.
car for a day. Requirements: Primary actor: Stealth 3+. Secondary
actors: 2+ in Skills used for this Tactic.
8
Tactics
Action: Instant and contested. Everyone must plays the part of a VIP or intimidating figure to get past
spend at least one hour gathering intel and planning the gatekeepers. The primary actor interacts with the
the infiltration. monster’s people. Secondary actors create her fake so-
Dice Pools: Primary: Dexterity + Stealth vs. Wits + cial media presence or act as the primary’s bodyguards
Composure. Secondary actors: Wits + Computer (hack- and support staff.
ing security systems, 0/2); Intelligence + Investigation Requirements: Primary actor: Intimidation,
(acquiring blueprints, studying patrol patterns, 1/2); Persuasion, or Socialize 3+.
Strength + Brawl or Weaponry, Wits + Drive, or Action: Instant and contested
Dexterity + Firearms (taking out security guards, driving Dice Pools: Primary Presence + Intimidation,
the getaway car 1/2) Persuasion, or Socialize vs. Composure + Empathy +
Roll Results Potency of lead gatekeeper. Secondary: Intelligence +
Success: The primary actor enters the monster’s Computer (creating fake accounts, 0/1), Manipulation +
inner sanctum. She may make up to 3 Investigation, Subterfuge vs. Composure + Empathy (acting as support
Larceny, or Occult rolls before needing to exit. staff, 1/3; distracting additional targets, 0/2), Composure
Exceptional Success: As a success, plus all charac- + Intimidation (acting as bodyguards, 1/3)
ters involved gain the Informed Condition about the Roll Results
monster. Success: The primary actor bluffs her way past any
Failure and Dramatic Failure: On a failure, the gatekeepers, convincing them that the target is expect-
monster is not only alerted to the intruder’s presence, ing her, or that she’s someone they’d get in trouble for
but it also learns something about the infiltrators: their turning away.
names, where they’re from, or some other piece of iden- Exceptional Success: As success, plus the primary
tifying information. actor gains the Inspired Condition.
Bluff (Social) Failure and Dramatic Failure: Not only do the
monster’s people turn the characters away, but her reti-
Some monsters surround themselves with lackeys nue also now recognize the characters on sight and are
and hangers-on who restrict access to them. The hunter aware someone was trying to breach their security.
9
The Vigil marks a hunter’s psyche, separating them for-
ever from their mundane life. They can’t confide in friends or
family, out of fear of ridicule or endangering their loved ones.
Still, hunters remain human, and humans crave contact with
like-minded individuals. Compacts unite hunters with similar
backgrounds or experiences, offering a sense of belonging and
proof the perils faced aren’t imaginary figments. Conspiracies
engage them in more over philosophical or religious questions,
calling them to act under one large, possibly mysterious banner.
The Compact
Compacts rise and fall quickly in hunter society,
and those lasting more than a century show remarkable
staying power. Many dissolve after the founding mem-
bers’ deaths, or the hunters disperse to other organiza-
tions better reflecting their methods or goals. Others
fall when they’re infiltrated by the enemy, destroying
them from within. Rarely, compacts develop a special
edge over their foes, expanding into a conspiracy.
The Conspiracy
Conspiracies bring greater power and resources to the
Vigil than other hunter organizations. Their Endowments
provide agents with edges against the enemy, and their larg-
er size and reach helps them survive the attentions of their
foes. Even the most thorough attacks are unlikely to wipe
out conspiracies in their entirety as their hunters are spread
through too much of the world.
”So you’re saying we just talk our way past a mummy’s high
priest? Are you out of your mind?”
Wes was incredulous and not shy about expressing it. He rein-
forced the point by making his appearance on screen an alarmed-
looking mouse with a question mark above his head.
The old man at the other end of the video call sighed. Dealing
with Mr. Franks and Mr. Morris tested his patience and experience.
“It’s how we did it in the old days, Mr. Franks. You and
Robert... Mr. Morris... will be fine if you can talk the talk. After
you’re through the antechamber, that’s where Mr. Morris’s wall
crawling and shadow hopping will become useful, as all bets will
from that point be off.”
Morris piped up from the background of Wes Franks’ room.
“Urban exploration, Winters. I’m not Spider-Man.” “The wolf is made the way
Alexander Winters leaned back in his seat, narrowed his eyes, the world is made. You cannot
and sipped his vodka. He thought back to his time with the Loyalists touch the world. You cannot
of Thule twenty years before and the time his team hunted a werespi- hold it in your hand for it is
der in the same block Franks and Morris were about to investigate. made of breath only.”
Maybe it’s still there, serving this Arisen. — Cormac McCarthy,
“No, Mr. Morris. You are not Spider-Man. But The Crossing
if you possess an ounce of his charm, you’ll talk
your way into the lion’s den and beard it before it wakes.”
CHAPTER TWO: COMPACTS AND CONSPIRACIES
12
Compact: Ashwood Abbey
Cliques Status
Competitors approach the Vigil as a game they’ll The more entertaining and impressive your exploits
win at any cost. Most obey rules to keep the game “fair” are, the higher your esteem in Ashwood Abbey rises.
and interesting, though these may not be obvious to any- • You’re the life of every party, gaining the
one else. Barfly Merit.
The Pursuit collects forbidden secrets, reveling in a
greater understanding of the world’s mysteries than the ••• The local chapter’s clubhouse provides two
ignorant masses. Some even seek to harness the energies dots of Safe Place spread between Arsenal,
of the Abbey’s bacchanalia to elevate the compact into Escape Hatch, and Home Security.
a true conspiracy. ••••• Ashwood Abbey supplies you with worldwide
Libertines violate every boundary they can, and connections, granting Contacts in Legal Aid,
many are depraved even by the Abbey’s standards. Vice, Arms Trafficking, and Ashwood Abbey
Placing their own pleasures above all, they can be dan- Networking.
gerous loose cannons.
13
CHAPTER TWO: COMPACTS AND CONSPIRACIES
14
Compact: Crimson Halo
Crimson Halo freed you, you vowed to make every bas- Spiders entrap their prey, often using themselves as
tard selling human lives pay. bait to lure them into inescapable positions.
You loved the lust in your clients’ eyes. People
shunned you by day, but by night they were yours. You
Status
felt powerful, until a vampire drained you and chucked Crimson Halo grants Status to hunters who save
your “corpse” in a dumpster. You barely survived, but lives and bring down exploitative operations.
nobody will make you feel powerless again. • Crimson Halo has welcomed you into its
You were the only family member still speaking to ranks. Gain a free Skill Specialty in Persuasion
your brother after he started stripping. When he van- or Streetwise related to your experiences.
ished from the club, you swore you’d find him. Whether ••• You’ve developed a knack for setting people at
you do or not, you will let no one else share his fate. ease, gaining the Sympathetic Merit.
Styles ••••• You’ve witnessed a lot on your Vigil. Gain
Angels patrol suspected hunting grounds, watching three dots of Allies or Contacts reflecting
for unusual activity and preparing to rescue victims at people you’ve convinced (or extorted) into
the first sign of trouble. helping you.
Songbirds advocate for victims and work to expose cor-
ruption and trafficking operations to the harsh light of day.
15
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Travelers make easy prey. Unfamiliar locations render them more vul-
nerable, and sometimes days pass before anyone realizes they’re missing. The
Crossroads Convoy places travelers under its aegis, ensuring as
many travelers safely reach their destination as possible.
When the creature devoured his friend, Lloyd Davidson
ran. He lived out of his truck, desperately avoiding his home-
town, but his encounter haunted him. While sheltering in
the Crossroads Diner with several other travelers, he related
his tale for the first time. Others shared their own stories, many
laughing at the bizarre scenarios, until the first corpse broke
through the window. Several fell to the shambling dead before
they mounted a defense, but Lloyd took charge. Soon they were
evacuating the diner, cutting a path through the horde to reach the
largest trucks. Piling the survivors inside, they plowed through the
dead, driving until daylight. Many lived because of their actions,
and Lloyd vowed he was through running. Allying with the other
drivers, they pledged to keep the roads safe for all.
The Crossroads Convoy has steadily expanded, drawing mem-
bers from the ranks of truckers, hitchhikers, motorcycle gangs,
and other travelers. Cellphones have improved communications
beyond what the old system of CB radio codes and graffiti could
allow, though most information still spreads through stories told in din-
ers and truck stops. When members of the Convoy retire from the Vigil,
they often set up hideouts or serve as communication hubs between active
members.
The Enemy
The Crossroad Convoy’s hunters endlessly travel, many sacrificing any
semblance of permanent homes for the Vigil. While some attribute this to
wanderlust, many hope to prevent monsters from retaliating against their
loved ones. Some members travel established routes or pick random destina-
tions. Others ride public transit systems, watching for threats lurking among
the commuters and visitors. While some hunters dismiss them as cowards,
many are surprised by their network’s effectiveness. Moving people and sup-
plies is simple when you’re traveling anyway, and they’re able to carry mes-
sages and equipment between hunter cells without raising suspicions. While
they’re quick to eliminate monsters targeting travelers, their mobility also allows
them to swoop in to deal with territorial threats before disappearing into the
back roads once more.
16
Compact: Crossroads Convoy
17
CHAPTER TWO: COMPACTS AND CONSPIRACIES
The Lamplighters began with a simple mission — to comfort and aid those coping
with missing persons. They particularly focused on those who’d recovered their runaway
or abductee, but remained convinced they were actually an impostor. The Lamplighters
took such claims seriously and investigated individuals to determine their humanity. In the
worst cases, they stepped in personally to stop monstrous replacements.
Things became problematic when they in-
ducted the host of “The Eden Herald with Ernie
Copeland,” a televangelist who never met an
-ism he couldn’t exploit. Copeland publicized
his family feud, claiming demons had replaced
them. When he tearfully attended a Lamplighters
meeting, they took him at his word, revealing
the truth. Charismatic and manipulative, he
climbed the ranks swiftly. Pouring his own
resources into the organization, he entwined
it with his ministry, rebranding it the Eden
Covenant. His ulterior motive was to publicly
unmask a demon and secure billions from donations to his holy war ef-
fort. Obsessively tracking a patchwork monstrosity, he captured a mere hu-
man without recollection of its past. This horrified Copeland. Monsters
impersonating humans were bad enough, but actually becoming human
was unbearable. He wouldn’t let these creatures steal God’s gift to human-
ity and gain immortal souls.
Now, the Eden Covenant’s divided against itself. Copeland’s extremism
grows, but his charisma, resources, and conviction attract more followers.
The Lamplighters pursue their original mission, but Copeland draws off
members and resources by promising answers and divine justice. As the
Lamplighters struggle to maintain their purpose and Copeland’s faction
grows in influence, the compact threatens to split, leaving both vulnerable.
The Enemy
The Eden Covenant’s primary enemies remain the doppelgangers steal-
ing human lives, but Copeland has broadened their focus since his rise to
power. Any monster aping humanity must be destroyed. He encourages
paranoia and mercilessness in his followers. The Lamplighters, true to their
original purpose, also aid those affected by monsters’ actions.
Hunters
Your lover was struck by a drunk driver, crumbling into leaves and twigs
as you cradled their body in your arms. Convinced it wasn’t really them, you’ll
recover them at any cost.
18
Compact: Eden Covenant
Years after your father’s funeral, his voice called information. Seeking foolproof methods to distinguish
from the shadows, sending chills up your spine. It’s hap- impostors, they kidnap suspects, subjecting them to in-
pened several times since. Maybe with new friends, you’ll terrogation and experimentation to discern their true
finally muster the courage to step into the darkness. identities.
Your life was going nowhere, until Reverend
Copeland set you back on track. You’d follow him to
Status
the ends of the Earth. If he says demons masquerade as The Eden Covenant honors those bringing closure
humans, you’ll find them. to bereft families or protecting humanity from beguiling
doppelgangers.
Sects • It’s difficult to identify impostors, but the
The Lamplighters focus on the compact’s compact has experience. Gain the 8-again
original objectives, offering aid to those cop- quality when using the Identification or
ing with lost loved ones and stopping those Profiling Tactics.
who’d steal away another.
Eden’s Vanguard subscribes to ••• Showing or faking compassion has become
Copeland’s views, safeguarding human- second nature, granting the Sympathetic
ity’s sacred legacy against those who’d dare Merit.
seize it for themselves.
••••• You effectively motivate people. Gain the
The Proctors take advantage of the in-
Inspiring Merit.
fighting among the larger factions to collect
19
CHAPTER TWO: COMPACTS AND CONSPIRACIES
While many environmental activists speak metaphorically when they claim they hear
the Earth’s cries, the Keepers of the Source mean it literally. Founded in San Francisco by
the New Age mystic Starflower, this compact attempts to stop supernatural creatures who
draw on Mother Earth’s power to feed their own.
In their early years, the Dowsing Society attempted to peacefully confront
those whose practices harmed Mother Earth. However, a schism grew
between the pacifist, Starflower, and her protégé, Duncan Redgrove, who
believed only drastic actions could put an end to the monsters’ harmful
practices. When Starflower was hospitalized after a good-faith discussion
turned violent, Redgrove seized control. Under him, the Dowsers planted
car bombs, spiked trees, and spilled blood to halt their targets’ depreda-
tions. Disgusted and disheartened, Starflower left. Redgrove rebranded
the group the Keepers of the Source.
After a suspicious lightning strike killed Duncan, his daughter Karen took
the reins. The group found a less violent middle ground for a while. However,
dire climate change forecasts and the recent spike in monstrous activity have
swung the compact back toward eco-terrorism. Starflower — now Meredith
Lehane — keeps tabs on her former associates, but is wary of offering her aid.
The Enemy
The Keepers concentrate their efforts on those who use mystical energy
— which they call the Source — to fuel spells, transformations, and other su-
pernatural abilities. While the Dowsers are aware of other monsters, these
only become their concern if their activities directly cause the Mother pain.
Dowsers have one goal: stop their targets hurting the Earth, whether
they wield supernatural power or are mundane humans with deep pock-
ets and destructive corporate practices. Redemption is a bonus, not an
objective.
Hunters
You’ve tended the Earth’s wounds for fifty years: planting trees, put-
ting your body on the line, begging others to listen. Time’s growing short
for you and Mother Earth, but hope endures.
Politicians suck up lobbyists’ money and bury laws that would actually
change things. It’s your world they’re destroying, so if they can’t give a shit,
you’ll save it yourself. Whatever it takes.
You clicked the hippie’s video because you were bored. Turns out, that
shit was important. Today you attended a protest. Tomorrow, you get your
hands dirty.
Outlooks
The Children of Gaia seek a return to Starflower’s original, peaceful
vision. All it takes to change the world is changing the right person’s heart.
20
Compact: Keepers of the Source
Hands of the Mother believe in more direct (and of- • You’ve attended a few protests and under-
ten violent) action. They target those who use supernat- stand the basics. Gain a free Skill specialty in
ural powers that harm the Mother, whether the wielders Expression, Occult, or Politics.
are monsters or humans. ••• Your defense of the Source has put you in tune
Caretakers narrow their targets to supernaturals with Mother Earth. Gain the Unseen Sense
working within mundane organizations. With their Merit, which lets you sense the Source.
monstrous backers’ influence removed, they believe ••••• You’ve put your reputation or life on the
those entities will swiftly fold or reform. line, earning the respect and backing of elder
Status Keepers. Gain three dots to distribute among
Allies, Contacts, and Resources.
Hunters in the Keepers of the Source gain Status by
protecting Mother Earth and the Source.
21
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Death can never be cheated. Las Guadañas embrace this as their sacred
commandment. Discontent to simply worship Death, the Scythes seek to
return those who’ve cheated her, by any means necessary. Originally
dating to secretive Aztec death cults, Las Guadañas continually
evolve with the times. In their modern incarnation, the Scythes
are widely known to human authorities as a transnational crimi-
nal syndicate whose members venerate the darkest aspects of
Santa Muerte.
Las Guadañas engage in multifarious illegal activities,
including drug trafficking, fraud, racketeering, smuggling,
theft, and contract killing. Authorities and criminal orga-
nizations warily engage Las Guadañas. Their willingness to
escalate confrontations makes every member dangerous,
whether they’re gang members covered in skull tattoos or
crooked businesspeople sporting scythe cufflinks.
Las Guadañas recruit members of their own families
and criminals who prove themselves. Initiation rites involve
“meeting the Lady” by suffering near death experiences.
Survivors are welcomed into their ranks and charged with
returning Death’s lost souls.
The Enemy
Las Guadañas target undead and immortal creatures,
whose very existence is blasphemous, an affront to Santa Muerte
and Death in all its forms. The Scythes maintain lists of such
creatures, striking against them and their mortal pawns at op-
portune moments. They show no mercy to interlopers, slay-
ing both monsters and humans interfering with their hunts
and criminal enterprises. Members of the compact don’t fear
death, nor do they concern themselves with collateral dam-
age. When ending lives, Las Guadañas offer them as sacri-
fices to Santa Muerte.
Hunters
The hit list has been passed down through your family
for generations. When Santa Muerte finally embraces you,
your descendants will inherit a much shorter one.
You found religion in prison. Through the Lady’s inter-
cession, you escaped. Now you serve her by showing these
bastards that immortal does not mean undying.
Once you smuggled antiquities for a cult serving
an immortal monster. When the Scythes slaughtered
22
Compact: Las Guadanas
it, you were spared and recruited to continue your work even as they accept that this time the sacrifice she de-
for them. mands may be their own life.
Obligations Status
Los Sudarios construct an earthly kingdom of vice Las Guadañas elevate members performing impres-
in their goddess’s honor, furthering the compact’s crimi- sive feats on behalf of Death or the compact.
nal enterprises while rooting out monsters pulling un- • You’ve embarked on your criminal career, gaining
seen strings. a free Skill Specialty in Larceny or Streetwise.
Los Verdugos return Death’s wayward souls to her,
slaying immortals and undead as offerings while seizing ••• Who says crime doesn’t pay? You receive two
their assets for Las Guadañas. dots of Resources.
Los Segadores are fanatics even among Scythes,
••••• You’ve proven yourself to leadership, earning
whose practices the vast majority of devotees to Santa
a taste of their secret power. Gain the Medium
Muerte would find repugnant. They kill monsters as a
Merit.
sign of their devotion, praying to the Lady for protection
23
CHAPTER TWO: COMPACTS AND CONSPIRACIES
From the moment the sun slips below the hori- waiting for someone to answer a knock, and they go in
zon until the first tendrils of dawn lighten the sky, the with guns drawn. When sleek town cars cruise down a
Night Watch is on patrol. They watch the last-call crowd poor neighborhood’s streets, they tap on the window and
trickle from the bar. They shine flashlights down dark see who’s inside.
subway tunnels. They ride near-empty trains at two A.M.
Monsters see them and think twice before they strike.
The original Night Watch formed in
Pittsburgh’s Hill district in 1970, when vam-
pires moved in to prey on a struggling neighbor-
hood. Vietnam vet Riley Lewis and his friend
Andre Sandoval gathered a couple of friends and
burned the vampires’ den with the monsters in-
side. They spraypainted Night Watch on the streets as
a warning to the enemy.
Soon, other Night Watches appeared, protecting
neighborhoods the things that go bump in the night.
Police and politicians called them vigilantes, but resi-
dents knew who kept them safe. Lewis died in 1990;
one of the first monsters he drove out of Pittsburgh
came back for revenge. Sandoval moved to Baton
Rouge. He uses a wheelchair now, follow-
ing a spinal injury. Damned few Street
Warriors retire, but he has earned
his rest.
The Enemy
The Night Watch fo-
cuses primarily on mon-
sters who prowl late at
night, but anything that lurks
in shadow and shuns the light
is fair game. Street Warriors pa-
trol in groups of two or more.
They’re proactive. If the cops even
bother responding, it’s too late
for the monster’s victim. If a pa-
trol hears a scream, they investigate.
They’ll kick down a door rather than
24
Compact: Night Watch
25
CHAPTER TWO: COMPACTS AND CONSPIRACIES
26
Compact: Recalibrators
Suits assume official roles, infiltrating fields includ- ••• You’ve seen the skeletons in the closet, gain-
ing journalism, law enforcement, politics, and medicine. ing two dots of Allies or Contacts among peo-
They cultivate respectable reputations to effectively bury ple you’ve assisted or extorted.
evidence or spread misinformation.
••••• You delegate authority, trusting in three dots
Cleaners eliminate physical evidence, erasing traces
of Retainer or Staff to carry out the tasks you
of broken claws, jagged wounds, or bloody sigils.
assign.
Scouts investigate local monsters’ habits and capa-
bilities to aid their allies and redirect the unsuspecting
public.
27
CHAPTER TWO: COMPACTS AND CONSPIRACIES
29
CHAPTER TWO: COMPACTS AND CONSPIRACIES
30
Conspiracy: Asclepeion
31
CHAPTER TWO: COMPACTS AND CONSPIRACIES
32
Conspiracy: Campion Wildlife Services
33
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Your last sculpture came to life with a hunger for seek novel occult experiences, both for inspiration and
human flesh. Perhaps cutting the clay of the next one for new materials to experiment with.
with a different monster’s blood will produce something
capable of stopping its rampage.
Status
Producing supernaturally inspired artwork exhib-
Trends iting creativity, revealing deeper truths, or producing
Enamored with the sublime beauty of the magical, novel experiences in observers all draw the Enigmatics’
Dreamers hope to open people’s minds to the wonder admiration.
hidden in the world. Some believe only an enlightened • You show great artistic promise. Take a free
humanity can achieve their true potential, and their art Skill Specialty in Crafts or Expression reflect-
will guide them. Others just wish to share their impos- ing your preferred medium.
sible experiences.
Deeply disturbed by their experiences, ••• Your work has impressed someone important.
Phantasmagorics share that dread with others. Some Take two dots of Allies, Mentor, or Resources
seek to warn people of the terrors lurking in their midst to reflect your patron’s influence.
or how they might stand up to them, while others simply
create to free their minds from the horror within. ••••• Your art moves all who behold it. You gain the
Inspiring Merit, which you can use through
Radicals are intrigued by the possibilities offered by
your art when unveiling it to a new audience,
the supernatural, desiring to bring more magic into the
substituting Crafts for Expression if desired.
world. Obsessed with creating new masterworks, they
35
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Operation Nebula has seen the truth — Earth has been invaded
by aliens from distant worlds, which now wage war against each
other in the shadows. They lurk in humanity’s midst, disguising
themselves and performing miracles through advanced technology.
They pull the strings of world governments and intelligence agen-
cies, infiltrating the highest echelons of society and recruiting mon-
sters and humans alike as their agents and pawns. The common
person is oblivious to the threat, so it’s up to Operation Nebula
to protect Earth’s future.
Marcel Foster dismissed the alien vivisection and bizarre
technology detailed in his deceased father’s journal as imagi-
native tales, until he found the place ransacked and the jour-
nal stolen. Fearing death at the hands of unknown enemies, he
abandoned his old life to search for answers. After years chasing
reports of strange encounters and lost time, he contacted the reclu-
sive Roy Elliott, his father’s friend and fellow witness to the vivisec-
tion. Elliott revealed the invaders had constructed elaborate high-
tech facilities all over the world, and multiple alien species vied for
dominance.
Armed with this knowledge, Foster forged connections between
others, linking them under the codename Nebula. While initially con-
nected through mailed letters and clandestine meetings, the internet
now allows Nebula to compile resources and recruit new members
online, both in open forums and on darknet social media. While
many founding members have gone silent or been warped by alien
technology, Nebula’s operatives continue gathering intelligence
and adapting stolen technology for the human resistance.
The Enemy
Operation Nebula knows anyone could secretly be an alien or
one of their agents in the world. Most are more than a little para-
noid, seeing conspiracies everywhere. They know the aliens regularly
use advanced technology to turn people into monsters that serve the
invaders — whether willingly or unwittingly. Not everything that goes
bump in the night is an alien agent, but their prevalence makes it
worth investigating most inexplicable phenomena. Hunters of
other organizations often dismiss them as crackpots — at least
36
Conspiracy: Operation Nebula
until the first time they see one recover an extraterres- Ambassadors believe some aliens have benevolent
trial fuel cell from a cryptid’s corpse. intentions and hope to forge alliances to drive off the
Hunters hostile invaders.
Pioneers claim Earth’s doomed, and humanity’s fu-
They called you crazy. The connections you drew ture lies among the stars. They study the invaders and
between odd occurrences and your conclusions seemed their technologies, desperate to discover an escape route
too far-fetched. After that creepy suit came to silence to save their species.
you, though, you knew you were on the right track.
You witnessed two mechanical entities battle to a Status
standstill at a secret high-tech facility and decided that Operation Nebula respects those who unravel deep-
neither should control Earth’s precious resources. er secrets and expose alien conspiracies.
You always dreamed of space. The alien invasion is • You know enough to conceal your true self,
horrible, but you become giddy with excitement at the gaining a dot of the Alternate Identity Merit.
thought of finally traveling to the stars.
••• Experimentation with Xenotechnology has
Theories given you a knack for cobbling things together
Guerrillas have chosen to fight. Even if they can’t from spare parts. Gain the Natural Tinkerer
drive the invaders away completely, they’ll pit them Merit.
against each other to prevent one from coming out on
top. ••••• You’ve forged connections with experts in
multiple fields. Distribute three dots among
Contacts reflecting your sources.
37
CHAPTER TWO: COMPACTS AND CONSPIRACIES
38
Conspiracy: Survivors Club
Hunters much to learn from each new slasher, and perhaps they
hold the answers to the sharp rise in cases.
You were bloody and terrified, sure you would die
like your friends did. But you drove the knife into the Status
killer’s heart instead of the other way ‘round, and when Hunters in the Survivors Club gain Status by killing
your eyes met his, he seemed... proud. slashers and saving their victims.
You’ve hunted alone for far too long. Then the • You’ve survived several hunts and know the
Survivors found you and pulled you back from the abyss. basics of how slashers operate. Gain a Skill
The killer took too many of your students, so you Specialty in Academics, Investigation, or
did something about it. You hope whenever you swing Occult.
his hatchet, he feels it down in hell.
••• Other hunters seek your advice and tutelage.
Chapters Gain a two-dot Retainer reflecting another
Campus Safety track and kill slashers out in the Club member under your command.
world.
The Redeemers believe no hunter who becomes a ••••• You’ve proven yourself able to wield the dark-
slasher is ever so far gone she can’t come back. They cap- ness within without losing yourself to it.
ture those who go over the edge and try to bring them back. Gain three dots to spend among the Allies,
Contacts, or Touchstone Merits.
The Advisory Council disagrees with the
Redeemers; once you’re gone, you’re gone. Still, there’s
39
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Sixteen centuries ago, countless horrors rose from ancient tombs, emerged from primordial wildernesses, and
laid waste to all that surrounded them. In one place — the Watchers disagree on the exact location — the townsfolk
drove the monsters back into slumber, but at great cost. Their homes were rubble, their loved ones dead or injured,
their allies overcome with terror. Never again, they vowed, but a mystic among them looked back into her past lives
and revealed that this had happened many times before, and a scholar among them looked to the stars and told
them exactly when the monsters would next awaken.
They’d all be dead by then, but it didn’t mean their work was done. Pooling the knowledge of the mystic and
the scholar, the Watchers learned of a means of accessing the memories of their past lives and of projecting their
memories into the lives they would lead in the centuries ahead. They gather resources and teach initiates to access
their past and future lives against the terrible day when the Dog Star next passes through that terrible constellation.
The Enemy
The Watchers prepare against the next Time of Monsters, which is almost upon them, but they do not sit idle.
They focus on gathering skills and monster lore, for any knowledge they
acquire in this life could save many lives in a past or future life. Practical
experience of rare or unfamiliar occult beings is particularly valuable to
these hunters, and they have shown up to hunts uninvited on those oc-
casions. They have a healthy respect for long-lived monsters, some of whom
they have clashed with multiple times over the last sixteen centuries.
Hunters
You were skeptical when
your therapist sug-
gested past life re-
gression, but that
first hypnosis ses-
sion not only ex-
plained your fear
of deep water, but
it also gave you
a new purpose —
readying yourself for
your next confrontation
with the creature beneath
the waves.
You knew her name the
moment you met her, because a
century from now you will fight
the creature she becomes after
you die. To survive that confron-
tation, you will need to learn ev-
erything about her in this life.
40
Conspiracy: Watchters
41
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Legends shroud the origins of the White Hare Society. While most agree
it arose in Portugal during the Age of Discovery, each chapter tells its own
tales about their birth. The conspiracy’s frequent name changes over the
centuries haven’t helped, though it’s kept the current one since 1886.
What’s remained consistent is the conspiracy’s dedication to discovering
the unknown. Originally content to explore distant lands, now they’re
only satisfied by walking in the areas they call otherworlds.
The White Hare Society welcomes both intrepid adventurers and
accidental tourists of the otherworlds, initiating them through an
excursion into the otherworld of the future explorer’s choice. This
permanently infuses the initiate with vestiges of the realm’s nature,
setting them forever apart from ordinary humans. For most, this
is a small price to pay for the wonders they’ll see and the tales they
must tell.
The Enemy
The White Hare Society seeks to explore the unknown, so its
hunters search for new gateways to the otherworlds. This inevita-
bly brings them into proximity of the monsters connected to them,
though they’re willing to negotiate for access with those who aren’t
hostile. The hunt for undiscovered gateways also lures many to mys-
terious places, which cost the Society almost as many hunters as the
deadly otherworlds. While they consider themselves privileged to en-
joy unearthly locales, the Society expects their hunters to protect or-
dinary humans from baleful entities escaping into the physical world.
When other hunter organizations wish to enter an otherworld through
a gateway under the Society’s watch, explorers offer their services as
guides, often for a price.
Hunters
You’ve cheated death on every continent and have the scars to prove it.
How could you ever resist whole new worlds?
You barely survived your last journey. Now you guard the gateway, but
it’s just a brave face you’ve donned. You’d give anything to never see the
other side again now that you know what’s there.
Your earliest memories are wandering the dark, twisted caverns of the
dead. The White Hare Society stumbled upon you and guided you back
to safety. You’ve been one of them ever since.
42
Conspiracy: The White Hare Society
Guilds Status
While every explorer holds loyalty to their chapter, The White Hare Society respects important discov-
each also pays dues to their guild, in the form of new eries, especially if interesting stories accompany them.
stories, treasures, and information. • Newly inducted into your local chapter, gain a
Seekers make up the largest guild, questing for new Skill Specialty in Academics or Occult related
sights and tales to share upon their return. Some hope to your favored otherworld.
to map the otherworlds, while others content them-
selves with souvenirs from their journeys. ••• You’ve weathered many strange storms, both
Sentries familiarize themselves with nearby gateways literal and metaphorical. Gain the Direction
into otherworlds as well as the perils lurking beyond. Sense Merit and a Lucky Charm you’ve ac-
They work to prevent incursions from these worlds and quired in your travels.
reduce damage when they occur.
••••• You’ve mastered the rules of your favored
Slayers aren’t content to merely explore. They must
otherworld and trust other explorers to do
find the most horrible monsters they can, slay them, and
the same. You benefit from the 8-again qual-
take trophies back as proof of their victory.
ity when performing Tactics in your favored
otherworld or when taking direct instruction
from another explorer in theirs.
43
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Endowments
Mobile Transport Unit
Campion’s transport vans are painted a reassuring
Whether the result of supernatural phenomena or shade of blue, with their no-nonsense logo prominently
human ingenuity, Endowments allow hunters to bet- displayed on the side. No cutesy cartoon dogs here, just
ter investigate and counter the creatures of the night. the company name and toll-free number. Inside, the
Conspiracies are generally reluctant to share their van’s equipped to withstand a beast’s attempts to escape:
Endowments with others, and most require their exper- reinforced cages and chassis, vents that pour forth anes-
tise or unique capabilities to wield or produce. thetic gas, a soundproofed barrier between the back and
the driver’s seat.
Animal Control Kit Loadout: One Session
Dice Pool: Dexterity + Drive or Intelligence +
Campion’s hunters require stronger tools than the
Science
average animal control officer. The dogs they catch can
bite through kennel doors, and bears they trap shrug off Action: Instant
bear mace like it’s nothing more than a spray of perfume. Duration: One Scene
Through a combination of modifying standard tools of the With her prey subdued, the hunter transports it
trade and harvesting enhancements and mutations from the back to Campion’s facility for observation and further
creatures they catch, Campion’s hunters are well-equipped handling. It’s essential to secure even those beasts that
for whatever they encounter in the field. The equipment is appear dead — some have unnaturally slow heartbeats,
proprietary, and hunters are expected to sign out what they body temperatures, and respiratory rates.
take and bring broken or depleted tools in for repair and
Pheromone Blocker/Emitter
recharging. However, if someone left Campion with a weap-
on in their possession, they could continue using it until it Some beasts emit pheromones that instill trust or
broke or ran out of ammunition. fear, or make anything in their immediate vicinity ex-
tremely aggressive. R&D has extracted several variants
Accessing the Kit of such chemicals from captured specimens and learned
All Campion Wildlife employees receive the Basic both how to replicate their effects and protect employees
Field Kit as their first Endowment. They can check more from them.
specialized equipment out of their field office as need- Cost: 1 Willpower
ed, though the more potent weapons require approval Loadout: 3 Sessions
from the home office or the R&D team. Each item has a Dice Pool: None
loadout, representing how often the Ranger must return Action: Instant, Contested
to a branch office for recalibration or recharging.
Duration: One Scene
The Animal Control Kit Endowment is rated one
The emitter attaches to the hunter’s belt and projects
to five. For each dot the player purchases, the charac-
the pheromone or its inhibitor out to 10 yards or meters.
ter may check out one piece of equipment. The player
Used defensively, emotion-manipulating pow-
decides what equipment her character possesses at the
ers against characters within range provoke a Clash of
start of each session. Items can be swapped out at any
Wills (use the target’s highest Resistance + the hunter’s
Campion office.
Animal Control Kit rating + 2). This can also remove
Basic Field Kit Tilts and other effects already placed there by such pow-
The Campion Basic Field Kit contains basic person- ers; roll Clash of Wills when the character first enters
al safety items and weaponry for handling creatures she the emitter’s radius.
might encounter in the wild. Used to enhance an emotion (which the hunter
Cost: None chooses when activating the device), the emitter grants
Loadout: One Session a +3 equipment bonus to Social actions that exploit the
projected emotion in those within the radius. This in-
Dice Pool: None
cludes the hunter and her allies unless she takes and/
Action: Instant
or administers a chemical countermeasure, which is in-
Duration: One Scene cluded in the loadout and requires an instant action.
The hunter’s kit contains a signal jammer (Hunter:
The Vigil, p. 286), a stun gun (ranged; Hunter, p. 285), Envenomed Weapons
and military-grade Kevlar armor (Rating 1/3) that cov- The hunter wields a blade or bullets coated with
ers her arms and torso. venom synthesized from some of the conspiracy’s
44
Endowments
Cost: 1 Willpower victim acts rashly; in his desperation to get away, he over-
Dice Pool: None looks traps the hunter’s set.
Action: Instant Cost: 1 Willpower
Duration: One Scene Dice Pool: Manipulation + Intimidation + Size
Choose an Attribute that best fits the slasher’s Action: Instant, Resisted (Composure)
themes when the hunter purchases this Endowment. Duration: One Scene
The Brute’s might be Strength, while the Charmer dis- The hunter chases her target, steering her toward
plays a stunning Presence. Until the scene ends, the a place of the hunter’s choosing. The target suffers a
hunter treats that Attribute as two dots higher than her –2 penalty to Wits rolls while he’s the target of this
current rating. If she already has that Attribute at five, Endowment. At the beginning of the chase, the hunter
choose another Attribute from that category to increase declares a type of trap (Hunter, p. 287-288) she set up
instead. prior to this scene.
This Endowment can be purchased multiple times, Roll Results
and each time it affects a different Attribute. Success: The target fails to notice the trap and trig-
Inexorable gers its effect.
Exceptional Success: As a success, plus the target
No matter how many times the victim shoots at or
gains the Insensate Condition
stabs the slasher, he just keeps coming. The hunter can
take a hit that would leave most others screaming in Failure and Dramatic Failure: The target reduces
agony and continue her pursuit. the penalty to notice and avoid the trap by 1.
Cost: 1 Willpower The Fiend Unleashed
Dice Pool: None The slasher left a mark on the hunter’s soul. She
Action: Reflexive feels the darkness churning within her, but rather than
Duration: Three turns succumbing to it, she bends it to her will.
The player delays marking damage from a single Cost: 2 Willpower
source on the character’s health track for three turns. Dice Pool: None
During this time, she suffers no penalties for damage Action: Instant
in the rightmost boxes. At the start of the fourth turn, Duration: One Scene
mark the delayed damage on the health track as nor-
When she purchases this Endowment, the player
mal, but lethal damage will not roll over to fill her final
chooses one Undertaking (Hunter, p. 230-236) that fits
health box with aggravated damage (although she may
the type of slasher the character feels lurking within. While
still bleed out soon thereafter).
the Endowment is active, the character gains access to the
Ground-Eating Stride Talent listed for that Undertaking and suffers its Frailties.
The hunter moves with uncanny swiftness, effort- This Endowment can be purchased multiple times,
lessly keeping pace with fleeing prey or walking unhin- and each time it grants a different Undertaking.
dered through a wall of flame. No matter how fast the Backlash: When the scene ends, the character gains
target runs or what obstacles he scatters in his path, the the Guilty, Shaken, or Spooked Condition.
hunter always seems only a few steps behind.
Cost: 1 Willpower, 1 lethal damage Infusion
Dice Pool: None The White Hare Society alchemically infuses earth-
Action: Reflexive ly components with otherworldly energies. The First
Duration: One scene Infusion permanently inures a new explorer to the con-
Double the character’s Speed while this Endowment ditions of a specific otherworld, granting the 8-again
is in effect. During chases (Hunter, p. 146-147), she effect on Survival rolls. The explorer gains an Unseen
always has the Edge. She ignores Speed penalties on Sense for gateways to their otherworld and its denizens,
Environmental Tilts, but still suffers their other effects. but eerie marks upon their soul inflict the Madness
Condition, which can’t be shed. Upon discovering a
Harry gateway, they may trace its borders with their blood (in-
Through a combination of physical and psychologi- flicting 2 lethal damage) and spend 2 Willpower points
cal intimidation, preparation, and anticipating her tar- to force it open, though most explorers prefer locating
get’s moves, the hunter ramps up the victim’s fear. The alternate routes.
47
CHAPTER TWO: COMPACTS AND CONSPIRACIES
Each dot of Infusion after the first provides a Consumers suffer a point of lethal damage, but their
new formula, with additional formulas costing three body temporarily adapts to the conditions of another realm,
Experiences each. Each infusion requires both mun- granting the 8-again effect on Survival rolls. Members of
dane and otherworldly components, and those affecting the White Hare Society add a number of days equal to
explorers directly must be consumed in some fashion. their Infusion dots and don’t suffer the damage.
Former explorers don’t forget their infusions, though Roll Results
the Society won’t appreciate it if they abuse them, and Exceptional Success: The infusion’s duration doubles.
it’s often more difficult to obtain materials. Dramatic Failure: The infusion appears successful,
Preparing Infusions but inflicts 3 lethal damage upon consuming it without
granting any benefit.
Creating infusions requires specialized training
and equipment, with a target success total of 7. Unless Liquid Courage
they’re under the effect of a lesser infusion, anyone with- Otherworldly fruit infused into mortal wine makes
out dots in Infusion suffers the dramatic failure effect a potent drink explorers use to combat the dreadful
when utilizing infusions. powers and terror inflicted by lurking horrors.
Cost: 1 Willpower Cost: None
Dice Pool: Intelligence + Occult + Infusion Duration: One scene
Action: Extended (1 hour) The explorer regains a point of Willpower and re-
Roll Results ceives the Steadfast Condition, becoming immune to
Success: The infusion succeeds and may be con- fear while it persists. Targeting the hunter with Dread
sumed or used to access its effects. Consuming an infu- Powers provokes a Clash of Wills. If the explorer wins,
sion takes one turn. the monster suffers the Stunned Tilt.
Exceptional Success: Varies depending on the infusion. Roll Results
Failure: The concoction becomes a useless mess. Exceptional Success: The drinker gains two Willpower
Dramatic Failure: Varies depending on the infusion. instead of one, and its effects last an entire day.
Inferno Flask Dramatic Failure: The drinker suffers the Drugged
Tilt and the Amnesia Condition, forgetting their entire
Brewed from the ichor of nightmare dragons or past until they next sleep.
similar fiery beasts, this ever-boiling liquid renders the
imbiber immune to temperature extremes, but burns ev- Primal Heart Elixir
erything around them. The liquefied heart of an otherworld’s denizen
Cost: 1 lethal damage brewed with mead and herbs intensify the First Infusion,
Duration: One scene pushing them further from humanity and closer to the
The explorer becomes the center of a fire with a ra- otherworld’s natives.
dius of yards or meters, which is under the effects of the Cost: 1 lethal damage
Inferno Tilt. This fire doesn’t move with the explorer, Duration: One day
but may quickly spread or fizzle out after three turns The infusion warps the explorer’s body. They sprout natu-
depending on available fuels. The explorer is immune ral weaponry appropriate to the realm’s denizens, gaining the
to heat and cold, including related Tilts. one-dot version of the Dread Attack Dread Power. They also
Roll Results become immune to the otherworld’s Environmental Tilts.
Exceptional Success: The immunity lasts until the Denizens of the otherworld perceive the explorer as a native,
explorer next sleeps. granting the 8-again quality on Social rolls with them. The
Dramatic Failure: The Inferno Tilt begins normal- effects of the elixir only function in the associated otherworld.
ly, but the drinker receives no immunities. Exceptional Success: The imbiber gets the two-dot
version of Dread Attack, and the effects last for a week.
Lesser Infusion Dramatic Failure: The explorer suffers the Violent
Sometimes even the most intrepid explorers require Condition and the Drugged Tilt as their dual natures clash.
assistance. Explorers brew these infusions using their
own blood to help their allies survive in hostile realms. Wandering Scarecrow
Each batch produces enough for the entire cell. Stuffing skin or cloth with straw from the mortal
Cost: 1 lethal damage (during preparation) world infused with otherworldly fluids, the explorer cre-
Duration: One week ates a doll to serve them.
48
Endowments
labor. All undertake the same task unless specifically of its kind, this scene.
given different instructions. At dawn, all statues re-
turn to their original poses, but remain in their current
Remembered Skill
location. The Watcher recalls a narrow application of human
Backlash: The mask thirsts for blood. For the last knowledge she once understood.
hour before dawn, the statues seek people to sacrifice, The hunter is treated as having three dots in a Skill
bathing it in their victims’ blood. Even the user isn’t of her choice, but this only applies to a single Specialty
safe. If denied sacrifices, the mask inflicts another point within that Skill. She might become adept at Running
of lethal damage on the user at dawn. despite her lack of Athletics, for example, but it wouldn’t
assist her in dodging, climbing, or throwing.
Lives Remembered Time Capsule
Through hypnosis, meditation, or hallucinogenic The hunter is the beneficiary of another Watcher’s
substances, Watchers claim to tap into memories from foresight. It might be one of his own past lives, but it is
their past and future lives. These are mere glimpses of more likely that a Watcher ally received notice from the
key moments; they can no more remember every day in future of the hunter’s approaching need.
their past lives than others can remember what they had The Watcher’s player describes the presence or prompt
for breakfast on an uneventful day ten years ago. arrival in the scene of equipment with an Availability no
Watchers possess one Endowment for each dot of greater than her Lives Remembered dots, which the char-
Lives Remembered and may purchase additional ones acter can take possession of or lead others to. She might
for three Experiences each. Dots in Lives Remembered know that the key to the prison door is hidden behind a
also set the limit on the total number of times the loose brick in her cell, for example, or a bicycle courier
Watcher may call upon Endowments in each chapter. might deliver a paper lunch bag full of cash to the alley
So, a hunter with three dots of Lives Remembered has where the Watcher needs to bribe a doorman. Truly im-
three Endowments at their disposal and can call on possible deliveries remain so, but the Storyteller should
one three times, all three once, or anything between. keep an open mind about what circumstances could po-
Watchers who abandon the cause soon lose access to tentially make the desired equipment available.
the memories of their past and future selves, losing each
Endowment after the next time they use it. Visions Out of Time
Each Endowment works as follows: The hunter sees the world through the lens of ev-
Cost: 1 Willpower erything that has happened — or will happen — wherever
Dice Pool: None he goes.
Action: Instant The effect is identical to the Psychometry Merit
(Hunter, p. 101) except as follows:
Duration: One Scene
• The moment the Watcher witnesses must have
Old Enemies occurred either before or after his lifetime.
The Watcher has met this monster (or one like it)
before. • The Drawback effect is not automatic. However,
The player may ask the Storyteller up to three ques- the player may have the Storyteller impose an
tions about the target monster, such as: appropriately meaningful vision upon the hunter
at a time and place that suits her story but that
• What is the target’s strongest (or weakest) occurs before the end of the chapter. This does
Attribute? not impose an additional Condition on the
• What is one supernatural ability it possesses (may Watcher.
ask this question more than once)?
Whispers from Babel
• What inhuman needs motivate it? The Watcher has lived many lives and enjoys the
remarkable mental traits of all of them.
• Is it social, solitary, or a social parasite?
The player chooses a Mental Merit with a dot rat-
• What is its origin? ing no greater than the hunter’s Lives Remembered
dots and enjoys its benefits until the end of the scene.
The hunter enjoys a +2 bonus on Intelligence + This must be a Merit for which they meet all other
Occult rolls to recall additional details about monsters
51
CHAPTER TWO: COMPACTS AND CONSPIRACIES
prerequisites and cannot be the Library or Professional the weapon, but the enemy suffers a wound as though
Training Merit. she’d been hit with the real weapon.
Relics
Cost: 2 Willpower
Dice Pool: Dexterity + Weaponry – Defense
Members of Aegis Kai Doru not only collect, guard, Action: Instant, Resisted
and study relics, they also use them in their ancient Duration: One Scene
struggles against witches, shapeshifters, and other crea- The Doru Talisman has a range of 10/20/40 yards/
tures of darkness. Once a person’s been vetted and meters and deals 3 aggravated damage on a successful
passed the First Initiation, she’s considered trustworthy attack.
and competent to care for and wield the conspiracy’s
relics. The Inner Circle keeps constant tabs on which Eye of Hubris
Guardians have which relics, and which are stored in Colors swirl within the depths of this tennis ball-
Aegis Kai Doru’s well-guarded vaults. Particularly po- sized crystal. A hunter who activates it senses no effects,
tent artifacts only leave the vaults with a Councilor’s but witches and other occult creatures avoid those wield-
permission, but most hunters keep a small selection of ing it or try to take it away.
lower-tier relics in their own secure holdings. They’re Cost: 1 Willpower
responsible for all relics in their care: if an enemy steals Dice Pool: None
one, the hunter is expected to retrieve it within a month Action: Instant
or else risks sanctions from the Inner Circle. Duration: One Scene
Even if a hunter’s wielded a relic for decades, it’s When the target fails a Dread Power roll while this
never really hers. The Inner Council may redistribute it relic is active, treat it as a dramatic failure instead. If the
to another who needs it at any time, and if she parts ways Dread Power’s effect isn’t rolled, the target suffers the
with Aegis Kai Doru, the relic remains the conspiracy’s Immobilized, Insensate, or Stunned Tilt instead.
property. Those who attempt to keep their treasures find
Backlash: The hunter suffers a -2 penalty on sight-
themselves hunted by their former colleagues.
based rolls until the scene ends.
Using Relics One-Eyed Kings
The Relic Endowment is rated one to five; each dot
The images on these ancient, verdigris covered cop-
represents one relic the Inner Circle has entrusted into
per coins have been rubbed nearly smooth over the cen-
the hunter’s care. The Inner Circle frowns upon mem-
turies. Held up to the light, an observer can make out
bers loaning or borrowing relics and recognizes no per-
the figures on each: one crowned figure missing his right
manent trades unless approved by them. Relics are not
eye, the other missing his left. The hunter leaves the
replaceable like the trinkets Task Force Valkyrie doles
coin missing its right eye in a place she’d like to observe
out to its agents.
later: on a table in her target’s office or slipped into an
Anyone can activate a relic; they need not be enemy’s pocket. By walking its companion coin over the
Guardians to do so. Most relics require an action to ac- knuckles on her right hand and pressing it to her left
tivate their powers, such as a gesture or a chant. If the eye, she observes what’s happening as though she were
wielder doesn’t perform it correctly, the relic doesn’t standing beside the other coin’s location. She can only
activate. see; no other senses apply.
Doru Talisman Cost: 1 Willpower
Four inches long and made of silver, these relics are Dice Pool: None
as deadly as any full-sized hoplite’s spear. The bearer Action: Instant
holds the relic like a spear and thrusts it toward her tar- Duration: One Scene
get. She need not throw it or even touch the target with Attempts to spy on a warded location provokes a
ADDITIONAL RELICS
Please see Hunter: The Vigil p. 276-277 for two additional relics: The
Aegis Talisman and the Skeleton Key.
52
Endowments
54
The point about hope is that
it is something that occurs in
very dark moments. It is like
a flame in the darkness; it
isn’t like a confidence and a
promise.
— John Berger