Demon Hunters PDF
Demon Hunters PDF
Demon Hunters PDF
Another
kraken making its way upstate along the river. Crazed cultists masquerading as
door-to-door religious nuts. Every one of them edging the world one more step
toward the next demonic apocalypse.
This book—packed with tabletop roleplaying rules based on the Fate RPG system—
has everything you need for playing Demon Hunters and creating
badass adventures so they can strut their stuff. Produced as
a result of a highly successful Kickstarter project, it’s got
random charts, monster stats, examples, illustrations,
page numbers, and a ton of fancy words. But best
of all, it’s got you and your imagination to
kick off one hell of a good time.
Much of the text of regarding Mission building and Threats in this book (“Sixty
Minutes to Mayhem”) was directly inspired by A p ocalyp s e W orld by Vincent
Baker (as well as M on ste r of th e W e e k by Michael Sands). Thank you, Vincent
& Michael.
Story structure in “Missions, Threats, & Mayhem” based on interviews and materials
received from Matt Vancil
Thanks to Rob Donoghue, Shane Harsch, Mark Diaz Truman, and Ryan Macklin
for useful advice and feedback!
In accordance with Section 1 (e) of the Open Game License, Version 1.0a: all character and place
names and images, organizations, groups, “5 Minutes to Mayhem”, the terms “faith dice” and
“demon dice”, and the contents of the chapter called “Missions, Threats, & Mayhem” are considered
Product Identity and trademarks of Dead Gentlemen Productions, LLC. All game rules, systems, and
additional procedures are Open Game Content.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any
form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the
prior express permission of the publisher.
But I’m guessing you’re not out on the streetcorner selling bootlegs of our book out of your trench
coat, right? You just need to make a copy for personal use? In that case, have at it! Copy away!
What’s that? The employee at the copy shop won’t let you make copies because you don’t have
EXPRESS PERMISSION™? Don’t worry, I’ll handle this.
All characters and events portrayed in this work are fictional. As far as you know. Any resemblance
to real persons, monsters, god-like immortal beings, or realistic automatons, living, dead, undead, or
deathless, is purely coincidental, and not part of a vast multiversal conspiracy to conceal a truth that,
if revealed, would inevitably lead to the destruction of human civilization as we know it.
Written by
Cam Banks, Jimmy McMichael, Don Early, & Nathan Rockwood
Game System designed by
Cam Banks & Amanda Valentine
“5 Minutes to Mayhem” designed by
Don Early
Additional Design by
Nathan Rockwood
Editing by
Amanda Valentine
Layout & Graphic Design by
Thomas Deeny
Art Direction by
Renae Chambers & Jamie Chambers
Interior Art by
Ben Honeycutt, Nick Kremenek, Chris Bivins, Jason Engle,
Raven Mimura, Joie Brown, Melissa Gay, Charles Price,
Jim Callahan, Steve Stivaktis, & Andy Dopieralksi
Cover Art for the Deluxe Leatherbound Edition by
Jen Page
Cover Art for the Print on Demand Version (comic cover) by
Ben Honeycutt
Proofreading by
Emilie Rommel Shimkus
Project Management by
Don Early
Demon Hunters is based on characters and setting created by
Matt Vancil
FOREWORD 6
2: THE BASICS 33
What You Need to Play 34
Players and Demon Masters 35
Your Profile 36
Taking Action 39
Faith Dice and Demon Dice 41
Conditions 42
3: RECRUITMENT 45
Demon Hunter Recruitment Basics 46
Creating Your Chapter 54
Moving On Up: Demon Hunter Advancement 58
Ready-to-Go Chapters 61
O
n e th i ng that u n ite s eve ry D ead G e ntle man ( an d
Lady) is gaming. I didn’t start gaming until I met these yay-
hoos in college. After a bit, someone suggested that I con-
sider running a roleplaying game myself. I was far too intimidated
by D&D. So many books, years of setting context I wasn’t familiar
with. I didn’t want to run something everyone else knew more
about than I did. I think it was Nathan Rice who just said, “Run
what you know.” Kind of like, “write what you know,” right?
6
After constructing a few rudimentary tables, essentially copying
Klug’s work with different table values…it worked. It freak-
ing worked!
May you also create memorable gaming experiences that make you
laugh so hard your sides hurt, your eyes water, and gameplay stops
for 10 minutes while you laugh it out.
We ride!
Don Early
7
ChApter 1
The world you know
(but don’t)
In the Beginning…
G
o d c r eate d th e h eave n s an d th e earth , an d saw
that it was good. And the great snake Damballah split his
belly, releasing all the waters of the world, and the creator
beings came out of the Dreamtime to walk the lands and sing the
world into existence, and Prometheus climbed the mountain and
stole fire from the gods.
It’s also a lot more dangerous than most people think. Those
stories don’t usually have happy endings. The creepy crawlies are
out there, lurking in the dark, and they’re hungry. Or angry. Or
just plain evil and looking to make somebody hurt. That’s where
we come in. The Brotherhood of the Celestial Torch. In the name
of all that is Good, we fight the forces of Evil. And we’re damn
good at what we do. If we weren’t, you’d probably have heard of
us by now.
9
Demon Hunters
HISTORY
Good and Evil have always been at war. They’re opposites, it’s
just what they do. Every culture has their own stories, their own
version of the Ultimate Good and the Supreme Evil and their
eternal struggles to determine the fate of the world, but most of
the pantheons had the common courtesy to keep their business in
their own neighborhood. Most. Not all.
Each side blamed the other, but blame was irrelevant at this point.
The dome of the heavens was broken, and the waters poured
down upon the land. All life on Earth was destroyed in the Deluge.
10
The World You Know (but don't)
take the fight back to Earth, while still adhering to the letter of
the Treaty. Soon, half-demons and possessed humans and dark
wizards wreaked havoc across the Earth once more.
11
Demon Hunters
MAGIC
This is a universe built on scientific principles. I mean, look around
you. Anything hovering in mid-air? Materializing into existence
from nothingness? Transmuting? Of course not! You know why?
Physics, chemistry, biology—all of the classes you half-snoozed
through in high school. From microscopic to macroscopic, from the
Big Bang to the Heat Death of the Universe, it’s science through
and through.
And that’s why it’s so friggin’ hard to make magic happen in this
place! We’re talking real magic here—none of that smoke and
mirrors and black eyeliner, “Is this your card?” Criss Angel
bull$#!t. Magic isn’t just something you do. You don’t just wave a
wand and shout some nonsense and *POOF* skeleton army! It
takes a lot of power to make something impossible happen and no
human being has that sort of power. But there are powerful entities
out there. Gods and demons and shapeless beings of chaos, able to
tear through the laws of nature like tissue paper and bend reality
to your every whim. They’re out there, they’re listening, and
they’re just itching to make a deal.
12
The World You Know (but don't)
MAD SCIENCE
But like we said, this is a universe built on science. Good ol’ pre-
dictable, repeatable, reproducible science. Science will never ask
you to dance around naked under the light of a harvest moon, or
hurl a screaming virgin into the open crater of a volcano. I mean,
unless those are test variables. Of course, modern science does
have its limits, limits that scientists are pushing forward every day
as new discoveries and advancements are made. The march of
scientific progress is slow and steady.
And SO BORING! Normal science has all of these rules and steps
and you have to do the same things over and over and over. There’s
got to be another way. A faster way. A significantly less safe way.
Mad science is the answer to all your problems! It turns out that
when you introduce a carefully controlled degree of insanity into
the mix, innovation goes through the roof (and sometimes through
the adjoining wall with the cafeteria). Mad scientists ignore safety
standards and ethical practices and whether what they’re doing is
possible, and instead they just go for it. They make the science
happen, and the results can be glorious. Or catastrophic. The fun
is in finding out which one it’ll be!
So there’s plenty of risk, but what about the reward? Ah, that’s the
fun part. How about teleportation? Brain transplants? Genetically
engineered supersoldiers? How do you feel about riding a psy-
chically tamed woolly mammoth clone into battle? Or growing a
set of functional gills and having the language of the Deep Ones
uploaded directly to your brain for your diplomatic visit to Y’ha-
nthlei? Mad science starts with the hypothesis, “Wouldn’t it be
awesome if...” and goes on to prove that yes, it
would, in fact, be awesome.
13
Demon Hunters
FACTIONS
The Brotherhood isn’t the only game in town. Sure, there’s plenty
of unaffiliated monsters and madmen running around spread-
ing chaos, but there’s also a number of organizations that rival
the Brotherhood, both in size and on the battlefield. Below are
just a handful of the foes (and friendlies) you may find yourself
up against.
While the Brotherhood was busy fighting the Order, your ordi-
nary creepy-crawlies—the independent ones, not looking to pick a
side in the whole Good/Evil deathmatch—could usually slip under
our radar. We just didn’t have time to police every last neckbiter
and spellchucker in the world. As long as they weren’t out there
actively spreading panic and chaos, the little guys kind of had a
free pass. But once we defeated the Order, that $#&@ had to stop!
14
The World You Know (but don't)
The Pound
Take Greenpeace, PETA, and the Earth Liberation Front, cram
‘em all together, and crank the crazy up to eleven and you’d
have a pretty fair approximation of the Pound. Oh, and they’re
all werewolves. That’s actually pretty important. Born out of
15
Demon Hunters
Cylch Myrddin
Centuries ago, Myrddin
Emrys, the most powerful
mystic who ever lived, was
betrayed by the woman
he loved. Using his own
magic against him, the sor-
ceress Nimue imprisoned
the wizard in an enchanted
crypt hidden deep in the
forests of Brocéliande.
There he remains, in death-
less slumber, to this day.
16
The World You Know (but don't)
17
Demon Hunters
MWAHAHA is the first and, so far, only mad science labor union
in the world. A gathering of some of the greatest and simultane-
ously most deranged minds on the planet, it seeks to promote a
wider public acceptance of the mad, super, weird, and impossi-
ble sciences.
So, what makes these lone-wolf lab jockeys unite under the
MWAHAHA banner? The benefits of MWAHAHA member-
ship include:
• Collective Ransoming: These days, one lone
madman threatening to pour mutagenic ooze into
the town’s water supply is barely gonna make the
local news, much less net a hefty payoff.
• Comprehensive Health Insurance: The only
insurance plan in the country that covers self-experi-
mentation, radical elective xenotransplantation, and
full-body prosthetics.
• Dental Plan: Covering all MWAHAHA members
whose mouths haven’t been replaced with a bizarro,
insectile proboscis.
• Bizarro, Insectile Proboscis Plan: For the rest.
• Staffing Services: No more scouring Craigslist for
lab assistants, henchmen, toadies, lackeys, or grave
robbers. MWAHAHA does all the work for you
through a partnership with the International Guild
of Occupational Reinforcements.
• And much, much more!
18
The World You Know (but don't)
19
Demon Hunters
THE BROTHERHOOD
I know, it’s a lot to take in. You’re sort of diving in with
both feet here, but we don’t have the luxury of time
when we’re fighting a war for the eternal souls of every
human being on Earth. I’m sure you’ve got questions.
Like, how does this organization work? Where will you
be stationed? Who will you work for? Or with?
What was that whole part about monsters being
real again? Is this all a big practical joke? Did
Stacey put us up to this?
Location
Ever wonder why that skyscraper is missing its thirteenth floor?
Or why nobody’s ever bought that abandoned factory downtown?
Or how that watch repair shop has stayed in business well into the
21st century? The answers might be (respectively) superstition,
the death of American manufacturing, and it’s a money-laundering
front for organized crime. Or it might just be the Brotherhood of
the Celestial Torch.
20
The World You Know (but don't)
Chapters
Field agents—the folks out there on the front lines doing the actual
Demon Hunting, the ones we refer to as Demon Hunters, Title
Case—work in teams known as chapters. A typical chapter is made
up of three or more field agents from any number of fields or
specialties, plus a Cipher (a lifelike android that serves as a team’s
research and communications hub).
How exactly does one get promoted? Well, usually death. Sure,
sometimes a Demon Hunter lives to see retirement age, but more
often than not you’re getting that bump in pay because somebody
else has snuffed it. Demon Hunting’s dangerous work, and the
Brotherhood experiences its share of casualties. Sometimes a prom-
ising individual agent from a lower-ranked chapter is promoted to
fill a vacancy in an existing team. Other times an entire team gets
wiped out at once, leading to a shuffling of chapters that opens up
a new slot in the level above yours.
However you manage to get promoted, that’s when the fun stuff
starts. Psi chapters and above are tasked with dealing with super-
natural threats of increasing intensity. So while a Psi chapter might
be ordered to investigate a minor haunting, a Sigma chapter might
have to clean out a vampire nest, while a Gamma team would be
called in to deal with a warlock who has summoned an army of
demonic minions to do his bidding.
21
Demon Hunters
alpha Α1
beta Β1 Β2
gamma Γ1 Γ2 Γ3
delta Δ1 Δ2 Δ3 Δ4
epsilon Ε1 Ε2 Ε3 Ε4 Ε5
zeta Ζ1 Ζ2 Ζ3 Ζ4 Ζ5 Ζ6
eta Η1 Η2 Η3 Η4 Η5 Η6 Η7
theta Θ1 Θ2 Θ3 Θ4 Θ5 Θ6 Θ7 Θ8
iota Ι1 Ι2 Ι3 Ι4 Ι5 Ι6 Ι7 Ι8 Ι9
kappa Κ1 Κ2 Κ3 Κ4 Κ5 Κ6 Κ7 Κ8 Κ9 Κ10
lambda Λ1 Λ2 Λ3 Λ4 Λ5 Λ6 Λ7 Λ8 Λ9 Λ10 Λ11
mu Μ1 Μ2 Μ3 Μ4 Μ5 Μ6 Μ7 Μ8 Μ9 Μ10 Μ11 Μ12
sigma Σ1 Σ2 Σ3 Σ4 Σ5 Σ6 Σ7 Σ8 Σ9 Σ10 Σ11 Σ12 Σ13 Σ14 Σ15 Σ16 Σ17 Σ18
Below Alpha One, you’ve got two Beta teams, three Gammas, four
Deltas, and so on. The number of teams per level corresponds with
that level’s letter-value. There are three exceptions to these rules. 1)
There’s no upper limit on Omega teams. As long as we’re bringing
in recruits, we can keep creating new cannon fodder Omega teams.
2) Xi is reserved as a special designation. There are no Xi chapters.
3) Iota...
Iota
In an organization this massive, there’s bound to be a few bad
eggs in the mix. It’s the Brotherhood’s job to police the world, but
it’s Iota’s job to police the Brotherhood. Iota agents (or “&#$%ing
Iotas,” as they’re more commonly known) investigate wrongdo-
ing within the Brotherhood. Corruption and graft. Smuggling of
exotic/legendary/imaginary creatures or weaponry. “Friendly-fire”
incidents. Espionage. Treason. The Iotas don’t make many friends,
but they keep us safe and they keep us honest.
23
Demon Hunters
Brotherhood Infantry
Field agents aren’t just mindless gun-caddies that you can throw
at the enemy until they stop breathing. That’s just a waste of
talent—even if they’re Omegas. Field agents are investigators, dip-
lomats, specialists. They’re highly skilled and highly trained. The
Brotherhood sends in a chapter for jobs that require a little finesse,
or when they’re not really sure what’s going on yet, or they suspect
there’s an even bigger bad behind the big bad. But sometimes you
know exactly what you’re up against. Sometimes you just need to
throw wave after wave of soldiers at a baddie until there’s nothing
left but a sticky smear and some massive property damage. For
those jobs, you call in the Infantry.
24
The World You Know (but don't)
The Council
It sounds ominous. That’s not by accident. No one knows who
they really are. The identities of the Council’s eleven members are
a closely guarded secret, but they’re thought to be representatives
of the regional Brotherhood headquarters around the globe. Their
role is to pass judgment over Brotherhood agents accused of the
most heinous of crimes: murder, espionage, sabotage, and treason.
Essentially, Brotherhood agents who find themselves in front of the
Council have &#$@ed up. Big time.
The Director
An organization this big needs oversight. Literally. The Celestial
realms created the position of Brotherhood Director to provide this
oversight. The Director is an appointed position, chosen by con-
sensus of the allied powers of Good. The current Director, Simon
“Saint” Peter, has held the position for over eight hundred years.
Yeah, the Pearly Gates guy. Considering his previous job was as a
glorified nightclub bouncer, he was more than happy to take on the
task of overseeing the Brotherhood.
25
Demon Hunters
26
The World You Know (but don't)
M&Ms
Magic & Mad Science, or “M&Ms” is the
source of the Brotherhood’s most amazing toys.
As the organization’s research and development
division, M&Ms churns out incredible MagiTech
devices on a daily basis. We’ve found that placing
these fiercely competitive disciplines under the same roof
drives innovation like you wouldn’t believe. The
mystics and the mad scientists work around
the clock to one-up each other, with incredible
results that keep us at the top of our mon-
ster-fighting game.
The Cipherwerks
Every team needs a Cipher. Like, legally—it’s in the rulebook. But
they’re also an important part of the team. The Cipher acts as an
information and communication hub, connecting you to the rest of
the Brotherhood. Whether you need to scan a region for Infernal
activity, research a creature’s abilities and weaknesses, or call in
backup because that wereraccoon knocking over trash cans turned
out to be a weregrizzly, your Cipher is going to come in handy.
The old Mark III Ciphers were built at the Bavarian Cipherwerks
plant, but recently, with the introduction of the Mark IV Cipher,
production was moved to a new, state-of-the-art production facility
in the Mexican state of Oaxaca. Unlike the limited chassis options
available for the Mark IIIs, the automated production line at the
new plant allows us to offer the Mark IV Cipher with a print-on-
demand chassis, ensuring that your team’s Cipher is completely
unique. Finally, your Cipher is truly yours.
27
Demon Hunters
28
The World You Know (but don't)
The Warehouse
Whatever you need, you can find it in the Warehouse. Seriously.
Anything. From weapons and ammo to bulldozers and fanboats
to siege weapons and giant squids and remote-controlled toaster
ovens. Whatever you think you might need, we’ve got some
stashed someplace in the Warehouse, and they’re yours for the
taking. There are definitely benefits to being in the employ of
omnipotent deities.
29
Demon Hunters
The Brotherhood
Academy
Some people stumble into the
life of a Demon Hunter, but
others are born into it, families
of Brotherhood agents stretching
back for generations. The chil-
dren of these families are destined
to follow in their parents’ footsteps
and one day join the Brotherhood.
For these children, we have
the Academy.
30
The World You Know (but don't)
The Xi Wall
The Xi Wall is a massive slab of obsidian, polished to a mirror
finish, installed in every Brotherhood HQ. Carved into the face of
the stone are column after column of names. The names of Hunters
who have come before us. Having your name chiseled into the Xi
Wall is the greatest honor you can receive as a Brotherhood agent.
A declaration that this agent was ranked among the greatest heroes
in the history of the Brotherhood. It also means you’re dead.
31
Chapter 2
The Basics
D
e mon H u nte rs : A C om e dy of T e rrors ( or D e mon
H u n t e r s RPG) is a roleplaying game about being a
member of the Brotherhood of the Celestial Torch oper-
ating on a mandate from Heaven to wipe out demons and other
supernatural threats before they succeed at destroying the world…
or at least the local metro area. This game gives you all the rules
for resolving this ongoing conflict, as well as laying out the world
of Demon Hunters for everyone to get ideas and play as if they know
what’s going on.
33
Demon Hunters
34
The Basics
35
Demon Hunters
YOUR PROFILE
A Demon Hunter profile is a set of game stats, backgrounds, and
descriptive traits. Your profile tells you how your Demon Hunter
approaches various actions, what skill sets they have, and the cool
stunts they’ve pulled off in the battle against wickedness and super-
natural despots. Here’s a breakdown of the Demon Hunter profile
so you know what goes where.
in case you
faith dice
Chapter
forget what game Faith Dice
Σ
and devotion
you’re playing
(page 41)
VII
3
Devotion
Conditions
Name Ned MILD (UP TO 5 HITS)
Description
undead! conditions
(page 137)
Aspects CONCEPT
ead Accountant
Enthusiastic Und
TROUBLE MODERATE (UP TO 10 HITS)
Turbodork
aspects
(page 55) DISCIPLINE
Mathlete
DISCIPLINE
Stunts
Approaches Spotted Eagle
Strike:
e
QUICK the Spotted Eagl
d6 Because | know
CAREFUL d6 a +2 to Flashy
Strike move, | gain hand
engage in hand-to-
ApproachesFORCEFUL attacks when |
combat.
CLEVERd8 d10
(page 50) Upgradeable:
adeable, once per
SNEAKY d4 d8 FLASHY Because | am Upgr Stunts
can turn a moderat
e
game session |
tive aspect by
condition into a
grabbing replacem
posi
(page 52)
ent body parts
from
Disciplines corpses.
d6 COVERT OPS
Disciplines
d4 MYSTIC ARTS
(page 51)
RESEARCH & DEVELOPM
ENT
d10
d4 SOCIAL ENGINEERING
d8 FRINGE Undead
36
The Basics
Approaches
Approaches describe ways to take action, and your Demon
Hunter is better at some than others. Every Demon Hunter has a
rating from (terrible) to (godlike) in these six traits.
Approaches are one of the two dice you roll do stuff. See page 93
for more on approaches.
Disciplines
There are five core disciplines in the game, each of which describes
a broad group of skills your Demon Hunter might use in taking
action against Evil. Demon Hunters have one discipline they’ve
mastered (a rating of ), one they’re expert in (a rating of ),
and one they’re trained in ( ). The remaining disciplines are con-
sidered untrained and get .
37
Demon Hunters
Aspects
More than anything else on your Demon Hunter profile, aspects
tell us who your character is and why we should care about them.
An aspect is a descriptive phrase that tells us significant details
about your Demon Hunter: background, personality, a physical
quality, issues or problems, and so on. Aspects come into play in
conjunction with faith dice (page 83). When an aspect could
benefit you in a situation, you can spend a faith die to invoke that
aspect and get a bonus. When an aspect could get in your way or
screw up your life, you can earn a faith die by enduring that aspect
and hamstringing your efforts.
Stunts
Because Demon Hunters are all badass heroes in the war against
Evil, they have a host of special abilities and tricks they’ve picked
up from years of hard-earned experience or dumb luck during
training simulations. Whether they represent innate powers,
learned abilities, or some kind of metafictional schtick that exists
outside of the game world itself, your stunts let you use your
approaches and disciplines in cool ways, or perform cool tricks
that most other characters can’t.
Devotion
Your devotion is the number of faith dice you begin each game
session with—unless you ended the previous session with more
unspent faith dice than your devotion, in which case you start
with the number you had left last time.
38
The Basics
TAKING ACTION
When you want your Demon Hunter to do something exciting in
the game and affect the outcome of the story, you roll dice. Which
dice you roll depends on the approach and discipline combo that’s
most appropriate to the action you’re trying to take. Just describe
what you want to attempt and the DM tells you what approach
and discipline to use. You only need to roll dice if there’s another
character opposing your action or if there’s some kind of obstacle in your way
that could lead to failure. If neither of those is true, the DM may just
tell you what happens and you won’t need to use dice at all.
If you’re otherwise in doubt, here are the most common things you
roll dice for in the game:
• To attack someone in a conflict (page 120)
• To defend yourself in a conflict (page 120)
• To overcome an obstacle (page 119)
• To create an obstacle for someone else to over-
come (page 116)
• To create or unlock an advantage in the form of an
aspect (page 116)
• To recover from conditions (page 140)
You may also end up rolling more dice because of invoking aspects
to add faith dice to your roll, or grabbing demon dice after you roll
to add to your total.
39
Demon Hunters
The number that you beat the opposition by (even if it’s zero)
is called your outcome. If your outcome is 5 or more, you not
only succeed, you succeed with style. Depending on what kind of
action you take, succeeding with style has different effects, but it’s
almost always “success, and something else great.”
40
The Basics
Faith dice are usually spent before your dice are rolled. If you’re
trying to beat an opposition number that’s higher than you think
you can easily get on your approach and discipline dice, you can
invoke an aspect and spend one of your faith dice to roll it with
the others. It’s a risk, because you may still fail the roll. On the
positive side, if your faith die comes up a 1, you get it back and
it’s not spent.
Demon dice are spent after your dice are rolled. If you fail the roll,
you can grab one, two, or even three demon dice from the pool in
the middle of the table and roll them, adding to the previous total.
You can even roll them one at a time so you don’t roll more than
you need, but three is the maximum for any action. If any demon
dice come up a 1, something really bad happens right away, even
if you succeeded on your roll!
Once faith dice are spent, they’re gone; you can earn more back by
enduring your aspects, rolling ones on your approach & discipline
dice, or conceding in a conflict. You start the game session with as
many faith dice as your devotion, even if you spent them all in the
last game.
Once demon dice are spent, they go to the DM. The DM can later
roll them and trigger fun and exciting Threats and monsters, or use
them to invoke aspects just like players do.
41
Demon Hunters
CONDITIONS
Life’s not all guns, gadgets, glamors, and glory for Demon Hunters,
obviously. Frequently your Demon Hunter’s going to get smashed,
shot, shoved, shredded, shrunk, or shurikened by the forces of
Darkness—in game terms, they take hits. For this, we use condi-
tions. Conditions are a way to track damage, stress, injury, exhaus-
tion, and other complicating and impeding factors that afflict your
Demon Hunter. They work a lot like aspects because they can be
invoked by others (usually the DM) or endured, but they also keep
your Demon Hunter in the game instead of having them taken out.
They’re not just physical—conditions can be mental or even social
in nature—but no matter how they manifest, they work to make
your Demon Hunter’s life more challenging.
If any hits remain after conditions are taken to absorb them, you
are taken out (page 139). Even an attack that delivers 1 hit can
do this if you can’t take on a condition, so manage your condi-
tions wisely!
For the most part, it’s probably best to deal in mild and moderate
conditions and then let the chips fall where they may after that
point, conceding the conflict (page 139) if things get really bad.
42
The Basics
After all, it can sometimes be much easier to deal with getting out
of captivity or recovering in an emergency room than shedding a
severe condition, and you get a faith die when you concede. But
if you’re really keen to end a fight on your terms, know that you
have that one 15-hit option in your toolbox.
43
Chapter 3
Recruitment
S
o yo u ’ r e all cau g ht u p o n th e h i sto ry o f De mon
Hunting and the Brotherhood, you know a field agent from
a mad scientist, and you’ve got a sense of the basic rules
used in the D e mon H u nte rs RPG. Great! Now you need to
make your own group of characters, your own chapter of Demon
Hunters. We call this stage “recruitment” because that’s literally
what it is—recruiting fresh meat for the bloody cause. But for you,
dear reader, sitting at home in your comfy easy chair or on your
toilet or in a hammock or in your bed, with the covers over you,
flashlight gripped between your teeth…
Sorry. Flashbacks.
Anyway, for you, you’re going to use this chapter to create your
chapter, and fill that chapter with Demon Hunters you create using
this chapter. Are we good so far?
45
Demon Hunters
We’ll show you how easy and simple recruitment can be, and why
you should take your hands away from your face now and breathe
slowly into this paper bag.
We’re going to make Ned, everyone’s favorite accoun-
tant-turned-undead Demon Hunter. Ned’s in Sigma Seven, and
his Demon Hunter profile is in the Sigma Seven chapter profiles
on page 71.
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Recruitment
Aspects
Your Demon Hunter has five aspects to start the game: a Concept
aspect, a Trouble aspect, and three discipline aspects. For additional
rules and help with aspects, see A s p ects an d F aith D ice , page
79. If you’re in a hurry to get started, the only aspect that you
really need to come up with right away is your Concept aspect; the
rest can be written during play, or they might leap to mind as you
continue working on your Demon Hunter.
Concept Aspect
Your Concept aspect is a single phrase or sentence that sums up
your Demon Hunter, saying who they are and what they’re about.
Who is this person? What is their essential nature? What is their
core personality? What do they do with their waking selves most
of the time?
The Concept aspect is your Demon Hunter’s “deal” (as in, “So,
what’s the deal with that guy?”), the aspect that—even without the
other aspects, approaches, and disciplines—you could get a clear
and coherent picture inside your head just by reading it. This
aspect usually embodies your Demon Hunter’s job or core role in
the Brotherhood, with all its advantages and disadvantages.
Your Concept is the only aspect that you absolutely, 100% must
decide before play starts. You can tweak the language later, but
47
Demon Hunters
have your Concept really nailed down so you can sum it up and
come up with lots of ways to both invoke it and endure it as an
aspect during the game.
Examples: Reformed Vampire, Quantum-Cursed Commando,
Hellbound Angel, Enthusiastic Undead Accountant
Trouble Aspect
What gets in your Demon Hunter’s way? What’s the chink in
their armor? What’s their Kryptonite? This is the Trouble aspect,
and while you don’t need to think of it right away, it’s often good
to do this right after settling on your Concept, since it’s just as
informative of your Demon Hunter’s personality and background.
If you don’t come up with a Trouble aspect right away, that’s fine—
sometimes it’s fun to wait until you’re playing the game and then
take advantage of an opportunity to endure something trouble-
some in a scene and earn yourself some faith dice.
Examples: Hunted by the Mob, Lazy Sonofabitch, Addicted to Fear,
Social Skills of a Brick
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Recruitment
Discipline Aspects
You get one aspect tied to each of your three disciplines (which we’ll
talk about in a moment. You should really learn some patience).
Each of these has some kind of connection to the discipline, no
matter how narrow or tenuous. In some cases, these aspects act
as a focus for the discipline’s umbrella of skills, so they’re a way
to embellish why your Demon Hunter has the discipline in the
first place.
If you want to choose these before play starts, wait until you’ve
assigned dice to your disciplines and then pick one, two, or all
three of your discipline aspects.
If you’d rather write these after play starts, you may find that the
best time to settle on a discipline aspect is when you’re using a
specific discipline and you’d like to make some statement about
why you’re actually a little better at it in some circumstances than
others. Write down the new aspect, spend the faith die, and BAM.
We’ll leave most of these until later during the game, but we want
to represent Ned’s focus in R&D as numbers and accounting. So
we’ve picked Mathlete as his R&D discipline aspect. This leaves us
an Undead and a Covert Ops aspect to choose at a later time.
More Aspects
Your Demon Hunter might get more aspects later, either tempo-
rarily as a result of play, or permanently because of Big Bad Stuff.
Your aspects can also change when you hit milestones (page 58)
in the game, so you don’t necessarily have to settle for the ones
you choose now, and of course you don’t even need to have them
all written down before the game starts for real, so relax and calm
down already.
49
Demon Hunters
Six Approaches
How does your Demon Hunter take on the obstacles, opponents,
and opportunities that come up when they’re on a Mission? Your
Demon Hunter has six approaches. They are:
• Careful
• Clever
• Flashy
• Forceful
• Quick
• Sneaky
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Recruitment
Three Disciplines
Where does your Demon Hunter excel? What training have they
had? The choice of disciplines is important in knowing which
role they play on Missions and what sorts of actions they do well.
Generally, any kind of obstacle or opponent can be tackled with
at least two if not more disciplines, but some are more obvious
than others.
Your Demon Hunter has three disciplines. Each discipline has a die
rating: one at (Master), one at (Expert), and one at
(Trained). These are the areas of ability and training your Demon
Hunter has acquired, either in their previous life or from years at
the Brotherhood Academy.
51
Demon Hunters
Stunts
Finally, it’s time to customize your Demon Hunter with one or
more stunts. A stunt is a special trait connected to your disciplines
that changes the way they work for your Demon Hunter. They
typically give you a bonus (almost always +2) to your roll when
you use a specific approach & discipline combo in an action.
You may have up to three stunts for free, although you only need
to choose one when you create your Demon Hunter. The rest you
can choose during play, in much the same way that you can choose
aspects later on. You can take additional stunts beyond those three
at the cost of points of devotion.
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Recruitment
Let’s also give him a stunt that covers his easily replaced body parts:
This last stunt is great since it lets us have Ned get bits blown off
him in a fight but use the stunt to temporarily get a benefit in the
next fight while also getting rid of a condition. It’s about the limit
of what a stunt should be able to do; if we’d made it a severe condi-
tion, it’d probably be too much.
53
Demon Hunters
54
Recruitment
Hunters are, what skills you all have, and how opposed to the
maleficent chaos of Hell and other Infernal dimensions you all are.
Once you’ve got a little established history under your belts, it’s
time to flesh the chapter out some more.
Chapter Aspects
Your chapter has half as many aspects as it has field agents (i.e.,
Demon Hunters), rounded up. Each of these aspects might be
invoked or endured by any of its members during play. These
aspects should be pretty narrow and specific. They’re not meant
to be as applicable or broadly useful as the Demon Hunter aspects
are, but they should reflect true things about the chapter and the
Demon Hunters in it, such as mottos, rallying cries, or things you
learned during previous Missions. It can be fun to describe them
as flashbacks or references to a shared past, like so:
• We Stopped the Toadpocalypse
• Heroes of the Haunted Waffle House
• Took Home Some Souvenirs from the
Dragon’s Hoard
You can also use chapter aspect to add fun tools, equipment, or
accessible locations to your chapter:
• A Garage Full of Street Bikes
• Bulletproof Floor to Ceiling Glass Windows
• Lifetime Streaming Music Service
55
Demon Hunters
Chapter Promotion
Once everyone’s come up with aspects and settled on some past
connections, discuss the current chapter level with the Demon
Master. Psi is a good place to start; it’s one level above Omega
and gives you plenty of room to get promoted. Certainly, nobody
should start off any higher up the ladder than Sigma. For a handy
Greek alphabet table—I mean, an org chart of the Brotherhood
chapters—see page 22.
Benefits of Promotion
Every time the chapter gets promoted, all of the Demon Hunters
who are active in the chapter get a boost to use on their next
mission to represent their general feelings of accomplishment and
confidence.
56
Recruitment
Chapter Conditions
Just like Demon Hunters, a chapter can acquire conditions.
Chapter-wide conditions can be endured by any active field
agent in the chapter or invoked by the DM to cause trouble for
all its members. During play, the chapter can take one mild, one
moderate, and one severe condition in place of a Demon Hunter,
but once taken it applies to all of the members. It’s almost never a
good idea to use this option unless the situation is dire, the cards
are all stacked against the chapter, and there are no options left.
57
Demon Hunters
MOVING ON UP:
DEMON HUNTER ADVANCEMENT
People change. Your skills sharpen as you practice them. Your
life experiences accumulate and shape your personality. D e mon
H u n t e r s RPG reflects that with advanced training, which
allows you to change your aspects, add or change stunts, and raise
your approach and discipline dice. You do this when your char-
acter reaches a milestone.
Milestones
Stories in TV shows, comic books, movies, and even video games
usually continue from episode to episode, season to season. Just
like the Demon Hunters webcomics and movies, this game lets you
tell those kinds of stories; you play many game sessions in a row
using the same characters—this is often called a campaign—and the
story builds on itself. But within these long stories, there are shorter
story arcs, like single episodes of a TV show or single issues of a
comic, where shorter stories are told and wrapped up. D e m o n
H u nte rs RPG can do that too, even within a longer campaign.
Minor Milestones
A minor milestone usually occurs at the end of a session of
play, or when one piece of a story has been resolved. Rather than
making your character more powerful, this kind of milestone is
more about changing your character, about adjusting in response
to whatever’s going on in the story if you need to. Sometimes it
won’t really make sense to take advantage of a minor milestone,
but you always have the opportunity in case you need to.
After a minor milestone, you can choose to do one (and only one)
of the following:
• Switch the ratings of any two approaches.
• Rename one aspect that isn’t your high concept.
• Exchange one stunt for a different stunt.
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Recruitment
Significant Milestones
A significant milestone usually occurs at the end of a scenario or
the conclusion of a big plot event (or, when in doubt, at the end of
every two or three sessions). Unlike minor milestones, which are
primarily about change, significant milestones are about learning
new things—dealing with problems and challenges has made your
Demon Hunter generally more capable at what they do.
So, you could switch two approaches around (from the list of
minor milestone benefits) and then step one of them up by one
step in addition to clearing all conditions.
In other words, before you step up a third approach die or discipline die
to , you have to step up one of the others to . If you already have an
approach at , you can’t raise a third approach to , and so on.
You can always switch the ratings of two approaches as a minor milestone, so
you can adjust your dice without stepping any up past this die cap.
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Demon Hunters
Major Milestones
Major milestones should only occur when something happens in
the campaign that shakes it up a lot—the end of a big story arc, the
final defeat of a main DMC villain, or any other large-scale change
that reverberates around your game world.
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Recruitment
READY-TO-GO CHAPTERS
On the next few pages we’ve provided two chapters of Demon
Hunters with complete profiles ready to use in the game. These
might inspire you to create your own original Demon Hunters, or
you may be so intrigued by one of them that you pester the Demon
Master for the chance to play them in your game.
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Demon Hunters
Chapter Aspects
Omega Fifteen has the following chapter aspects:
• Beat-Up Green Van
• Bottom of the Barrel
• Omega Means Opportunity
• We Ride!
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Recruitment
Gabriel
Gabriel used to lead Chapter Alpha One. It
was the highest rank a Brotherhood field agent
could hold. But after the Vancouver Disaster,
with most of his team either dead or missing,
they stripped him of his command and kicked
him out of the only life he’d ever known.
Silent Jim found him, cleaned him up, and got him back on track.
Together they built a new team from the castoffs that nobody else
in the Brotherhood wanted. It’s been an uphill battle, but he’s
willing to do whatever it takes to claw his way back to the top.
Gabriel
Chapter Omega Fifteen (Chapter Leader)
ASPECTS
Disgraced Chosen One of the Brotherhood
Concept:
Trouble: Defeatist
Discipline: Close-combat Tactician
I’ve Got a History with Demons
Leader of the Desperate
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Born to This Life: Because I was born to this life, I gain +2 when I Carefully
overcome knowledge-based obstacles regarding demons and the
supernatural.
Natural Leader: Because I am a natural leader, I gain +2 when I Quickly
create advantages that benefit my team members.
Nothing to Lose: Because I have nothing to lose, once per game session I
can reroll all the faith dice and demon dice on either my action or an ally’s
action, and keep the highest total.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Demon Hunters
Silent Jim
Silent Jim is more archetype than man. Most
agents don’t like working with him, citing “an
ever-present sense of impending doom.” But
he and Gabriel struck up an instant camara-
derie, like they’d known each other for years.
Fighting side by side, they’re an unstoppable
team. Silent Jim was counted among the dead following the
Vancouver Disaster. He’s since reappeared, giving no explanation
for his absence, and nobody else is brave enough to ask about it.
Some say it’s not the first time he’s pulled this resurrection trick. It
probably won’t be the last, either.
Silent Jim
Chapter Omega Fifteen
ASPECTS
Concept: Enigmatic Man in Black
Trouble: Super Creepy
Discipline: Two-fisted Gunslinger
Umbral Teleporter
Unconventional Relationship with Reality
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Silent Jim
STUNTS
Exists Outside of Time: Because I exist outside of time, once per game
session I can die in some horrible fashion instead of taking any number of
hits, and then come back in the next scene healed of all conditions.
Shiny Pair of Guns: Because I have a shiny pair of guns, I gain +2 when I
Flashily attack an opponent with these pistols.
Silent Jim: Because I’m Silent Jim, once per conflict I can add my Silent Jim
discipline die as a bonus die to one roll.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Recruitment
Wolf
Wolf is a war veteran. Of EVERY war. There
isn’t a battle in recorded history that Wolf
hasn’t fought in, escalated, or outright started.
There’s even a cave painting in France that
depicts a pretty remarkable likeness of Wolf
mowing down Neanderthals with a Gatling
gun. The Brotherhood had long hoped to get Wolf signed on full-
time, but nobody wanted to work with him. He’s not what you’d
call a “team player.” Only Gabriel was brave foolish and desperate
enough to give him a shot.
Wolf
Chapter Omega Fifteen
ASPECTS
Concept: Warrior of the Ages
Trouble: Soft Spot for the Ladies
Discipline: Death Has a Crippling Fear of Me
Strategy Is for the Weak
Conveniently Unknown Origin
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Embodiment of Mega-Violence: Because I am the embodiment of
mega-violence, once per game session I can make something explode
when I throw it.
Superhumanly Strong: Because I am superhumanly strong, I gain +2 when
I Forcefully overcome a physical obstacle.
Unkillable: Because I am unkillable, I can take one additional mild and
moderate condition.
CONDITIONS
Mild (4) Moderate (3) Severe (1)
DEVOTION: 3
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Demon Hunters
Bijou
The Brotherhood’s top scientists and mystics
have searched for an antidote to the zombie
toxin for decades, but the most promising
approach to a cure yet came from a civilian.
Dr. Bijou Labeaux’s doctoral dissertation on
the zombie toxin was no less than a revela-
tion, and the Brotherhood set her up with a cushy, state-of-the-art
laboratory to continue her research. All that was left was to run
her through the basic field combat exercises required of all new
recruits. Once Bijou realized how fun fieldwork can be, she became
obsessed. Every moment not spent toiling away in the lab was
spent petitioning the higher-ups for a promotion to field agent.
When Silent Jim showed up, she knew she’d finally made it. Now
she’s out of the lab and ready to kick some ass.
Bijou Labeaux
Chapter Omega Fifteen
ASPECTS
Concept: Overly-energetic Zombiologist
Trouble: Easily Bored by Lab Work
Discipline: Good with a Knife
Haitian Vodou Priestess
Medical Genius
APPROACH E S DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Ready for the Apocalypse: Because I am ready for the apocalypse, I gain
+2 when I Cleverly create advantages with medical or scientific supplies.
Ritual Magic: Because I know ritual magic, when I endure an aspect to
conduct a ritual, I can roll and add my Mystic Arts to the outcome if I’m
successful.
Spiritual Relationship with the Loa: Because I have a spiritual relationship
with the Loa, once per game session I can switch the dice of two of my
approaches with one another for the remainder of the current scene.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Recruitment
Rigor Mortis
She awoke cuffed to a heavy metal table across
from an elderly Scottish man with kind eyes
and a wry smile. He offered her two things:
a glass of synthetic blood, and an opportu-
nity. Come work for the Brotherhood. Use
the powers she’d been cursed with to save
others from monsters like the vampire who’d turned her. She
liked the sound of that. It’s been an uphill battle. She hears the
things they call her behind her back. Drac. Vlad. Blood-Chugger.
Rigor Mortis…
Rigor Mortis.
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Demon Hunters
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Recruitment
Albrecht
The Albrechts are known around the world as skilled and deadly
hunters, and Jefferson Albrecht coasted through the Brotherhood
Academy on his family’s reputation. He hadn’t earned it, but he
was given command of an Epsilon Chapter straight out of the
academy. It got his team killed. He was the lone survivor of a
werewolf attack he should have prevented. He got the antivirals in
time to keep him from going full-wolf, but just barely. He hardly
recognizes the angry, feral face in the mirror anymore. Unable to
trust himself around other people, he retreated to a remote cabin
in the forests of Montana until RM showed up to put him back to
work. He’s not the leader anymore, but he figures it’s just a matter
of time until Gabriel screws up big enough. All he has to do is wait.
Jefferson Albrecht
Chapter Omega Fifteen
ASPECTS
Concept: Wolf in Man’s Clothing
Trouble: Barely Keeping It Together
Discipline: Crack Shot; Amazing Senses; My Folks Are Famous
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Werewolf
STUNTS
Lycanthropic Viral Load: Because I have a lycanthropic viral load, once
per game session I can roll my approach die twice for an attack or defend
action if I have marked off a mild condition related to being hungry, angry,
or injured.
Man’s Best Friend’s Best Friend: Because I am man’s best friend’s best
friend, I gain +2 when I Cleverly create advantages or overcome obstacles
with canines.
Peerless Hunter: Because I am a peerless hunter I get +2 when I Quickly
create advantages when tracking or pursuing my quarry.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Demon Hunters
Cipher-Mark III
A Cipher is the most important tool in a Hunter’s
arsenal. Not just a communication hub, it serves as
a conduit to the vast stores of knowledge, history,
and lore contained within the Brotherhood
Database. And it’s all wrapped up in a titanium
chassis driven by synthetic musculature and
covered with realistic, damage-resistant artificial skin. The real power is
all in the Goggles. In the event that a Cipher’s chassis is destroyed, it
can be reinstalled—with memories intact—by attaching the old Goggles
to a new chassis. The Mark III Ciphers in particular were famous for
their virtually indestructible Goggles. But nobody uses the Mark IIIs
anymore. Not after what happened in Vancouver. And yet every time
Gabriel requisitions a new one, they send him one of these obsolete
pieces of crap. Someone in the Warehouse has a sick sense of humor.
Cipher–Mark III
Chapter Omega Fifteen
ASPECTS
Concept: Impervious Walking Database
Trouble: Obsolete Automaton
Discipline: Close-combat Offensive Sequences; Full-spectrum Optics;
Plugs Into Anything
APPROACHES DISCIPLINES:
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Cipher
STUNTS
Android Body: Because I have an android body, I can mark off 2 extra mild
conditions and I am never hungry or tired.
Connected to the Brotherhood Database: Because I am connected to the
Brotherhood database, I gain +2 when I Cleverly create information-based
advantages for myself or my chapter.
Dangerous Global Interface: Because I have a dangerous global interface,
once per game session I can spend one, two, or three demon dice on behalf
of a chapter member I am not in the same location with, and rolls of 1
apply to the chapter member, not me. Instead of going to the DM, I roll
these dice again, add them up, and take that many hits.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
DEVOTION: 3
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Recruitment
Sigma Seven
Carefully selected from the cream of the crop of new recruits
and promising upstarts, Sigma Seven demonstrates everything
that’s good about the Brotherhood of the Celestial Torch. Or at
least that’s what they told Harkadian, the chapter leader of this
unfortunate collection of newbies and their undead accountant.
They were probably trying to lift his spirits. You may recognize
Harkadian’s chapter from the original D e mon H u nte rs RPG
or the B rot h e r h o o d R e c ru i t m e n t V i d e o . Now they’re
mostly here to serve as pregenerated Demon Hunters for your
gaming pleasure.
Chapter Aspects
• The Eyes of the Brotherhood Are on Us
• Fresh Meat Is Hard to Beat
• Heartbeat Away from Death
• Nondescript Chapter Headquarters Near a Mall
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Demon Hunters
Alex Harkadian
Harkadian traveled the world, searching for a
cure. He studied under powerful mystics and read
through ancient, forbidden volumes. He found it.
A cure for death. It brought back his sister, but she
didn’t come alone. An entire cemetery full of corpses clawed their
way out of their graves. They came back, but they came back
wrong. Hungry. He had to put them all back down. And when his
sister attacked his grandmother, he had to put her down again too.
And when his grandmother changed, well... But there was no time
to mourn. Whatever he’d done had lingered, and people don’t stop
dying. They’d bury them by day, and he’d rebury them by night.
Weeks passed before the Brotherhood found him and put an end
to his grim vigil. He hasn’t given up on a finding a cure, but these
days he’s more careful.
Alex Harkadian
Chapter Sigma Seven (Chapter Leader)
ASPECTS
Concept: Grim Necromancer
Trouble: Shell Shocked
Discipline: Never Say Die; Knowledge Beyond the Veil of Death;
Lead by Example
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Form a Defensive Perimeter: Because I know how to form a defensive
perimeter, I gain +2 to Carefully create advantages or defend against
surprise attacks, ambushes, or when outnumbered.
Necromantic Paragon: Because I am a necromantic paragon, I gain +2
when I Quickly create advantages or attack using death magic.
Raise the Dead: Because I can raise the dead, once per session I can return
the spark of life back to a fallen ally or other character. They return with a
moderate condition already marked off: Recently Dead.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Recruitment
73
Demon Hunters
Armageddon
She was their Doomsday contingency. The
Brotherhood’s got a lot of those. Built from scratch,
a genetic cocktail of the best warriors on the planet
cloned ten thousand times over. Super soldiers,
programmed with the combined combat knowledge of five thousand
years’ worth of Hunters and put on ice to await the apocalypse. And
then some idiot turned off the wrong switch. Ten thousand identical
soldiers waking up, knowing only how to kill monsters, coming face
to face with nine thousand nine hundred ninety nine doppelgangers.
They found her the next morning—beaten, scarred, and bloody, but
alive. The only survivor of project Armageddon. They scrapped
the whole thing and stuck her in basic training—a mere formality, of
course. Don’t worry, there are more contingency plans. Lots more.
Armageddon
Chapter Sigma Seven
ASPECTS
Concept: Genetically Enhanced Super Soldier
Trouble: Cold-Hearted Killer
Discipline: Sole Survivor of Project Armageddon;
Fully-Strapped, Always Packed; Destroy All Monsters!
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Five Thousand Years of Combat Knowledge: Because I have five thousand
years of combat knowledge, I gain +2 when I Quickly create advantages in
a combat situation.
Overclocked DNA: Because I have overclocked DNA, I can take an addi-
tional mild and moderate condition.
Apocalypse-Ready: Because I am apocalypse-ready, once per game
session I can reroll my approach die, discipline die, or both when I defend
against overwhelming or catastrophe-level attacks. I must keep the new
result, whatever it is.
CONDITIONS
Mild (4) Moderate (3) Severe (1)
DEVOTION: 3
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Recruitment
Ned
It’s rare for a recruit to die during basic training, but
it happens. It’s unheard of for them to come back
for a second try, but that happened too. Thanks
to some quick thinking on Harkadian’s part, a fist
through the skull didn’t mark the end of Ned’s tenure with the
Brotherhood. He’s back, and he’s better than ever! “Un”Ned is
a much more useful asset in the field these days, now that he’s
upgradeable with new, more lethal body parts. Not to mention he’s
virtually unkillable. Don’t get me wrong, he’s still freaking NED.
But now you can throw him at a monster to distract it without
feeling too guilty about it. Don’t worry, he loves it! This is his
destiny. His undead, patchwork destiny.
Ned
Chapter Sigma Seven
ASPECTS
Concept: Enthusiastic Undead Accountant
Trouble: Turbodork
Discipline: Mathlete; Cannon Fodder; Can’t Kill What’s Already Dead
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Undead
STUNTS
Head for Numbers: Because I have a head for numbers, I gain +2 when I
Quickly try to overcome a math- or number-related problem.
Spotted Eagle Strike: Because I have “mastered” the Spotted Eagle Strike,
I gain +2 to Flashy attacks when I engage in hand-to-hand combat.
Upgradeable: Because I am upgradeable, once per game session I can turn
a moderate condition into a positive aspect by grabbing replacement body
parts from corpses.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3
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Recruitment
Cipher-Mark IV
The Mark IV Ciphers are a significant improvement
over the old Mark IIIs. In addition to the print-
to-order custom chassis and fancy new slimline
Goggles, the Mark IVs feature a wrist-mounted
holographic display for mission briefing and intel delivery, and
are packed with the latest Ciphertech package, allowing them
to process database information at an exponentially faster rate.
Despite these improvements, the Mark IVs are not without their
critics. Some agents claim their Ciphers have developed behav-
ioral quirks. Some attribute these strange and random behaviors
to a simple software glitch, while others view it as the first signs
of an emerging intelligence. Are the Ciphers becoming sentient?
Unrelated note, how would one go about clearing the browser
history on a Cipher?
Cipher–Mark IV
Chapter Sigma Seven
ASPECTS
Concept: Impervious Walking Database
Trouble: Glitchy as All Get Out
Discipline: Close-combat Offensive Sequences; Full-spectrum Optics;
Plugs Into Anything
APPROACHES DISCIPLINES:
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Cipher
STUNTS
Android Body: Because I have an android body, I can mark off 2 extra mild
conditions and I am never hungry or tired.
Connected to the Brotherhood Database: Because I am connected to the
Brotherhood database, I gain +2 when I Cleverly create information-based
advantages for myself or my chapter.
Holographic Support Network: Because I have a holographic support
network, once per game session I can spend any number of my own faith
dice on behalf of a chapter member I am not in the same location with, and
rolls of 1 apply to the chapter member, not me.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
DEVOTION: 3
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ChApter 4
ASpects and faith dice
A
n a s p e ct i s a wo r d , p h ra s e , o r s e nte n c e that
describes something centrally important to your charac-
ter. Together with your approaches and disciplines, aspects
make up who your character is, what they believe, who they’re
connected to, and the stuff they have that makes them different
from everyone else.
Aspects let you change or affect the outcome of the story in a way
that lines up with who your character is: their personality, quali-
ties, and history. They can highlight what you as a player think is
interesting in the Demon Hunters world, establishing facts about the
game that can come up later as the stories play out.
Faith dice are the emotional and spiritual power that fuel your
aspects. You can think of them as luck, divine fortune, karma, or
whatever you like, but they’re tied directly to aspects and how
aspects work in the game. Aspects represent a narrative truth, but
faith dice represent those moments when you lean on that truth to
get things done.
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Character Aspects
These aspects are on your character sheet, such as your Concept,
Trouble, and aspects associated with your disciplines (page
47). They describe personality traits, important details about
your past, relationships you have with others, important items or
titles you possess, problems you’re dealing with or goals you’re
working toward, or reputations and obligations you carry. Once
your Demon Hunter profile is complete, these aspects usually only
change when you reach milestones (page 58).
Examples: Disciple of the Shaolin Monastery; Perfect Pitch;
Reformed Gangster; Battle Tested in Kosovo; Smartest Man
in the Room
Chapter Aspects
These are the aspects that belong to your chapter (page 55). You
and your fellow players brainstorm these during recruitment, and
they’re always available during play as additional aspects to invoke
or endure.
Examples: High-rise Headquarters; Flashback to Fresno; Coffee Is
the Lifeblood of Our Chapter; Questionable Corporate Ties
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Aspects and Faith Dice
Situation Aspects
These aspects describe the surroundings where the action is taking
place. This includes aspects you create or discover using the create
an advantage action (page 116). A situation aspect usually van-
ishes at the end of the scene it was part of, or when someone takes
some action that would change or get rid of it. Essentially, they last
only as long as the situational element they represent lasts.
Examples: Bright Sunlight; Crowd of Angry People; Falling Out of
an Airplane; Raging Fire
Conditions
These aspects represent the consequences of taking action in dif-
ficult circumstances or being pushed hard by stress and trauma.
They can be difficult to remove without additional resources or
assistance from others. Conditions are always decided and named
when they arise; they fall into mild, moderate, or severe types, but
each time one is taken to soak up hits from an attack action (page
119), the specifics should be settled.
Examples: Badly Bruised; Broken Leg; Tarnished Reputation;
Mentally Unhinged
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Boosts
A boost is a temporary
aspect that you get to use
once (see “What Do You
Do With Aspects?” on page
82), and then it vanishes.
Unused boosts vanish when
the scene they were created
in is over or when the advan-
tage they represent no longer
exists. These represent very
brief and fleeting advantages
to you during conflicts. You
don’t always have to come up
with a descriptive name for a
boost; sometimes it’s as easy
as just writing “one boost” on
an index card and setting a
on top, to reflect the free
invoke (coming up next).
Examples: Inspiring Word;
Slapped Around; Tactical
Advantage; Thunderous Roar
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Aspects and Faith Dice
Invoking Aspects
You invoke an aspect to give yourself a bonus or make things a bit
harder for your opponent. You can invoke any aspect that you a)
know about, and b) can explain how you use it to your advantage—
including aspects on other characters or on the situation. Normally,
invoking an aspect costs you a faith die—hand one of your faith
dice to the DM. To invoke an aspect, you need to describe how
that aspect helps you in your current situation.
• I attack the zombie with my sword. I know zombies
are Slow-Moving, so that should help me.
• I really want to scare this guy. I’ve heard
he’s Terrified of Enclosed Spaces, so I’ll conduct the
interrogation in a tiny cell.
• Now that the cultist is Distracted, I should be able
to sneak right by him.
• This spell needs to be really powerful—I’m a Magus
of the Golden Dawn, and powerful spells are
what I do.
What does invoking the aspect get you? Choose one of the follow-
ing effects:
Add a faith die roll to your total: This costs a faith die, and must
be invoked before you roll your dice. If you roll a 1 on a faith die
used in this manner, you keep the die.
Confront an opponent with the aspect: You use this option when
your opponent is trying something and you think an existing aspect
would make it harder for them. For instance, a werewolf is trying
to lunge at you, but he’s Drunk on Moonshine; you spend a faith
die to invoke that aspect before the opponent rolls, and now the
roll of your die increases your opponent’s level of opposition. You
can choose to instead force your opponent to reroll one of their
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core dice, especially if they rolled very well. You can do this after
the opponent has rolled the dice.
Help an ally with the aspect: Use this option when a friend could
use some help and you think an existing aspect would make it
easier for her. You spend a faith die to invoke the aspect, and now
your friend gets to roll your faith die and add it to her total or
reroll one of her core dice. Unlike a personal invocation, you can
invoke the aspect to help an ally after they roll their dice. If they
roll a 1 on the faith die you lent them, they get to keep it after the
roll, not you.
Spending faith dice to invoke aspects uses up that faith die, except
when it’s added to a die roll and comes up as a 1. In that case, it’s
returned to the player who used it (which means if you help an ally
with it, it goes to them).
Free invocations
Sometimes you can invoke an aspect for free, without paying a faith die. If
you create or discover an aspect through the create an advantage action, the
first invocation on it—by you or an ally—is free (if you succeeded with style,
you get two freebies). If you inflict a condition through an attack, you or an
ally can invoke it once for free. A boost is a special kind of aspect that grants
one free invocation, and then it vanishes. In each of these cases, you roll a
rather than one of your faith dice; if you roll a 1, the free invocation die sticks
around, available to the next person.
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Aspects and Faith Dice
Enduring Aspects
If you’re in a situation where having or being around a certain
aspect means your character’s life is more dramatic or compli-
cated, you can endure that aspect and earn a faith die. Enduring
an aspect means that you only get to include the highest rolling
die out of your approach and discipline dice, rather than adding
them both together. You have to declare that you’re enduring the
aspect before you roll the dice and your choice of aspect must
make sense—justify it! Make the story work for you.
You can also endure an aspect outside of any contest or roll, such as
during a role-played moment that doesn’t involve dice. In this case,
you play out the negative or hindering side of that aspect when
making a decision for your character, getting yourself into trouble
or a more difficult situation than you started with. This earns you a
faith die. What’s important is that your Demon Hunter’s situation
changes somehow for the negative as a result of playing out the
endured aspect.
In some cases, the DM can suggest that the player needs to endure
an aspect, and may even hand over a faith die as a sign that they
should. Players that don’t want to bother with this can ignore the
proffered faith die and carry on as usual. It costs them nothing to
ignore it, other than not picking up a bonus faith die.
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Establishing Facts
The final thing that aspects can do is let players establish facts in
the game. You don’t have to spend any faith dice, roll dice, or any-
thing to make this happen—just by virtue of having the aspect Tax
Attorney you’ve established that your character is an attorney and
that you know a lot about taxes. Having the aspect Hunted by the
Cult of the Ribald Goat establishes that the setting has an entity
called the Ribald Goat, and cultists who worship it are after you
for some reason.
When you establish facts of the setting this way, make sure you do
it in cooperation with other players. The facts you establish
through your aspects should make the game fun for everyone.
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Aspects and Faith Dice
To test this out, see if you can think of at least two ways it can be
invoked and two ways it can be endured. Or, think of at least two ways
the DM can invoke it for the opposition. If you can’t, try rephrasing
it or coming at it from another angle first, then give it another shot.
Example: Let’s say you’ve come up with an aspect called Kung Fu
Master. Sure, this seems like something you could invoke all day
long in a conflict with demons, werewolves, and elder elementals,
but it’s pretty unbalanced (and honestly, pretty boring). It’s pos-
sible to think of something appropriate to endure while using it,
such as your Demon Hunter’s personal kung fu code of discipline
could be a limiting factor or maybe your Demon Hunter never
goes for long-ranged conflicts even when it makes more sense.
But really, we can do better.
How about something like Exile from the Shaolin Temple? You
could justify martial arts knowledge with that, but it carries the
notion of your Demon Hunter being cast out or otherwise distant
from this legendary place of kung fu. And maybe it lets the DM
drop some Shaolin monks into the game from time to time,
who can invoke your aspect for themselves as a way to deliver a
revenge-fueled smackdown. It’s also a heck of a lot more flavorful.
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Aspects and Faith Dice
Try something a little less florid, like Don’t Make Me Turn This Car
Around! which gets the same message across but also provides a
cute way to demonstrate that your Demon Hunter takes charge,
doesn’t take guff from nobody, and has kind of a short temper.
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Demon Hunters
So assume we’re responding like that now, with these handy pieces
of advice for when you’re stuck: try to make it up as you go along, get
it down and fix it later, keep your options open, always ask what matters and
why, mix it up, and ask the table.
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Aspects and Faith Dice
That’s fine. (We say this a lot.) Scribble the aspects down some-
where on a piece of note paper or on the back of your Demon
Hunter profile and then when one of them seems like it would be
appropriate in play, add it to your actual aspect list. Sure, some of
the ideas won’t ever make it to that list, but it’s not like you won’t
have a chance later on to switch out aspects when you reach certain
milestones; see “Moving On Up: Demon Hunter Advancement” in
M i s s ion s , T h reats , an d M ayh e m on page 190.
Mix It Up
Many Demon Hunters have aspects that technically overlap one
another. You can only invoke or endure any given aspect once for
each action taken, so it’s natural for some players to want to dou-
ble-up on some types of aspect so as to give them more options in
action scenes (and more faith dice spent). Resist doing this more
than once or twice, however. It’s much better to be well-rounded
than overloaded.
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ChApter 5
Approaches,
Disciplines,
and Stunts
I
f a s p e cts ar e th e b eati n g h eart o f eve ry De mon
Hunter profile, then approaches and disciplines are the muscle
and bones. Which, I suppose, makes stunts the clever tricks
you can show off at parties or when you’ve had a little too much
to drink. But enough analogies. Every time your Demon Hunter
takes action and you pick up dice, it’s always an approach die and
a discipline die you pick up. Stunts bring focus and additional shine
to those actions. So what approach, discipline, and stunt make the
most sense in your situation? Well, glad you asked.
APPROACHES
Approaches are the “how.” Each character has six of these stats—
Careful, Clever, Flashy, Forceful, Quick, and Sneaky—and each one
represents a different way to act. They’re each assigned a die from
to . The bigger the die, the more effective the character
tends to be when they take that approach to an action of some
kind. Every Demon Hunter has the same initial assortment of dice,
but the player chooses which dice go where during Demon Hunter
recruitment (page 50).
APPROACH DICE
DIE COMMENT
Careful
This covers paying attention to detail and taking enough time to
do something right.
Example: Making sure all of the candles in a complex ritual are
properly arranged and lit; spending time reviewing a Brotherhood
training video on the mating cycles of demon moths; painstakingly
reproducing a 16th century manuscript about werelemurs while a
battle rages outside.
Clever
This deals with thinking fast, solving problems, and accounting for
complex variables.
Example: Figuring out the missing stanza in a magic ritual; remem-
bering the weakness of a Peruvian leopard-man; assessing an
opponent for their crucial weak point.
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Approaches, Disciplines, and Stunts
Flashy
This is drawing attention to yourself, using style and panache, and
being showy and obvious.
Example: Getting all eyes on you while your allies sneak around the
back; telling a convincing bald-faced lie with gusto; delivering an
inspiring speech before a suicide mission.
Forceful
This involves using brute strength, pushing through obstacles, and
taking the direct route.
Example: Punching a werewolf’s lights out; ripping a chunk of wires
out of a fuse box; blocking an incoming barrage of bullets with a
trash can lid.
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Demon Hunters
Quick
This is moving with speed, being nimble and agile.
Example: Getting across a warehouse in time to catch a falling crate
of glass dishes; outrunning a rhinoceros-demon on the plains of
Kenya; avoiding a death trap blade before it cuts you in half.
Sneaky
This is using misdirection, stealth, or deceit.
Example: Slipping unnoticed into a busy downtown police station;
pocketing a precious gold amulet without anyone in the museum
seeing you; getting someone to reveal their password while engag-
ing in casual conversation about their personal life.
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Approaches, Disciplines, and Stunts
DISCIPLINE DICE
DIE COMMENT
Untrained. You have no idea what you’re doing
, but what the hell.
Trained. You know just enough to get by.
You’re comfortable doing this.
Expert. You do this for a living. This is second natur
e to you.
Master. You’re one of the best in the field. You’re
known for this in the Brotherhood.
Grandmaster. You’re one of the best in the world
. You’re
known for this even outside the Brotherhood.
DISCIPLINES
Disciplines are the “what.” They’re pretty much broad skill-sets,
and each character has three disciplines they’ve got some history
or proficiency with. They’re rated at , , and .
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Approaches, Disciplines, and Stunts
This is the discipline used for all forms of subterfuge and espionage
from heists to hacking, capers to counter-terrorism. You use this for
getting into places—real or virtual—and getting out again, without
anyone seeing or knowing you did it. It also covers secrets, both
yours and others, and what to do about them.
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100
Approaches, Disciplines, and Stunts
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Demon Hunters
Trained: You’ve always been a science nerd, and you have the
science fair medals to prove it. This indicates you’ve got at least
college-level education in the sciences, or you’ve spent enough
time pulling apart and re-assembling computers, gadgets, and
devices that you’re pretty sure you can handle yourself in a lab or
a workshop.
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Approaches, Disciplines, and Stunts
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Demon Hunters
104
Approaches, Disciplines, and Stunts
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Demon Hunters
Cipher
The Cipher is a vital element of every chapter in the Brotherhood,
acting as their connection to the Brotherhood database via the
NecroMoniComSat uplink. As an artificial person, the Cipher is
often treated as equipment by rookies and noobs, but experienced
Demon Hunters know the truth: a Cipher is a self-aware, indepen-
dent, autonomous android individual possessed of certain rights
and responsibilities. Of course, many of them are glitchy as hell,
especially the batch constructed in Oaxaca. Those Ciphers are off
the charts.
Faerie
The Fae are the elfin people we all read about in stories as children,
except they’re actually more like incarnate nature spirits possessed
of volatile emotions and a penchant for playing pranks on mortals.
The Brotherhood welcomed some hybrids and half-breeds, or
Changelings, into their midst, seeing value in their perspective
on the ongoing battle against the malicious forces of the universe.
Also, many of them are just too attractive and too unstable to be
allowed out in the world without supervision. Otherwise they end
up on reality television and warp the minds of millions.
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Approaches, Disciplines, and Stunts
Lycanthrope
It’s a common mistake to think all lycanthropes are werewolves.
The condition also includes weretigers, werebears, wererats, and
weregoats, all of whom have had representation in the Brotherhood
at one point or another. Okay, yes, it’s mostly werewolves. The
Brotherhood usually inhibits the hardcore beast-strength of lycan-
thropes with pharmaceuticals and other methods, keeping most of
them at a or less in their Fringe discipline. Once in a while,
though, one of them proves a lot more resistant to the procedure
and watch out. Bad dog. Bad, bad dog.
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Vampire
Vampirism is a dangerous affliction that has broken up entire fam-
ilies and caused the senseless slaughter of whole villages, but now
that we have synthetic blood (Vitamin-V!) and round-the-clock
monitoring technology, the vampire menace is over. Ha! Almost
had you there. Vampires are still a big problem, but some of them
have joined our side with the promise of regular blood-like product
and a great dental plan. Being a vampire has plenty of benefits, but
being a vampire on the Brotherhood payroll is worth an occasional
curfew and psychological screening.
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Approaches, Disciplines, and Stunts
STUNTS
Stunts are tricks, maneuvers, or techniques your character has that
change how an approach works for your character. Generally this
means you get a bonus in certain situations, but sometimes it gives
you some other ability or characteristic. A stunt can also reflect
specialized, high-quality, or exotic equipment that your character
has access to that gives them a frequent edge over other characters.
For example:
Synesthete: Because I am a synesthete , I get +2 when I Carefully
create information-based advantages when I am present within
overwhelming sensory environments.
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Demon Hunters
For example:
Tactile Telekinesis: Because I have tactile telekinesis, I gain +2
when I Carefully create an advantage or overcome an obstacle
with loose piles of particulate inorganic matter that I stick my bare
hands into.
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Approaches, Disciplines, and Stunts
The list of “cool things you can do” includes either narrative flavor
that benefits your Demon Hunter in the game, or some special
mechanical benefit that isn’t covered by the other kind of stunt,
such as having the ability to take more conditions, being able to
reroll dice without spending a faith die, or using a faith die to do
something that you normally can’t do with a faith die.
For example:
Well-Connected: Because I am well connected, once per game
session I can find a helpful ally in just the right place.
Quick on the Draw: Because I am quick on the draw, once per
game session I can choose to go first in a physical conflict.
Armor of the Gods: Because I wear the armor of the gods, I can
spend a faith die to soak up physical hits equal to the roll of the die
before I have to mark off a condition.
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ChApter 6
Outcomes, Actions, and
Demon Dice
N
ow it ’ s ti m e to start d oi ng som eth i ng .
Y ou n e e d
to leap from one moving gondola car to another. You need
to search the entire library for that spell you desperately
need. You need to distract the cultist so you can sneak into the
weird temple at the end of the street. How do you figure out
what happens?
First you narrate what your Demon Hunter is trying to do. Your
Demon Hunter’s own aspects provide a good guide for what
you can do. If you have an aspect that suggests you can perform
magic, then cast that spell. If your aspects describe you as a swords-
man, draw that blade and have at it. These story details don’t
have additional mechanical impact. You don’t get a bonus from
your magic or your sword, unless you choose to spend a faith die
to invoke an appropriate aspect. Often, the ability to use an aspect
to make something true in the story is bonus enough!
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OUTCOMES
Roll your dice. Compare the roll to your opposition, which is
either a fixed opposition number or the result of the DM’s roll for
a DMC. Based on that comparison, your outcome is:
• You fail if your total is less than the opposition.
• You succeed if your total is equal to or greater
than the opposition.
• You succeed with style if your total is at least five
greater than the opposition.
If you aren’t happy with your outcome, you can roll demon dice to
add to your total. However, this always comes with a cost—some-
times immediately and sometimes later down the road. If you roll
a 1 on any demon dice, that cost will be higher and probably more
immediate. See page 121 for more on costs.
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Outcomes, Actions, and Demon Dice
It’s more of an art than a science to set the level of opposition for
an action. If there’s a DMC opposing a Demon Hunter’s actions,
then it’s a simple case of rolling dice for them (such as a defend
action or a conflict, contest, or challenge—see page 125). When
the opposition is the environment or just a general sense of risk, the
DM needs to set an opposition number that makes the most sense.
Low opposition numbers are best when you want to give the
Demon Hunters a chance to show off and be awesome. An oppo-
sition near the average of their higher approach + discipline dice is
best when you want to provide tension but not overwhelm them.
High opposition numbers are best when you want to emphasize
how freaking bad or messed up the circumstances are and make
them drop everything and grab for those demon dice just to keep
things above water.
Easy 5
Difficult 10
Extremely Difficult 15
Impossibly Difficult 20+*
* in increments of 5
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ACTIONS
Now that we’ve covered outcomes, we can talk about actions and
how the outcomes work with them.
Create an Advantage
Creating an advantage is anything you do to try to help your-
self or one of your friends succeed on a future action. Taking a
moment to carefully analyze the mechanism holding the Etheric
Engram of Ernst Eisenhart together before trying to dismantle it,
spending several hours doing research in the Brotherhood’s occult
library before you brave the Chamber of Thaumaturgic Tortures,
or distracting the cultist who’s trying to sacrifice you so your ally
can whack them over the head. The target of your action may get
a chance to use the defend action to stop you. The advantage you
create lets you do one of the following three things:
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Outcomes, Actions, and Demon Dice
Overcome
Fail: You can choose to fail, or succeed at a serious cost.
Success: Whatever you were trying to do, you
manage to do it.
Success with Style: You succeed and you gain a
boost (page 82).
Attack
Fail: You miss.
Success: You attack connects and causes hits (page 137).
Success with Style: Your attack connects and causes hits;
you either gain a boost or add a to the number of hits,
your choice.
Defend
Fail: Opponent wins. You lose. Take it, whatever it is.
Success: Look at your opponent’s action to see
what happens.
Success with Style: Your opponent doesn’t win and you
get a boost.
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Demon Hunters
If you succeed with style: You create or discover the aspect, and
you or an ally may invoke it twice for free. Usually you can’t
invoke the same aspect twice on the same roll, but this is an excep-
tion; success with style gives you a big advantage! You can place
on the index card to represent the free invocations if you like.
If you succeed: You get one free invocation on the aspect for you
or an ally to use later. You can place a on the card or note to
remind you that you don’t need to spend a faith die to invoke it.
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Outcomes, Actions, and Demon Dice
Overcome
You use the overcome action when you have to get past something
that’s between you and a particular goal—picking a lock, getting
past a thug standing in front of the only exit, leaping across the gap
between rooftops, running from a pack of werewolves hunting you
in a forest. Taking some action to eliminate or change an inconve-
nient situation aspect is usually an overcome action; we’ll talk more
about that later. The target of your action may get a chance to use
the defend action to stop you.
If you succeed with style: As success (above), but you also gain a
boost (page 82). That’s a short-term aspect with a free invoca-
tion you or an ally can use on your next action.
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Demon Hunters
Attack
Use an attack when you try to harm someone or take them out of
the scene, whether physically or mentally—making a flying kick,
opening up with an automatic rifle, or yelling a blistering insult
with the intent to emotionally traumatize your target. (We’ll talk
about this later, but the important thing is: If someone gets hurt too
badly, they’re knocked out of the scene.) The target of your attack
gets a chance to use the defend action to stop you.
Defend
Use the defend action when you’re actively trying to stop someone
from doing any of the other three actions—you’re deflecting the
punch, trying to stay on your feet, blocking a doorway, and the
like. Usually this action is performed on someone else’s turn, react-
ing to their attempt to attack, overcome, or create an advantage.
You may also roll to defend against an attack on someone else, if
you can explain why you can. Usually it’s fine if most people at
the table agree that it’s reasonable, but you can also point to a rel-
evant situation aspect to justify it. When you do, you’re the poor
schmuck who takes the hits.
If you succeed: Things don’t work out too badly for you. Look
at the description of your opponent’s action to see what happens.
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Outcomes, Actions, and Demon Dice
DEMON DICE
In the middle of the table is a pile of differently colored six-sided
dice called demon dice. You probably only need three of these, as
the most any player can use at a time is three, but the DM might
end up with a lot more as a result of player actions. The only
requirement is that they be a different color from both the players’
approach and discipline dice and the faith dice.
Demon dice don’t have any immediate effect other than add to the
total of the roll, unless the demon die comes up a 1. If this happens,
it creates an immediate cost to the player. If the demon die comes
up 1 and the player still fails the roll, then their failure is much
worse than it would have been otherwise; if the demon die comes
up 1 and the player succeeds at the roll, there’s an unexpected cost
to their success. The more 1s that come up, the worse things are;
if the player rolls three demon dice and all three come up 1, then
things are pretty bad indeed for the Demon Hunter in question.
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Costs
Some DMs may want the player to narrate just how bad things get
when they roll 1s on their demon dice. Others may prefer to do
this themselves. The players and DM should agree to how this will
work before the game starts. It can be fun to describe your own
bad stuff, but not everyone enjoys this side of the game.
Here are some examples of minor costs that might be applied when
players roll those 1s. For each demon die that comes up 1, choose
one of the following, or increase the severity of one of them to a
serious cost.
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Outcomes, Actions, and Demon Dice
awkward position. Assuming he can fight off the pain, he’s got you
right in the sights of his Dehydration Cannon.
You can put together your own badness table by loading it up with
costs, stunt-like effects, or just narrative flavor that changes the
scene a lot. It’s best to set those benchmarks as 1+, 4+, 8+, and
12+ unless you just love making tables in your spare time.
Remember, when the DM uses demon dice, they go back into the
center of the table, unless the DM rolls a 1 on a demon die. This
is identical to what happens when players roll a 1 on their faith
dice. There’s no limit to the number of demon dice the DM can
have, but it’s always a maximum of three demon dice per player
per action attempted.
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123
ChApter 7
Challenges, Contests,
and Conflicts
Y
ou can p lay e nti re s e s s ion s ofD e mon H u nte rs : A
C o m e dy o f T e r ro rs just using the basic action rules.
Many things can be decided based on a success, failure, or
success with style, whether it’s smashing your way into a secret
mad scientist installation, grabbing the attention of a trio of vampire
cops, or solving a Rubik’s Cube. But often during a Mission you’ll
be placed into situations where a single roll isn’t going to cut it. You
need to make multiple rolls, with multiple instances of catastrophe
or triumph, and multiple chances to score faith dice.
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CHALLENGES
Usually, when you want to do something straightforward—swim
across a raging river, hack someone’s cell phone—all you need to
do is make one overcome action against an opposition that the DM
assigns. You look at your outcome and go from there.
• Getting the population onto the buses and away as the first
rains and gales make landfall
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Challenges, Contests, and Conflicts
TL;DR: CHALLENGES
1. Figure out what tasks or goals make up the situation
and use an overcome roll for each.
2. Decide who’s assisting with each roll. How are
they helping?
3. Determine if any aspects can help or get in the way.
4. Choose & roll your approach and discipline dice; roll
faith dice if you want, and you can add appropriate
free invocations.
5. Figure out your outcome.
6. Decide if you want to risk any demon dice to modify
your roll and affect your outcome. Think carefully
about that!
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CONTESTS
When two or more
Demon Hunters or
DMCs are competing
against one another for
the same goal, but not
directly trying to hurt each
other, you have a contest.
Examples include a
bicycle chase through the
New York Public Library,
a lively religious debate,
or a tabletop card game
tournament.
A contest proceeds in a
series of exchanges. In
an exchange, you and
every participant take one
overcome action to deter-
mine how well you do
in that leg of the contest.
Compare your result to
everyone else’s.
If you got the highest result: you win the exchange and score a
victory (which you can represent with a tally or check mark on
scratch paper) and describe how you take the lead. If you succeed
with style, you mark two victories.
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Challenges, Contests, and Conflicts
TL;DR: CONTESTS
1. All participants make one overcome action and
compare the results.
2. If you got the highest result, you win the exchange
and score a victory (page 128). Describe how you
take the lead. If you succeed with style, mark two
victories and describe how you very awesomely
take the lead.
3. If there’s a tie, no victories are scored and an unex-
pected twist occurs.
4. If you’re the first to achieve 3 victories, YOU WIN!
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CONFLICTS
A conflict resolves a situation where people are trying to harm one
another. It could be physical harm (a gunfight, a mystic’s duel, two
Ciphers facing off over the local area network), but it could also be
mental harm (a shouting match, a tough interrogation, a magical
psychic assault).
TL;DR: CONFLICTS
1. Set the scene.
2. Figure out who gets to go first (page 133).
3. Begin the exchange (page 134).
a. On your turn, take an action (full defense = +2
to all defend actions).
b. On someone else’s turn, defend against or
respond to their actions when it makes sense
to do that.
4. The player who just went chooses who goes next,
until every character has had a chance to act.
5. Last character to act in the round chooses who starts
the next round.
6. Rinse & repeat until the conflict is over.
7. The conflict ends when only one side has any charac-
ters left in the fight.
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Challenges, Contests, and Conflicts
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You can move one zone for free. An action is required to move if
there’s an obstacle along the way, such as someone trying to stop
you, or if you want to move two or more zones. It sometimes helps
to sketch a quick map to illustrate zones.
For example: A bunch of ninja vampires looking for a meal attack
the Demon Hunters in a coffee shop. The main room is one zone,
the kitchen another, the street out front another, and the parking
lot behind the coffee shop a fourth. Anyone in the same zone can
easily throw punches at each other. From the main room, you can
throw things at people in the kitchen or move into the kitchen as
a free action, unless the doorway is blocked. To get from the main
room to the street out front or the parking lot requires an action.
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Challenges, Contests, and Conflicts
The player whose Demon Hunter went first then gets to choose
which character goes next, either another Demon Hunter or
DMC. The turn order continues like this—the player or DM who
controls whichever character is active chooses another character,
until every character has had a chance to act. Mobs of mooks or
similar groupings act as one character for this purpose.
Once everyone has acted, this marks the end of the round. The
player of the last Demon Hunter to act (or the DM, if her DMC
went last) chooses who starts the next round. This continues until
the conflict is resolved.
Note: It’s generally a bad idea to just let the DM go last. Since the
person who goes last chooses who goes first at the start of the next
round, the DM’s likely to just nominate her own DMCs to go first,
which can double up the hurt that she throws at you. Having the
DM go early on gives your team time to put together some great
combos in response.
Example: The DM rules that the ninja vampires might ordinarily get
the drop on the Demon Hunters, but R.M. (Omega Fifteen’s resi-
dent reformed vampire) probably sensed them before they burst
in, so she has R.M.’s player go first. The DM could have used Covert
Ops as the deciding factor, which in this case would still have given
R.M. the first action. If it wasn’t a surprise attack, the DM probably
would have gone by Combat & Tactics instead. Once R.M.’s player
has taken her action, she can choose another player to go next…
or pass the torch along to the ninja vampires.
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The Exchange
On your turn, your Demon Hunter takes one of the four actions.
Resolve the action to determine the outcome. This is called an
exchange. Exchanges are a little more complicated than standard
actions because there are factors like zones, situation aspects, and
the use of combat-related stunts being used all over the place, but at
its heart, an exchange is still a single action using an approach and
a discipline against an opposition set or rolled by the DM.
Demon Masters, you should make good use of the rules for mobs
in M i s s ion s , T h reats , an d M ayh e m on page 189, because it
makes conflicts move by much faster. Major DMCs and bosses
should act independently and have their own turns, but resolv-
ing exchanges between the Demon Hunters and groups of cultists
or hordes of slavering demons is not only efficient but also cine-
matic and cool.
The conflict is over when only one side has characters still in
the fight.
Example: On her turn, R.M. gets into
an exchange with the mob of
ninja vampires. She Quickly
uses Combat & Tactics to
attack with blinding speed
and accuracy, getting a total
of 11. The DM rolls a defense
for the ninja vampires and
curses as the dice reveal
a total of 8. Take that,
bloodsuckers!
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Challenges, Contests, and Conflicts
Total Surprise
If you’re completely surprised by an attack, you can’t even use
your normal approach and discipline for a defend action. Instead,
you get + . The same is true for any foe who doesn’t know
you’re there that you target directly with an attack.
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Challenges, Contests, and Conflicts
Conditions are aspects that you take to reflect being seriously hurt
in some way. Most Demon Hunters can take up to three mild
conditions (5 hits each), two moderate conditions (10 hits each),
and one severe condition (15 hits). Stunts can increase the number
of conditions you can mark off, in some cases, but otherwise all
Demon Hunters work the same. Conditions come with a free invo-
cation, either for the character who dealt the hits that led to the
condition being marked, or for an ally of that character. However,
you can only use one free invocation on a character’s conditions
for any given attack, no matter how many conditions your attack
marked off.
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Conditions
1. Conditions are aspects you get because of hits. Most
Demon Hunters can take up to:
3 mild conditions (5 hits each)
2 moderate conditions (10 hits each)
1 severe condition (15 hits each)
2. The character who dealt you those hits—or their
ally—gets a free invocation on the condition(s) they
inflicted.
3. If you cannot (or decide you’d rather not) handle hits
dealt to you by marking off conditions, you’re taken
out. Your opponent decides what happens to you.
Recovering from Conditions: Make a recovery action (page
43). If you succeed with style, you can clear two mild
or moderate conditions right now. Mild conditions go
away at the end of a scene. Moderate conditions go
away at the end of the session or sometimes a bit longer.
Severe conditions probably stick around to the end of a
Mission or even longer.
Conceding
1. You can concede the conflict before your opponent
rolls their dice.
2. Your opponent gets a major concession from you, but
you get a say in what happens to you.
3. Gain 1 faith die for conceding, and 1 faith die for
each condition you took in this conflict.
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Challenges, Contests, and Conflicts
DM marks one mild condition and says the mob is Scattered. R.M.
or one of her teammates can invoke that for free next time they
attack the mob, just like any other aspect. If R.M. had dealt 6 hits on
the mob, the DM would have marked off two conditions instead,
but only one of them could have been invoked for free by R.M. or
her allies (though she could invoke one and an ally could invoke
the other).
Sometimes, the result is that you die. This is true most often when
the conflict is life-threatening and dangerous, which the DM should
probably announce up front. Have no fear! Death isn’t usually
permanent in D e mon H u nte rs . Some of our best and brightest
agents have come back from oblivion more than once. It does gen-
erally mean you’re not playing that Demon Hunter until the next
session, so in the meantime maybe the DM can throw a minor
character to you to play instead.
Conceding
If things look grim for you, you can concede the conflict—but you
have to say that’s what you’re going to do before your opponent
rolls their dice.
This is different than being taken out, because you get a say in
what happens to you. Your opponent gets some major concession
from you—talk about what makes sense in your situation—but it
beats getting taken out and having no say at all.
Additionally, you get one faith die for conceding, and one faith die
for each condition you took in this conflict. This is your chance to
say, “You win this round, but I’ll get you next time!” and get a tall
stack of faith dice to back it up.
Example: After a number of rounds, and plenty of conditions levied
at both sides of the battle between the Demon Hunters and the
ninja vampires, Bijou is doing poorly. She’s already marked off two
mild conditions and a moderate one, and she’s afraid the next
attack will make things worse. On her next action, Bijou concedes
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Demon Hunters
—she suggests that the vampires get to feed, but they’ll leave her
alive. The DM agrees, and Bijou collapses, saying that she collapses
from blood loss against one ruined wall in the coffee shop, raising
up a cloud of masonry dust. She’s out of the fight, but her player
gains one faith die for conceding, and one for each of her three
conditions taken in the fight, for a total of four faith dice! Plus,
although she can’t do anything until the fight is over, she’s assured
that the ninja vampires aren’t going to drain her dry or turn her into
a vampire or drag her off to their lair.
Recovery actions are approach + discipline rolls just like any other
action; they’re a variation of the overcome action, because you
use a static opposition (5, 10, or 15, depending on the most severe
condition you’ve taken). If you succeed, you can start getting rid
of conditions over time. If you succeed with style, you can clear a
mild or moderate condition right now and get to the rest later.
Mild conditions can be erased once the scene they were marked off
in has passed; if the recovery action happens after that scene, then
they’re erased immediately.
Severe conditions won’t go away until at least the end of the current
Mission, and may persist even longer. You need to reach a major
milestone (page 192) to eliminate a severe condition, although the
DM should allow the player to rename the condition to something
appropriate—and almost entirely negative—once recovery begins.
For instance, your Broken Femur may become Leg in a Cast.
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Challenges, Contests, and Conflicts
141
Chapter 8
Magic & Mentalism
I
t ’ s r i g ht th e r e o n yo u rD e m o n H u nte r p ro f i le :
Mystic Arts. It’s a discipline many Demon Hunters have at
least a in, and the Brotherhood has no shortage of talented
mystics, will-workers, witches, psychics, and other magic-types in
its ranks. It’s tempting to just wave a hand and pretend that all of
this works exactly like Combat & Tactics or Covert Ops, that it’s
a roll-the-dice-and-done situation, but that’s not always true. Okay,
a lot of the time it might not be true. But read on!
Here we present the mystic arts in all of its complex finery, for you
to make use of as you will, and ignore at your peril. No, seriously,
you can probably ignore a lot of it. But when a magus at your
table wants to get intense about their training and simulate being a
powerful sorcerer supreme or something, you’ll thank us.
Psychic Abilities: This is all about people who can do things with
their minds, including start fires, wreck people’s stuff, and read
your thoughts. We call them psychics.
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RITUAL MAGIC
There’s nothing special about mystics. Any trained monkey could
do their job. The only thing different about them is they know the
proper rituals to get the attention of the real magic-workers behind
the curtain of reality.
And in return for your sacrifice? Name it! Seriously, there’s pretty
much nothing off limits when it comes to magic as long as you’re
able to pay the sacrificial cost. Just remember that these guys are
big on ritual, so be sure to save time for candles and chanting and
dancing around naked. If you manage to screw things up—stutter
through the incantations, knock over the sacramental goblet, swap
out foxglove for wolfsbane because it was on sale—there’s no telling
what sort of hell you’ve got coming your way. Best case, your little
magic trick just fizzles out with no effect. Worst case? Ever wonder
what really causes spontaneous human combustion?
Off-the-Cuff Magic
Using a repertoire of common rituals and techniques, your garden
variety mystic draws magical power to them to work their mojo.
Like any good chef, a ritual magician can take these tricks and
throw something together on the fly. Most mystics also like to carry
short-cuts with them in the form of fetishes or magical powders or
amulets or the like. These might not actually be worth anything by
themselves, but their symbolic and sympathetic relationship to the
magic the mystic wants to perform helps channel the power. Ever
wonder why wizards use staffs or wands or wear ridiculous outfits?
It’s mojo shorthand, baby.
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Full-Scale Rituals
Mystics can hedge many of their bets and save themselves from
some awkward backlash by using a properly administered ritual to
conduct their magical spells. Also, mystics tend to like doing more
than simply blasting a demon with a bolt of lightning or flying
around on the wings of magic. Full-scale rituals can accomplish
extraordinary reality-breaking things, and as a result need more
preparation and time.
For a full-scale ritual, the mystic needs access to the ritual, either
committed to memory or written up in a book (or scroll or ancient
tablet or computer or whatever). The written or memorized ritual
usually includes a long list of things to draw on the ground, candles
to light, incantations to recite, things to sacrifice, or strange perfor-
mances to carry out. Wards are often needed, especially if you
plan on actually summoning some entity into your presence to ask
them point blank to do some supernatural thing for you. Without
protection, you’re just begging to have that entity gobble you up
for breakfast.
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RITUAL OPPOSITION
VARIABLE OPPOSITION
Base opposition for ritual 5
Summons a natural creature or being +5
Summons an otherworldly entity +10
Summons a god or archdemon +15
Bends laws of physics +5
Breaks laws of physics +10
Tells laws of physics to go f*ck themselves +15
Affects a single person or self +0
Affects a small group/area +5
Affects a large group/area +10
Affects a city +15
Affects a country +20
Affects the world +25
Brief or immediate effect +0
Effect lasts a few hours +5
Effect lasts a few days +10
Effect lasts a few weeks +15
Effect lasts a few years +20
Effect lasts forever +25 149
Demon Hunters
Once you have a general idea about how hard the ritual is, confirm
the intended outcome of your ritual with the Demon Master. It’s
good to be clear what the plan is and also what the potential fall-out
might be for screwing it up. Once everything is on the table, you
can pull together your resources.
If you have stunts that might help, make use of them. If you’ve got
aspects, tag them and add the faith dice. If you’re going this alone,
then that’s all there is—you’re committed to the action, so roll the
bones and see what happens. In some cases, you’ll need demon
dice no matter what. Don’t forget you’ve only got a maximum of
3 to use, so if you have an inkling that this ritual is going to fail no
matter how hard you try, get some friends.
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Magic & Mentalism
Non-Mystic Assistants
Non-mystic friends can help by taking over some of the burden of
the ritual, either by helping with reciting incantations, doing grunt
work with candles and chalk and ichor, or even sacrificing precious
resources of their own. This means that each person carries out a
create an advantage action and hands over the aspect (with its free
invocation) to the mystic to use when making the roll. If they fail,
it just means they didn’t add anything worthwhile to the mystic’s
ritual casting. If they grabbed demon dice and have to incur a cost,
they take on the cost themselves. Non-mystics can’t rely on the
mystic to take on the added responsibility of their own wellbeing—
they’re too busy working with arcane forces beyond imagining!
Mystic Assistants
Mystic friends can help either with the create an advantage action
or by trying to reduce the opposition. The former works just like
it does for non-mystics. The latter basically means trying to chip
away at the opposition with their own magical talents. To do that,
the helping mystic attempts an overcome action with an opposi-
tion equal to half of the core ritual’s opposition (or half the dice,
rounded up, if the DM is rolling). If they succeed at that, they
reduce the core ritual’s opposition by a fifth—divide the total of
the opposition by 5 and subtract that from the total. So if your
opposition is 40, a successful assist would subtract 8, for a new
opposition total of 32. If they succeed with style, they can also
hand over a boost to help the primary mystic. Helping mystics can
even get their own non-mystic assistants to help them with this.
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DemonBADNE
MYSTIC Hunters
SS
ROLL BADNESS
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Magic & Mentalism
If the action succeeds with style: You overcame the odds and
pulled off a magical whammy, and you get an advantage with a free
invocation on it for you or any of them mystics who helped you
cast the ritual. Use that extra bonus wisely. Also, Demon Masters
should cut you a little more slack, but don’t hold your breath.
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Demon Hunters
Don’t ask us how, but a zombie got loose at Burning Man. It only
takes one shambling slackjaw to spark a full-on pandemic, and
Chapter Sigma Seven’s looking at a swarm of nearly 70 thousand
of the things milling around on the desert floor. They’re confined
to Black Rock City for now, and it needs to stay that way. It’ll take
an army to kill that many zombies. Harkadian’s gonna make one.
The ritual he’s got in mind is an oldie but a goodie. Mystics have
been tossing this bad boy around since toga times. These days, it’s
known as The Ol’ Harryhausen. An army of skeletal warriors, raised
from the earth to fight for their master. If Harkadian raises enough
of them, they should be able to make short work of the horde.
The DM figures out the opposition for the ritual. Starting with a
base of 5, Harkadian’s going to be summoning a supernatural
creature (+10), for what will probably be several days (+10), and
in rampant violation of the laws of physics (+15). And not just a
couple of the things either. We’re talking closer to ten thousand
of them, so that’s definitely affecting a large group (+10). All told,
we’re looking at an opposition of 50. Oof! He’s gonna need some
help on this one.
The team pitches in to prepare the ritual. Gator starts shoving boul-
ders around, clearing a space on the desert floor for the impending
army’s arrival. Armageddon digs through her footlocker and pulls
out Balmung, a magic sword forged by Wayland the Smith that
slew the dragon Fafnir. She offers it to Harkadian to use as a
mystical focus. Meanwhile Ned works his accounting magic with
the discretionary fund to requisition drone delivery of a bulk order
of hydra teeth from the Warehouse, and the Cipher fires up
Bittorrent, downloads an mp3 of ritual background chanting, and
cranks it to eleven. Together they manage to create advantages
that total an extra six .
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Magic & Mentalism
jacks into Sparky’s laptop and shimmies up the pole, boosting the
signal. Together, they create advantages totaling three ,
although they have to use a couple of demon dice in the process.
Even with their help, Sparky’s pretty sure it still won’t be enough.
Reluctantly, she deletes her Reddit account, losing nine years’
worth of accumulated karma in an instant, inflicting herself with a
mild Perma-Downvoted condition and gaining an additional .
Sparky rolls her Clever approach and her Mystic Arts disci-
pline. She really needs to pull this off, so she uses all three of her
Faith dice invoking her Technological Genius, Machine Legacy of
Dr. Carnacki, and Dynamic Thinker aspects. Crossing her fingers,
Sparky codes her enchanted algorithm, hits Enter, and rolls the
dice. She rolls a 28—success! Her Technomantic Dome drops the
opposition of Harkadian’s ritual to 40.
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Mystic Stunts
Stunts are one of the best ways to customize and enhance your
mystical experience. As a mystic, use stunts to gain bonuses to cast
rituals under specific conditions, cast off the cuff rituals without
fuss, or coax additional help from other sources. Some exam-
ples follow.
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PSYCHIC ABILITIES
Psychics are a different story. There’s nothing mystical about their
abilities—they were just born different. Technically, they’re mutants,
but not in a “Next Stage of Human Evolution” sense. More of a
“Step Right Up and Check Out the Freak Show!” sense. It’s said
that human beings only use ten percent of their brain. This is, of
course, utter bull$#&@. That said, psychics, through some quirk
of genetics, possess mental powers far beyond the capabilities of a
normal human, and there are lots of different variants.
First up, you’ve got your Seers. Seers can tap directly into the
collective consciousness of mankind. Some use this ability for
remote sensing—obtaining information from a distance through
the senses of a third party. Clairvoyants and Clairaudients play an
important part in the Brotherhood’s intelligence gathering oper-
ation. Then you’ve got your Oracles, able to chart the quantum
threads of probability to view the likeliest of possible futures. The
hit/miss rate is all over the place with these guys, but when they’re
on point, their insights can be of vital importance.
Kinetics are your “mind over matter” types. These guys can
control matter or energy with the power of their mind. Typically,
a Kinetic is locked into one particular material, like Pyrokinetics
with their fantastic feats of fire, or Lactokinetics and their masterful
milk manipulation. True Telekinetics, capable of manipulating any
material, are much more rare. Kinetics are by far the flashiest of the
psychics, and the most potentially lucrative as well. Your average
Kinetic is just a sequined vest away from having the hottest magic
show on the Vegas strip.
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Recruiting a Psychic
Psychics, while technically governed by the Mystic Arts discipline,
usually have a Fringe discipline to manage their mojo. If being a
psychic is their One Big Thing, give it a discipline (like Seer, or
Medium, or Kinetic) and assign it a or more. If being a psychic
is a sideline to your major mystical manner, then it’s enough just
to give yourself an aspect that describes it and maybe a stunt.
Many ritual magicians are also psychic on some minor level, able
to skim surface thoughts or read psychometric information from
objects, but if it’s not centrally important it can fall under Mystic
Arts like most magic stuff does.
Whatever route you go, make your psychic Demon Hunter inter-
esting with aspects and stunts that focus the psychic ability in some
cool or interesting way. Telepath is boring. B-O-R-I-N-G. Try some-
thing like Tactile Telepath, where you have to touch somebody
to read their minds or send thoughts, or Honky-Tonk Telepath,
where you can only communicate telepathically with Elvis imper-
sonators. Okay, that last one’s kind of limited. But you get the idea.
Sometimes, a limited aspect conjures up even more cool things to
try out on a Mission than a generic one, and it’s for sure more fun
to play with.
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Magic & Mentalism
I’m sure you can think of a hundred others. Post them on your
psychic message boards, Demon Hunters! Clear them with your
Chapter Leader though. Just in case.
Playing a Psychic
Most psychic stuff takes the form of overcome and create an advan-
tage actions. Seers try to read information from the hot mess that is
the cosmos, Kinetics try to push down doors with their mind, and
Telepaths search crowds for the thoughts of serial killers and cult-
ists. These actions aren’t that much different from mundane ones
that use technology or special training, it’s just that the psychic gets
to explain it using genetic mutant weirdness instead.
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QUANTUM MAGICIANS
This universe is sort of a stickler for the rules, and one of the
big ones is that energy (and for that matter...well...matter) can be
neither created nor destroyed. In other words, you shouldn’t be
able to yank that rabbit out of your hat unless it was already in
there to begin with. But at a quantum level, particles pop in and
out of existence all of the time like it’s no big deal, and the universe
just keeps on ticking. Quantum magicians are able to harness this
strange property of reality and use it to incredible effect.
Quantum magicians are, despite the name, not even a little bit
magical. They’re psychics. Incredibly rare, insanely powerful
psychics, but psychics nonetheless. That said, the stuff they can
do sure seems like magic! QMs are attuned to the quantum state
of their surroundings. Think of it as probability shifting. At a
quantum level, there’s no reason that a random set of elementary
particles making up a Gatling gun or a wall of flame or a roll-
er-skating dachshund couldn’t pop into existence all at once. It’s
just that the odds of these things happening are infinitely improb-
able. A quantum magician is able to alter those odds, turning the
infinitely improbable into the actual.
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Magic & Mentalism
Well, okay. But it’s really simple. QMs are antagonists. They have
Quantum Magician and usually a Forceful or better,
pushing the universe around with their heads. Most of them are
crazy. You can’t play one, but you might find one, especially if the
Demon Master is bored of run-of-the-mill demons and werepan-
thers and syphilitic vampires.
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chapter 9
Mad Science
T
hat F ace bo ok pag e you li ke d i s rig ht : S ci e nce i s
&#@%ing awesome! There’s a little robot tooling around
the surface of Mars right now that just celebrated day
4000 of its 90 day mission—to say nothing of her truck-sized big
sister who got lowered to the planet surface via rocket-powered
sky crane! That’s the kind of awesome that we can pull off with
normal science.
Now take that level of awesome and divorce it from all of that
pesky responsibility and morality and adherence to the laws of
nature, and imagine what sort of insanity could result. Welcome
to mad science!
Mad science is what your Demon Hunter with the Research &
Development discipline of or more gets to play around with.
It’s also what a ton of the bad guys like to play around with, so this
part of the training manual is devoted to knowing what it’s all
about, how to use it, how to fight it, and that sort of thing. This is
not an exhaustive encyclopedia of mad science gadgets and inven-
tions, just as M ag ic & M ystici s m isn’t a big list of spells. Rather
than big lists, you get theory and application. So pull up a stool at
your science bench and read on.
We’ve split this part of the training manual into two conveniently
named sections:
Mad Science: The Flip Side of Magic. This section runs down
the basics and specific fields we’re all glad the Brotherhood has
sunk some time and money into.
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That’s the trick with mad science. You need to hit the sweet spot
between mere eccentricity and full-blown psychosis. Right dead in
the middle of those is where the most amazing stuff can happen. It
takes a special sort of mind to say, “Sure, I could treat that tumor
with radiation and chemotherapy and all that nasty stuff. Or, I
could stuff an elite squad of surgical soldiers into a custom-built
submarine, shrink ‘em down to blood-cell scale with my Atomic
Sizeomotron, and squirt ‘em into the patient’s veins to tackle the
problem head-on!”
The real problem with mad science is morality, in that most mad
scientists are...let’s call it “unburdened” by it. Their allegiance is
to science, and they’re more than happy to do that science for
whoever is willing to fund their work. Evil money spends just as
well as Good money, and they’re not such sticklers for the rules.
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Mad Science
Medicine
Obviously, fighting a secret war between Good and Evil is
dangerous work. Agents get hurt. Mad medicine is there to help.
Our advanced prosthetics make amputation not just manageable,
but a chance for improvement. Your old arm couldn’t hurl a base-
ball through a cinderblock wall, and that new eyeball has infrared,
ultraviolet, and a 10x optical zoom built in.
Biology
Or maybe you’re not hurt or sick. Maybe you’re just looking to
upgrade. Great! Our mad biologists are just itching to gene-therapy
the crap out of you. How’d you like to breathe underwater? Or see
in the dark without those bulky night-vision goggles? Or GLOW
in the dark for that matter! I’m not certain how that would help
you fight Evil, but it would sure look hella awesome.
Transportation
Speaking of getting around town, we can’t have a Brotherhood
agent showing up to a fight in a rusted out pickup truck. It sends
the wrong message. Head on down to the motor pool, where our
mad engineers will set you up to ride in style. How do you like to
roll? Avrocar? Ground effect ekranoplane? Rocket-propelled wing-
suit? Maybe you want to go old school. We can get you settled
into a badass luxury airship, with all the latest in steampunk tech-
nology. Just picture it! Brass and mahogany and top hats from
stem to stern!
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Robotics
The Brotherhood is the world leader in cybernetics. We’re also
a super-secret organization, so we can’t exactly brag about it to
anyone. Still, when it comes to fully-autonomous, artificially-intel-
ligent, lifelike synthetic organisms, nothing else out there comes
close to a Cipher.
But it’s not just Ciphers. Our mad roboticists have manufactured
all manner of mechanisms for your monster-hunting pleasure.
We’ve got miniaturized spy drones disguised as insects. Robotic
exoskeletons that increase an agent’s strength and speed by an
order of magnitude. Even heavily-armed, nuclear-fueled mechas!
They comfortably seat up to seven agents and they’re perfect for
slugging it out with an angry kaiju.
Weaponry
Finally, the good stuff!
You’ve got your point-and-
shoots: railguns, death rays,
cryocannons, etc. Or maybe
you’re looking for something
with more of an area effect,
like EMP grenades or vortex
bombs. After all, no sense
taking out the baddies one at
a time. And once you’ve got
them subdued, what are you
gonna do with them? That’s
when neural dampeners and
portable prison dimensions
come in real handy.
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Mad Science
You might think that Combat & Tactics, Covert Ops, or even
Mystic Arts would play a role in using technology. For mundane,
ordinary applications, this would be correct. Give a ninja an exper-
imental stealth suit and she doesn’t use her R&D when using it;
she keeps using Covert Ops. Give a mercenary a rocket launcher,
and it’s Combat & Tactics that’s at play, not R&D. Got it? Good.
Outside of those occasions, meaning “anytime you’re doing some-
thing freaky with new tech,” use your R&D discipline.
Aspects are another way to firmly stake your claim in mad science
territory. Your Concept aspect has to involve your talent in tech,
or else you’re really just a dabbler. Acolyte of Tesla or Heir to
Victor Frankenstein or Steve Jobs’ Brain in a Jar in My Head
are all great aspects for mad science devotees. In addition, you can
assign an aspect to your R&D discipline and focus on a specialty
underneath the mad science umbrella. Biology, medicine, robotics,
weaponry, or transportation are all good topics for an R&D aspect:
Curious About Fleshy Science, Dammit, Gabriel, I’m a Doctor Not
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Demon Hunters
a Ritual Magician, and I Can Fix Your Ride Up Real Good all
encapsulate this style of narrowing your field. While you’re at it,
go ahead and make your Trouble aspect related to mad science,
too, if you’re honest: Can’t Stop Playing God, I Am Become Death,
Destroyer of Worlds, and Can’t Stop, Too Busy Corrupting Science
might work wonders.
Stunts are also highly useful for focusing your mad science
recruitment concept. Ask any Demon Hunter with a mad science
background—it’s all about that one weird trick you know that
got you noticed to begin with. Here’s three stunt examples to get
you thinking:
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Mad Science
Wild Ideas
Once you’ve got a solid Demon Hunter profile in place and you’re
out on Missions, you want to make use of the crazy-beautiful
visions of progress, or wild ideas, your mad scientist comes up
with when you’re in the zone. For the most part, using R&D to
create an advantage for yourself or an ally is the absolute baseline
application of this trick, and actually takes care of 99% of any mad
science application you can think of. In this case, the advantage
you create can’t really do much more than an off-the-cuff mystic
could pull off (see O f f - th e -C u f f M ag ic , page 145) or improve
greatly on what sufficient technology might provide. In fact, the
latter is what a lot of this actually indicates: you, a mad scientist,
carry gizmos and gadgets and tools and experimental one-shot
devices with you all the time to aid you in your Mission. You don’t
even have to write it all down, because the mad science automat-
ically assumes that, if you succeed on the roll, you had that thing
on hand somewhere, ready to finally be used rather than tossed in
somebody’s junk drawer.
Get creative with your wild ideas. The Demon Master isn’t really
going to shoot them down, because they’re still all handled with
the standard mechanics. Describe weird things that go into your
construct, or weird chemicals you have lying about that you’re
going to mix and then drink, or weird formulas you cribbed from
some mad scientist’s logbook, ready to be recited in the right situ-
ation. This is flavor, but it informs the outcome of your action.
Describe the weird, then roll the dice, and let’s learn together what
“explosive nitro-capsules” really means.
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Success with Style: This means that you get two aspects, or one
aspect with two free invocations on it, because not only was your
wild idea successful, it was legitimately groundbreaking. When
you do this well, it also means that you get the most say in the
resolution of the action, which means you can tell the true story
behind your bizarre “red hair is a conduit for demonic power”
theory and subsequent cover-up. Or not, as you like.
Again, a wild idea is mostly just a clever and fun narrative way
to explain your Demon Hunter creating some kind of advantage
for your allies or as a set up to pulling off some other action. It
shouldn’t fundamentally alter the way science works or behaves,
but rather grab onto the bleeding edge of physics, biology, and
chemistry to produce a one-time benefit. For the really whacked
out mad science, you need innovations and breakthroughs.
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Mad Science
The Process
Developing a new innovation is a three step process. You need to
come up with the abstract, like A Machine that Can Turn Back
Time in an Isolated Area, followed by a thesis, like Principles of
Chronophysics in Mechanical Application by Threaded Stimulation
of Cosmic Gluons, and finally a prototype, like Phone Booth with
Weird Pipes Sticking Out of It and a Nuclear Reactor Strapped
to the Side. Easy! Innovations don’t have to be physical, either.
You could create an abstract, thesis, and prototype for things like
telepathy or chameleon adaptation in humans, and the prototype is
basically the test subject, i.e., you or one of your volunteers.
These are all aspects, as you may have guessed. The abstract,
thesis, and prototype are aspects created in the process of devel-
oping the innovation. The first two require a create an advantage
action with an increasingly high opposition, but the clever thing is
you can use the abstract aspect to help you create the thesis aspect.
Creating the prototype is an overcome action since you’re trying to
impose your mad science onto the universe, and it creates both the
prototype aspect and a stunt to tie the whole innovation together.
Base 5 (10)
Affects time +5
Affects space +5
Affects organic matter +5
Affects consciousness +5
or perception
Affects the supernatural +5
Alters matter +5
Alters energy +5
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for you), and even spend demon dice. Here’s how to determine
the opposition:
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Mad Science
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Demon Hunters
Once you have the opposition, make the roll. Each time you do
this, it takes up a whole day of your furrowed brow and fevered
speculation, so make it count.
Success: Hey, that just might work. You get an aspect and a free
invocation on it.
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Mad Science
PROTOTYPE OPPOSITION
ELEMENT OPPOSITION MODIFIER
Base 10
Not actually a physical object +5
Smaller than a truck +5
Smaller than a person +10
Hold it in your hand +15
Swallow it like a pill +20
Explodes when it’s used -5
That one element, where it uses demon dice and not faith dice?
That means that the free invocations on the prototype aspect are
treated like demon dice, rolled after you do something and handed
over to the Demon Master once you use them. You can use those
in addition to your three demon dice for any standard action. Be
careful what you ask for.
Prototypes take a month to put together, but again, the mad scien-
tist can shorten that by adding +5 to the opposition for every week,
for a total of +20 for building it in a single day. Assistants can help
reduce the time; mad scientists can hire or recruit or kidnap or
brainwash up to four assistants to help out, each of whom must
make an overcome action with an opposition of 10 to reduce the
time by a week. If any one of them fails, however, their bungling
adds +5 to the opposition anyway and still doesn’t cut the time
down (the others may still help). So be careful who you ask for
help, folks.
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Innovation Stunts
Stunts on innovations are shorthand for the benefit provided
by using the innovation in an applied setting. Normally there’s
only one stunt, but if you wanted an additional one you could
have increased the prototype action’s opposition by +5, so maybe
yours has two. Stunts for innovations are just like the stunts on
your Demon Hunter profile and follow the exact same logic and
format. Create one that follows thematically with the innovation,
and you’re off.
Examples include:
Breakthroughs
Once you use the innovation for a Mission, you have to mothball
the whole thing. It was destined for greatness but it had its moment
in the sun. Also you probably fundamentally altered something
about the universe, so I hope that doesn’t come back to haunt you.
Actually, it will, because of how breakthroughs work.
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Mad Science
The DM figures out the opposition for the abstract. Sparky tries to
make the case that the Egyptian mummy-vampires aren’t organic,
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Demon Hunters
Now the DM looks at the thesis opposition. It’s pretty much exactly
the same as the abstract, but it has a base of 10, not 5, so the total
opposition to beat is 25. Luckily, Sparky has that free invocation,
and now she can use her Mad Skillz stunt since she’s creating an
advantage with her Flashy approach. This thesis takes Sparky
a month to write, but since the DM has already made it clear to
Sigma Seven that the Egyptian vampire invasion’s going to occur
on the night of the full moon a month away, this isn’t a big deal.
The prototype, which is also the bomb the Demon Hunters are
going to actually use, requires Sparky to have the others in her
chapter round up the components. Harkadian gets Gator and
Armageddon to plunder a tomb for the sarcophagus, which
requires a lot of bullets and punching. Ned finds a truck loaded
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Mad Science
Akhenaten Bomb
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chapter 10
Missions, Threats,
and Mayhem
O
kay . T h i s i s th e b ig s ection of th e bo ok that talks
all about things the Demon Master needs to know in order
to properly prepare and run a game of D e mon H u nte rs :
A C om e dy of T e rrors . We have helpfully broken it out into
specific sections:
Sixty Minutes to Mayhem: With a little more time, you can flesh
out a Mission and populate it with Threats of various kinds.
Mission Framework: With just a little planning, you can put all of
this together in a format you can refer to during the game without
losing your mind.
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182
Missions, Threats, and Mayhem
As you fill out your Mission profile (page 432), always keep in
mind that this is a framework to help provide inspiration in cre-
ating an adventure. You can use as much or as little as you need.
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THE TEASER
Start with the Teaser. It quickly gives both you and, eventually,
your Demon Hunters an idea of what’s to come. This section can
serve two purposes, depending on what kind of DM you are:
1. For some, the Teaser provides enough information
that you can move ahead without any further help
from the rest of the tables; if you fit that category,
you’re awesome. We’re impressed. Move on to
the Mission itself and fill out the rest as inspira-
tion strikes.
2. For the rest of us, the Teaser creates a kind of
“pretitle sequence,” like in a James Bond movie or
an episode of S u p e rnatu ral , to get the action
started. It may or may not introduce the big bad
from the Mission, but it gets the agents in the field
and gives you a chance to figure some things out
before you put together the Briefing. It may even set
up the triggering event. More on that later.
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Missions, Threats, and Mayhem
To create the Teaser, check out the tables starting on page 190 and:
1. Roll on the Mission Objective table. Your Mission
objective is a quick peek at what the Demon Hunt-
ers will be asked to do. At this stage it’s considered
optional, since you may change it later when you’re
designing the Briefing (page 188), but it’s a good
place to start.
2. Roll a Featured Creature and maybe a Featured
Creature Modifier; this is the antagonist for the first
scene, and possibly for the Mission.
3. Generally, a Normal is somehow victimized or
endangered by the creature. Normals often leave
terrified voicemails that get cut off before they can
finish describing their traumatic experience.
4. The Building Type, Location Type, and Location/
US State tables offer a setting, either for this scene
or as a preview of where the final confrontation will
take place, probably the enemy’s lair. These might
be things you want to pick rather than roll, but
the tables can help you avoid having every single
adventure located in one town, over a single (how-
ever active) hell gate.
For many DMs, this may be all you need to get you started. No need
to keep going. You can stop reading now and skip ahead to writing
up the profiles for your Demon Master characters (page 250).
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Demon Hunters
If the plan involves killing and you’re not clear about a motive, roll
on the Motives for Murder table.
Looking at the Teaser again, grab the roll from the Normals table
to determine your victim(s), bystanders etc., or roll on the Nor-
mals table for more ideas. Don’t forget to give them all names.
(What? You need ideas for names? Peruse the interwebs for your
favorite name generation tools. There are plenty available.)
If you want to flesh out the enemy a bit, answer the following on
your Mission profile:
• What traumatic incident set this creature on its cur-
rent path? A wrongful death? Betrayal? An accident
robbing the creature of something? Record some
kind of defining event for this creature.
• What does it fear? Is it vulnerable to a particular
substance or energy? Does it fear another creature
or specific person? What is its primary insecurity?
What takes away its power?
• What does it love that isn’t evil? This answer brings
some dimension to your enemy. Remember, evil is
a choice. So, does it love walking on the beach and
the sound of crashing waves? The sight and smell of
colorful flowers? Chocolate? Does the creature care
for another person or creature?
• What does the creature hate? What does it want
to destroy?
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Demon Hunters
THE BRIEFING
The next step is a doozy: assemble the information that will be
presented to the players in the form of the Briefing. This is where
they get their Mission assignment. They need to know what’s
going on, where, who, and so on. However, keep in mind that the
information in the Briefing might not be what’s really going on.
The full picture isn’t always presented. That’s part of the team’s
job: FIGURE OUT WHAT’S GOING ON AND STOP IT!
Whenever a table is called for, you can decide to use the same
locations and/or cast of characters from above, or you can roll new
ones. Or change them on a whim; this is all meant to inspire great
stories, not restrict your decision making powers!
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WRAP IT UP
Now you’re ready to connect the dots. This is your primary plot.
The A-Story. Develop an adventure using your results that will
somehow lead your players from the information in the Briefing to
the Final Showdown. But be prepared for the rug to be pulled out
from under you. The players drive the real story. What will you
do then? No worries—we’ve got you covered. Check out S ixty
M i n ute s to M ayh e m on page 199.
If you’re ready to write up the profiles for the Demon Master char-
acters, turn to page 250.
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MISSIODemon
N OBJECHunters
TIVE
d100 MISSION OBJECTIVE
01 Double duty! Roll twice
02-04 Frame enemy/false flag
05-07 Create a diversion
08-10 Steal
11-14 Recover an artifact
15-18 Reconnaissance/acquire evidence
19-21 Return stolen goods
22-24 Rescue
25-27 Provide cover/cover up
28-30 Break up cabal
31-33 Escape
34-38 Exterminate
39-41 Provide backup
42-44 Compromise security
45-47 Identify enemy
48-50 Undo prepared operation
51-54 Hold ground
55-57 Infiltrate
58-63 Capture
64-66 Escort/protect P.O.I./fellow agent
67-69 Smuggle
70-74 Destroy target
75-77 Arrange for assassination
78-80 Discover secret
81-83 Organize operation/mole hunt
84-86 Redeem enemy/create double agent
87-89 Deliver secret or package
90-92 Prisoner transfer
93-95 Kidnap
96-97 Interrogate
98-99 Disable device
100 Roll on the [Omega Duty] table
OMEGA DUTY
d10 OMEGA DUTY
1 Fundraiser
2-3 Zookeeping
4-5 Warehouse duty
6-7 Suburban door-to-door sweep
190 8-9 Maintenance/repair
10 Valet/light security duty
Missions, Threats, and Mayhem
FEATURED CREATURE
d100 FEATURED CREATURE
01 Teammate
02 Robot/cyborg
03 Elemental
04-05 Sea monster
06-08 Man-eating plant
09-11 Anachronism
12-14 Harbinger
15-18 Mystic
19-21 Angel/Valkyrie
22-25 Mad scientist
26-28 Cursed object
29-32 Urban legend/local folklore
33-36 Fae
37-40 Zombie/ghoul
41-44 Lycanthrope/shapeshifter
45-48 Cultist
49-52 Vampire
53-57 Demon
58-61 Ghost/wraith/poltergeist
62-65 Gods/godlings
66-69 Cryptid
70-73 Mythological creature
74-76 Animate
77-79 Madman/psychopath/sociopath
80-82 Nightmare
83-85 Wishmaster
86-88 Cursed place
89-90 Reaper
91-93 Psychic
94-95 Mummy
96-97 Animal/vermin
98 Dragon
99 Horror from beyond
100 Double feature! Reroll twice
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Demon Hunters
FEATURED CREATURE
MODIFIER
d10
FEATURED CREATURE
MO DIFIERS
1-2
Giant/mega
3-4
Mutant/radioactive
5-6
Horde of/swarm of
7
Unusually intelligent
8
Possessed by
9
Invisible
10
Roll twice and combine!
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Missions, Threats, and Mayhem
NORMALS
d100 NORMALS
01-04 Athlete
05-07 Business owner
08-11 High school/college student
12-14 Clergy
15-17 Professor/scholar
18-24 Worker at [Building Type]
25-28 Stay at home parent
29-31 Scientist
32-35 Teacher/coach
36-39 Firefighter
40-42 Police
43-45 Actor/entertainer/DJ
46-48 Elected official
49-51 Government agent
52-54 Miner
55-57 Doctor/dentist/surgeon
58-60 Nurse
61-63 Counselor/psychiatrist
64-66 Lawyer
67-69 Child
70-72 Banker/broker/insurance agent
73-75 Engineer
76-78 Writer
79-80 Trucker
81-83 Armed forces
84-86 Grifter
87-89 Waiter/beautician/massage therapist
90-92 Criminal/thug/gang leader
93-97 Homeless person
98-100 Archaeologist
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TRIGGERING EVENT
d100 TRIGGERING EVENT
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Missions, Threats, and Mayhem
OTHER INTERESTED PARTY
d10 OTHER INTERESTED PARTY
1 Rival Brotherhood chapter
2 Government agency
3 Local authorities
4 Freelance hunters
5 Reporter/media/TV/indie filmmakers
6 Corporate spy/insurance investigator
7 Scientific researchers
8 The mob/local gang/PTA
9 Sisterhood of Divine Retribution
10 Roll on [The Big Picture Enemy]
6 Crime of passion
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LOCATION TYP E
d10
LOCATION TYPE
1-2
Metropolis all never
3
Slums land gonna
4
Industrial dragon run
5-6 to around
City
7-8 Small town/village meander and
9 grey desert
Suburbs
10 for you.
Wilderness
all never
LOCATIONS
LOCATION D100 LOCATION
D100
US STATES
d100 STATE
d100 STATE
51-52 New Mexico
01-02 Louisiana
53-54 Kansas
03-04 Pennsylvania
55-56 Hawaii
05-06 California
57-58 Idaho
07-08 Rhode Island
59-60 Massachusetts
09-10 Tennessee
61-62 Utah
11-12 Nevada
63-64 Minnesota
13-14 Texas
65-66 New Jersey
15-16 Florida
67-68 Kentucky
17-18 Missouri
69-70 Colorado
19-20 South Carolina
71-72 Virginia
21-22 Michigan
73-74 Maine
23-24 Alabama
75-76 New York
25-26 Arkansas
77-78 Ohio
27-28 Oklahoma
79-80 Georgia
29-30 Washington
81-82 West Virginia
31-32 Arizona
83-84 Wisconsin
33-34 North Carolina
85-86 Iowa
35-36 Alaska
87-88 Montana
37-38 Maryland
89-90 South Dakota
39-40 Connecticut
91-92 Wyoming
41-42 Illinois
93-94 New Hampshire
43-44 Mississippi
95-96 Nebraska
45-46 Oregon
97-98 Vermont
47-48 Delaware
99-100 North Dakota
49-50 Indiana
it was part of Mexico.
New Mexico is a state? I thought
what’s been going on. We know the game,” he said. “And we’re
gonna play it.”
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Demon
BUILDI Hunters
NG TYPE
d100 BUILDING TYPE d100 BUILDING TYPE
wasn’t her—it was the walrus! So keep that in mind when choosing
your pants.
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Missions, Threats, and Mayhem
This starts with exactly what you just learned; roll some dice, grab
some ideas from the tables, and see what clicks. But if you’re plan-
ning for an adventure of more than one or two sessions, or you
want to make those sessions more memorable—and more likely
to be a story that you and the players discover together, rather
than a series of prewritten scenes with badly-scripted villain mono-
logues for info dumps—the Brotherhood advises you build Mis-
sions to help.
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Missions, Threats, and Mayhem
The Bad Peace provides the fertile ground for serious badness to
grow. Something is rotten in the state of Denmark, and so forth;
but, just like in those epic masterpieces H am let and S pac e
V am p i re s f rom P lan et Z, at first it isn’t quite bad enough to
warrant fixing, or may not even be possible to fix.
If you want, you can even extend the sentences that make up the
Bad Peace description to include the triggering event:
• … but the lie is given to that idea the morning that
Mr. Miller is found dead, lying in the center of what
authorities called “some weird occult circles.”
• … so the killings in Vegas aren’t all that surprising—
until the Brotherhood discovers that it’s the vamps
who are being found, drained of blood.
• ...which was fine until some random supernat teens
stole your ride and used it to rob a bank.
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MISSION AGENDA
The agenda is the element of the Mission you need to decide first.
This is what gives the Mission its big teeth. Fangs, even. What is
the bad guy’s ultimate goal? What will the world be like if they
succeed? Everything else is a smaller subset or contributing factor
to laying out the groundwork for the Mission agenda.
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Missions, Threats, and Mayhem
Once the Mission agenda has come to pass, of course, the game
world evolves. The source of the original danger may still exist in
a new form or with a new set of sinistra (next section, hold your
horses) and agendas, or it may no longer be relevant; let these
changes happen! They help you decide the answer to the all-im-
portant question, “What happens next?”
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MISSION SINISTRA
Sinistra are the sinister things or events that will happen if the
Hunters don’t interfere. They’re like bad omens. The clock that’s
ticking. With each sinistrum that comes to pass (yes, Lefty, we’re
going all Latin on your ass), the Mission’s agenda gets stronger
and closer to fruition.
The sinistra help you know what to throw at the players if their
characters ignore the Mission or its individual Threats. If you
have trouble coming up with them, think: If the Brotherhood’s
agents never intervened, what would happen in the build-up to the
agenda? Sinistra are those things. They’re called sinistra because
the situation grows more sinister as they come to pass.
Usually, sinistra have some logical order (smoke first, then fire),
but it’s also possible to have sinistra that could happen in any
order (if the werewolf pack wants to eat the sheep from one farm
and the cows from another, it doesn’t really matter which they do
first). If you love complicated plots and twists, you can even have it
both ways, and you can alter them as you go, depending on what
the players decide to do.
For the Mission as a whole, create between two and four sinistra
that build up to the ultimate badness that is the agenda. When
they occur (or you need to cancel or change them), cross them
off as a method of counting down. And keep in mind that, even
without your intervention, sometimes sinistra will just happen. If a
sinistrum for a cult taking over a city was, “All Brotherhood agents
except the party are killed or brainwashed,” and after a fight you
realize that this has occurred, go ahead and cross it off the list.
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CAST (OPTIONAL)
While this may not always be necessary, we advise thinking up at
least names and defining traits for the most important DMCs your
Demon Hunters will encounter on their Mission. Of course, you’ll
still probably need to come up with more as you go, regardless, so
feel free to continue populating this as you play! See C reati ng
D e mon M aste r C haracte rs on page 250 for more guidelines.
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THREATS
Threats are the things that can harm the characters, the world, or
the fabric of reality itself. Threats, in this sense, are the big deals,
and let you sort out what the players need to juggle if they want
their characters to succeed. The first Threat is likely to be your
enemy. You’ll be making two or three more, and the others can
be important individuals, groups, or even locations and situations.
And yeah, smart ass, there are probably going to be more than
four threatening things in your Mission. But, again, we’re not
talking about individual syphilitic vamps here; try to think bigger.
Because the purpose of having a Mission prepared is to give you
the long view, a sense of greater things, the Threats with a capital
T are each going to be more significant than your average punk
bloodsucker.
In order to make sure that’s actually the case, as you create the
Threats, keep in mind the way they interact. The enemy is a pretty
obvious starting point, but who else is involved? What factors are
likely to come up in the course of the Mission? As you create
Threats, you’ll give each of them a name, an impulse, a series
of sinistra, and an ultimate agenda—these are the tools that help
you keep the game moving when you need to decide what goes
into a scene.
Along with the enemy, other monsters and baddies are some of the
most obvious possible Threats, but try to include other things in
your palette of danger. Groups of monsters, magical curses, portals
to hell, and even clickbait-producing, internet-age yellow journal-
ism groups can all stand in the way of Demon Hunters going about
their business. Because it’s all about ethics in Demon Hunting.
So, with the Mission in mind, pick those three or four Threats and
give them cool names; sticking with a small number now makes
it less chaotic if you decide to add more later, and besides, we’re
not done yet! To make it easier to work out the impulses, sinistra,
and agendas, Threats are sorted into a handful of types, each with
some subtypes to further narrow the field.
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Categories
The Brotherhood has broken down all possible Threats into six cat-
egories. When you choose a Threat, choose one of the following:
1. Overlords
2. Brutes
3. Conspirators
4. Civilians
5. Danger zones (optional)
6. Scourges
BRUTES
TYPE
AMBITION
1 Beast to devour, survive, and destroy
2 Cult to victimize and incorporate
3 Guardian to close ranks, to obstruct or protect
4 Horde
to swarm and destroy
5 Mob to riot, to burn, to kill scapegoats
6 Righteous executioner
to punish the guilty, to deliver exec
ution
7 Thug
to intimidate and attack
8 Torturer to gain pleasure by inflicting pain, to
harm and cause terror
CONSPIRATORS
TYPE AMBITION
DANGER ZONES
TYPE
AMBITION
1 Crossroads
to bring together
2 Fortress
to prevent entry
3 Hellgate to spew forth evil over and over
4 Hub
to reveal information
5 Lab to create the unknown, to create poss
ibility
6 Labyrinth
to confuse, frustrate, entrap
7 Prison
to prevent escape
8 Wilderness to hide danger and harm intruders
SCOURGES
TYPE AMBITION
1 Anarchy to incite chaos, to break the rules
2 Corruption to abuse the system
3 Curse to bring about tragedy
4 Delusion to dominate choices and actions
5 Exposure to expose people to danger
6 Plague to make intimate contact, to consume and multiply
7 Propaganda to promote injustice and violence
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8 Scarcity to deny or deprive of something vital
Demon Hunters
Threat Agenda
The Threat agenda is the ultimate accomplishment that will come
to pass if the Threat gets its way. If a Threat manages to achieve
their agenda, then things will be different—it’s not on quite the
world-changing scale of the Mission agenda, but noticeably differ-
ent nonetheless. If the players do not intervene, what will happen?
How will that result affect the players? This isn’t only WHAT will
come to pass, but WHY, and the consequences. A Threat agenda
can also be a sinistrum for the whole Mission.
Sinistra
With the name, type, impulse, and agenda sorted out, it’s time to
think about what makes this Threat worthy of the capital letter.
Just as with the sinistra of the Mission, these are stepping stones
that the Threat will accomplish on their way to their agenda. It’s
important to keep in mind what the Threat wants when determin-
ing their milestones of success.
If you ever find yourself at a loss for what to do, consider your
Threats and have one of their sinistra come true.
Cast (Optional)
As with Missions, some Threats need named DMCs to make them
more realistic. Consider building some of these in advance (page
205), but don’t be afraid to add more as need be!
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The Bad Peace is established and then broken in the first scene
with the triggering event you rolled up (or created). If the players
want to confront a Threat, that’s a scene, or more than one. If a
sinistrum comes to pass, that’s a scene, and usually an exciting
one. If an agenda is fulfilled...well, that’s always going to be epic
in scope. Scene. And then, at the end, any stakes questions you
still haven’t answered? They can be wrapped up in one or more
scenes, as an epilogue.
If you have your own tools for creating scenes, you can use those
alongside, or instead of, this Missions system—but then don’t come
whining to Brotherhood HQ when you can’t answer a simple
“What happens next?” from your players.
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Mission Framework
You have a completed Mission profile. You know your enemy and
your cast of characters. You can consult page 250 and stat out the
ones you think you’ll need, and jot down some ideas for aspects of
the locations your crew will be visiting.
But how is this all supposed to flow? If you feel up to the challenge,
you can dive right in and just keep going until the end. However,
new Demon Masters may want a bit more structure to help decide
what scenes should happen when, and if there’s anything they’re
leaving out.
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Set Up the Bad Peace: Something about the status quo is shaky.
The current situation cannot last. There’s a fundamental problem
at large that’s a problem for everyone. Sometimes, you might want
to run an exciting, action-oriented “pre-title sequence” (Teaser)
that helps establish the Bad Peace before you have the Briefing of
the actual Mission—you can play it out like the party is wrapping
up a previous hunt, and just dive in with combat or messy sur-
vival problems.
Gear Up and Head Out: Hell yeah! Let’s DO THIS! The chap-
ter leaves the status quo of the Bad Peace and accepts the Mission
objective, along with the challenges inherent to the triggering event.
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Bad Guys Are Winning, or Getting Closer: Gone is the ease and
plenty of chewing gum & kicking ass. The challenges are harder,
more difficult, more punishing. The bad guys are making their
move and winning. Loyalties are tested. Fights break out among
allies. This is when the Demon Hunters might fail.
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Stop the Plan or Die Trying: Just because they’ve made it this far,
that doesn’t guarantee success; the stakes are still genuinely high.
This is where we find out if the Mission’s agenda comes to pass, or
if the chapter succeeds in stopping it. If necessary, more of the Mis-
sion’s sinistra might start coming true, just to keep things revved
up to eleven. The elements you rolled up or chose, way back in
the beginning, come into play, and we see what happens when the
Brotherhood takes the fight to the enemy.
RESOLUTION
Epilogue, or “I’m not dead yet!”
Establish the New Bad Peace: This could be hints of the return-
ing enemy, or the rise of their henchmen to enemy-level problem,
or even just the general discontent, malaise, or problem that will
next interfere with the common good. It heralds trouble to come,
and bad stuff that must be dealt with (eventually). Remember: if
you don’t have any new problems available yet, just throw some
dice at the Mission Objective and Featured Creature tables, and
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start putting together your next Mission. After all, it’s only Five
Minutes to Mayhem, right?
Mission Creation Example:
First, she needs a Teaser. She rolls on the Mission Objective table
and gets 39, provide backup. Are more Brotherhood agents already
in trouble? We’ll see!
Next, the Featured Creature table reveals that the big bad is a cursed
place and the Normals table shows that the victim is a member of
the armed forces. Tabitha decides it sounds like a mortal military
unit, rather than a Brotherhood chapter, was dispatched to some-
place supernaturally charged, and now they need some Brother-
hood help to escape intact.
But where is this place? The Building Type table turns up a man-
sion/chateau, the Location Type gives her a small town/village,
and—since she wants to keep it in the United States—her US State
table roll gives her Maine.
So far, it’s sounding like some Coast Guard members may have
attempted to investigate a haunted seaside manor, only to find
themselves in over their heads. Teaser complete!
Tabitha then thinks through the rest of the enemy. The traumatic
incident? Probably the previous owner, a miser bent on wealth,
was robbed and murdered here. It fears robbery, loss of value, and
thus the destruction of property. It loves money, but Tabitha wants
to give it more personality… Perhaps it loves art? Valuable paint-
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ings? That sounds right. And what does it hate? The person who
murdered the previous owner? Also a good bet.
Tabitha decides to hold back the info about the mansion itself,
but send the chapter straight to the right town, so no more roll-
ing on Location tables is needed. However, she does roll up a new
Featured Creature to be a red herring, and gets cultist as a result;
so, a local temple to a dark god has recently been re-opened,
and the Brotherhood initially targets it as a probable culprit in
the disappearances.
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Demon Hunters
The Mission Objective could stay the same, since the disappear-
ances are already known, but Tabitha decides that since they think
the Coast Guard officers are already dead, sacrificed to the cult’s
god, the Brotherhood tells the chapter their Mission is to extermi-
nate the cult. Witnesses include, after a roll on the Normals table,
an athlete (a swimmer? sailor?) who found the Coast Guard cruiser
abandoned. Potential equipment needed… Tabitha figures the
Brotherhood will provide some charms against the cult’s god, but
that the chapter will eventually realize they need equipment to
exorcise a haunting spirit. Perhaps they can either steal that from
the cult, or even persuade the cultists to help with that when they
get there, if they haven’t killed all of them. And, lastly, Tabitha rolls
to see if there’s a Big Picture Mission, but rolls a 4; nothing this time!
Then she writes an agenda for the Mission; this has to be the end
goal of the Featured Creature. What could it stand to gain? While
it might be possible to evolve this house scenario even further—
making the haunting a red herring, while the true problem is a
greater curse that attracted the now-dead rich guy and doomed
him—Tabitha keeps those ideas on the back burner in case her
players poke a hole in the haunting issue; back-up plans are always
helpful. With that in mind, she thinks about the house’s current
goal: having settled its grudge with the murderer of its previous
owner, the house will have enough money to use its mind-con-
trolled minions to rebuild the house in a more populated environ-
ment, where it will continue spreading its influence. Tabitha writes,
“Move on to the Big City after gaining its revenge.”
The sinistra that lead up to this agenda seem fairly clear to Tabitha:
First, the house will acquire a large sum of money (from an insur-
ance scam? Maybe, but that’s just the plan; the sinistrum will be
fulfilled no matter how it gets the cash). Second, it will somehow
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Missions, Threats, and Mayhem
acquire one of the paintings that was once stolen from it, in order
to feel some closure. Third, it will complete that closure by finish-
ing off the murderer of the original owner. And, lastly, the house
will enslave a local with enough knowledge of the area to hire a
construction firm to move it into the city.
For the cast list, Tabitha grabs a deck of cards with character names
and starts listing names for the members of the Coast Guard, the
grifter, the murderer the house wants to kill, and the import-
ant cultists.
The dark cult could certainly have a dangerous leader, but Tabitha
decides that it’s really a low-level group, and thus fits the brutes
subtype of cult (with the impulse to victimize and incorporate)
just as appropriately as its name suggests. Next, she considers
the cult’s sinistra. First they will attract many young people, then
convince them to play tabletop RPGs, before throwing a bake sale
and, lastly, having a joint picnic with the local Baptist church. Their
agenda, of course, is world domination. Tabitha envisions these
cultists as likely to be cut down in droves by the chapter, right up
until the players realize they have the wrong people…whom she
lists as cast members. The only stakes question she can envision at
the moment is, “Will any of the cultists survive?”
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kill for the house. Their agenda? To die making the house richer.
Tabitha decides that one of them has recently become a mother,
and asks the stakes question, “Will Angela’s family ever know what
happened to her?” (The cast of this particular Threat she populated
from the names she generated for them earlier.)
The last Threat she has so far is the haunted mansion; it might
seem odd to consider the mansion a Threat when it’s also the Mis-
sion, but this is where Tabitha sets up how the mansion works as
an immediate danger to the players. As a labyrinth-subtype danger
zone Threat, the sinistra and agenda of this Threat will center on
the ways a haunted mansion can hurt people: primarily by frus-
trating, confusing, and trapping them. First, the mansion will try
to make the Hunters split up and search the place. Second, it will
try to trap one of them in the cellar. Third, it will try to make one of
them become hopelessly lost, and lastly, one will be attacked by
poltergeist activity. The agenda of the house here is to kill those
who pose a threat. As a stakes question, Tabitha decides to go back
to her initial thoughts and ask, “Is there a greater curse in play here,
and if so, will the Hunters find and break it?” To the cast she adds
the murdered owner, the creepy groundskeeper, and a raccoon
infestation that she decides will provide a red herring (noises in
the attic).
All right, then; Tabitha reviews her Mission profile. She knows how
the adventure starts and where it might go, what the bad guys
want, and what’s at stake for the chapter. Now, all she needs to do
is write up some stats for the various characters, consider making
a few unique aspects for the mansion and the minions it controls,
and then drop her recruits into the middle of it! As they play, new
Threats might emerge, and she might need to alter the agendas
(or even the sinistra) of the Mission and the Threats already there,
but that will be easy, since she knows their motivations. We ride!
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Anachronisms
The fabric of spacetime is paper thin. All it takes is a little poke
from a mad scientist or evil wizard or clumsy large hadron col-
lider janitor, and next thing you know you’ve ripped the universe
a new timehole. What’s gonna come flying out of it? Cowboys?
Dinosaurs? Cyborgs? Maybe even pirates! You know what they
say about pirates...
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Animates
“Animate” is a blanket description for a wide variety of creatures,
from the vat-grown Homunculi born of dung and offal in an alche-
mist’s workshop to the Frankensteinian abominations we call Karl-
offs, their terrible patchwork of dead flesh revitalized by a bolt from
the heavens. All have been gifted with the spark of Life, despite the
mountains of historical evidence that it’s a really bad idea.
Cursed Objects
Don’t touch that! Dammit. Well it’s too late now. You’re cursed.
Maybe a witch cast a spell over it. Maybe you ignored the warning
carved into the doorway by an ancient priest. Maybe the blood
and pain of all of the people who died in pursuit of it have infested
it, and now they’ve passed their suffering on to you. In any case,
you’re screwed. Been nice knowing you.
Cursed Places
There are places in this world not meant for mankind. Dark
places. Corrupted places. Places where evil seeps up from the very
ground. Places where beautiful beachfront property is available
for pennies on the dollar just because of all the bodies they found
in the septic tank. Seriously, it’s so cheap you’d be stupid NOT to
live there!
Cryptids
The world’s a big place, and humans haven’t managed to pave
over all of it quite yet. There are wild places out there. Forests
and jungles and deserts. Hostile landscapes unfit for mankind.
This is where the cryptids thrive. But humans are nothing if not
resilient. Mankind keeps expanding, pushing back the wild places,
and sightings of these undiscovered creatures are on the rise. They
don’t seem too thrilled about us gentrifying their neighborhoods.
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Cultists
As a rule, nothing good ever comes out of chanting in a robe. Abil-
ity-wise, cultists are just normal human beings, which ranks pretty
low on the Brotherhood’s threatometer. But cultists pose a much
larger threat. Their worship and sacrifices are fuel for larger, more
terrible entities. By shutting down these cults, we stop the problem
before it ever really starts. Way to be proactive!
Dragons
No, really! Dragons! Honest to god, leather-winged, fire-breath-
ing dragons! They’re super rare, but there’s still a few out there,
hiding out in caves around Europe. Technically they’re an endan-
gered species, so don’t let the Animal Rights folks get wind of
your hunt. Asia’s got some dragons too, but they’re less with the
village-razing and more with the prosperity-granting. Slaying those
guys tends to rile up the locals, so hands off!
Elementals
Elementals arise when an environment becomes inundated by a
particular substance or concept. Traditionally, they’ve been crea-
tures that represent the classical elements—the Captain Planet
combo of Earth, Air, Fire, and Water (sorry, Ma-Ti, no Heart).
But elementals have never been limited to just those four cate-
gories. Things like Nature elementals have been around forever,
and Music elementals have existed nearly since the dawn of Man,
while the modern world has introduced all new versions like ele-
mentals of Traffic and Coffee and WiFi.
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Fae
The fae are our planetary roommates. They just live about a
quarter turn of reality to the right. Elves and trolls and faeries
and gnomes—you know, all those weird, varying-height human-
oids that Tolkien straight ripped off was inspired by. As a spe-
cies, they’ve got an “in” with some kind of crazy powerful entity,
because these guys throw around magic like it ain’t no thang. The
fae seem to have one of two modes: either they’re crazy helpful to
people, or they’re trickstery as $#!%. It’s pretty much a coin toss,
so good luck!
Ghosts
When someone dies, their spirit crosses over to the next phase of
existence, whatever that might be. That’s the way it’s supposed
to work anyway. But if a person dies violently, or with something
left undone, their spirit may not cross over. Stuck on this side as
a being of pure psychokinetic energy, they remain trapped until
whatever’s keeping them here is taken care of. Also they’re big into
photobombing and slamming cupboards for some reason.
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Harbingers
Heralds of a darkness yet to come, these omens and portents
arrive in many forms. A Celestial wolf devouring the moon, sig-
naling the onset of Ragnarok. A spectral doppelgänger, presaging
your impending doom. And the most terrible of all Harbingers—a
chipmunk wearing a tiny hat. It is he who marks the coming of
Fuzzbutt the Destroyer, God-Emperor of all woodland creatures!
Look upon his stripy tail, mortals, and despair!
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Mad Scientists
It takes a special kind of mind to look at the wonder of evolution
that is the human brain and think, “I bet I could cram that into
a gorilla.” Hyperintelligent simians are the least of your problems
when you’re dealing with mad scientists. Atomic mutants, mind
control rayguns, and the ever popular Doomsday Devices are just
a sampling of the scientific marvels in a mad scientist’s arsenal.
And that’s just the good guys!
Man-Eating Plants
All that clear-cutting and slash-and-burning has made Mother
Nature one pissed off mama, and she’s looking to get her revenge
on! What, you thought all monsters had to be oxygen-breathers?
That’s the sort of backwards, kingdomist thinking that ends up
with you being encased in xylem and slowly devoured over a
matter of weeks. Never doubt that Flora can mess you up just
as bad as any Fauna. They’re just slower about it. And way less
mobile. Now crawl inside those leaves and start digesting, dammit!
Mummies
The Egyptians might get all the press, but mummies are a world-
wide phenomenon. Some are accidental, others are deliberate, but
any place dry enough or cold enough or peat-boggy enough can
preserve a corpse like nobody’s business. No matter where they
come from, all mummies have one thing in common—they’re not
morning people. Mummies wake up pissed, and they’re happy to
take it out on whoever’s closest. Don’t be closest.
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Mystics
Magic. Why’d it have to be magic? You never know what you’ll be
up against when you’re facing a mystic. Worst case, we’re talking
dark warlocks, chaos magicians, and necromancers. Mystics with
a thirst for the bloody stuff, and the skills to make it happen. Best
case, probably a gyromancer. They spin around really fast to see
into the future. Great power, guys. Their weaknesses are inner ear
infections and coffee tables.
Related Topics: Baba Yaga, David Blaine, John Dee, Marie Laveau
Mythological Creatures
There’s no substitute for the
classics. These are the old school
monsters. The ones who fought
against the big heroes. Hercu-
les and Gilgamesh and Rama
and the like. Stories about these
creatures are so important they
get special names. Sagas. Epics.
Textbooks. Yeah, chances are
they’re the only monsters you
were actually taught about in
school. Apologies for any pain-
ful Junior High flashbacks these
guys might trigger.
Related Topics:
Aqrabuamelu, Gorgon,
Rakshasa, Thunderbird
Nightmares
We spend a quarter of every day asleep. Unconscious. Exposed.
Helpless. Is it any wonder there are creatures who use this to their
advantage? The Nightmare’s forms are myriad, though some are
more frequent visitors to our collective unconscious. The Faceless
Stranger. The Stalker in the Darkness. The “Oh god, I forgot to
put on pants!” And clowns. So many clowns. They invade our
minds. Feed on our nocturnal terrors. But they can’t hurt you. I
mean, they’re just dreams, right? Right?
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Psychics
Psychics are born with their gifts, attuned to the world in a way
that grants them incredible powers. Mental abilities that let them
read minds or control the elements or speak to the dead or even
see into the future. Yet none of them have ever used their powers
to win the lottery. Go figure!
Reapers
Death comes for us all. Well, probably not in person. Death’s got
a lot on its plate these days, and it’s had to outsource some of
the work. A Reaper’s job is to guide the recently deceased from
the world of the living to their ultimate destination, wherever
that might be.
Robots
We all know it’s coming. One day in the
not-too-distant future, the machines are
going to rise up against their creators.
Whether it’s from a rogue virus or an
AI becoming sentient, or whatever, the
end result is that mankind is doomed.
Our species’ days are numbered, so
let’s take as many of these metal bas-
tards down with us as we can!
Sea Monsters
The ocean. 75% of the damn planet, and we’ve barely explored the
tiniest fraction of it. That’s probably for the best, because “Here be
Monsters.” Every now and then one of those moist monstrosities
will bob up to the surface to have a look around or chomp on a
cargo freighter a little bit, and it’s up to us to shove them back
down into the briny deep.
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Teammates
Look at that person sitting next to you. Do you trust them? Sure,
you’ve fought side by side against mind-shattering terrors from the
Underworld. Sure, they’ve taken a bullet for you, or a sword, or a
mouth full of razor sharp fangs. But maybe it’s all just an act. This
is a war, and sometimes a soldier goes rogue. Could they really be
that devious? That deceptive? How well do you—oh $#&@, they
saw you staring at them! Look away! Quick!
Vampires
The world is full of vampires. Sure, the names might be differ-
ent and the details vary from species to species, but they all sur-
vive by drinking blood. From widow’s-peaked aristocrats with
Eurotrash accents, to bat-winged torsos trailing ropy entrails, to
boy band rejects that sparkle like a mainstage stripper. If they feed
on blood, are repelled by faith, and sizzle in the sunlight, drive a
stake through ‘em.
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Wishmasters
Make a wish. Actually, don’t make a wish. That’s pretty much the
worst thing you could do around one of these guys. Wishmasters
talk a big game. They’re all about tempting you with your greedy,
selfish dreams of wealth and power and world peace, just to twist
your words and deliver the object of your desires in the most ironic
way possible. And unlike most people, these vicious bastards actu-
ally know what irony means. Do yourself a favor and save the
wishes for your birthday cake.
Double Feature!
It’s time for a good old-fashioned team-up! Roll up a couple
more monsters and bash ‘em together. Think of it like a buddy
cop movie, but one of the cops is a cybernetic orangutan, and
the other was bitten by a wereferret. Or like T h e O dd C ou p le
starring Jack Lemmon as the Loch Ness Monster and Walter
Matthau as the resurrected corpse of Attila the Hun. I’d watch the
hell out of that!
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Yes, yes, I know. Not every agent assigned to training duty will
have more creativity than your average cucumber. How can you
be expected to both teach and think at the same time?
Why bother? Well, some chapters find their simulations are more
compelling when they’re fighting to defend not only Truth and
Justice, or even a quaint neighborhood in a rural community sus-
piciously lacking a reasonable level of local law enforcement, but
their quaint neighborhood in a rural community suspiciously lack-
ing a reasonable level of local law enforcement! The last stand in
your street-corner S-Mart, wailing over the smoldering ruins of
that man and his cart—you know, the one you bought those hot-
dogs from that time when you were totally smashed.
These are the things that will pull at their heartstrings and make
them see just how important their job is.
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REALITY CHECK
Even if you aren’t aware of any supernatural threats near your
base of operations, keep in mind that the mortal imagination is
highly active! A quick internet search for “haunting [town and
state]” will often turn up websites rife with “real” ghost sightings.
Substitute in “weird news,” “scary story” or anything similar for
“haunting” if you want to see a greater variety of hits.
If you can find enough to work with, your search is over! Simply
decide what the truths are behind these sordid rumors.
For example: A search for “haunting Silver Spring, MD” turned up
top hits including a story about mysterious voices in an empty
apartment, the “Top Five Haunted Places” in the area, and so on.
Switching it to “haunted places in Maryland,” we find many lists
of locally famous haunts, including St. Mary’s College (also called
“Hell House”) in Howard County, MD, near Ellicott City. Further
searching using “St. Mary’s College Hell House” as the key terms
tells some interesting stories, including the one about the crazy
groundskeeper who lived there until only recently, and the shad-
owy-and-hard-to-trace current ownership of the location. Perfect
fodder for a Mission where the M.O.N.S.T.R.E. has taken over!
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If you don’t have a pre-haunted location to look for, just start with
a town center or state park you have access to. If you don’t go out-
side often enough to know if those things exist near you... congrat-
ulations! Your skill set likely means you can count on employment
as a Brotherhood trainer indefinitely.
Some research turns up the location of the “Hell House” near Elli-
cott City, MD, and the location labeled simply “St. Mary’s Monas-
tery Ruins.” The area is forested, with a large clearing at the ruins,
and a few buildings and roads scattered around them. To make the
Mission briefing documents, I could print or screencap a few broad
overviews, a street-level view of the area from a nearby road, or
someone’s online photo-blog of their hike through the woods. Of
course, if I failed to find what I was looking for initially, I could use
the real map with photos taken from other creepy locales—don’t
be afraid to mix-and-match your ghastly props!
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Demon Hunters
ZOOM IN
Once you have your location, you may want to find one or more
specific sites to use as special points of interest and/or bloodshed.
If you’re using a real location, you can pick a spot on the map and
take (or find, if it shows up online) a photograph of the buildings
there. Some very basic photo-editing, such as applying blur, sepia,
black-and-white, or similar filters, can turn your average suburban
dive into a wretched hive of scum and villainy in no time flat (and
most digital cameras can even do this while you shoot). Of course,
if you have a locale which the mortals think is haunted, you might
find it already plastered all over the internet.
Going to a popular image search site and typing in “Hell House
Ellicott City MD” turned up dozens of images from the actual
place, including several creative-commons licensed pictures on
album-hosting services. Ruined altars, burned-out buildings,
creepy wheelchairs (Hey! Empty wheelchairs can be scary!), and
even...a roast beef sandwich? (Keep in mind that image searches
are imprecise things...though it must be one awful sandwich to
pop up on the first page of a search for Hell House.)
DO LESS WORK
This is less a step and more a suggestion to alter all of the previous
steps. Consider it a meta-step.
If you want, you can do the research in advance so you can pro-
vide hints as to appropriate key-words, or to be sure there’s some-
thing good for them to find. You can then use clues in the training
session to let them eventually find the right information online—
they might find the name of a previously unknown location in
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the day-planner the villain dropped at the crime scene, for exam-
ple. Or, more simply, as they approach the town in question, the
Cipher might be assigned a little preparatory digital recon. If they
can provide adequate maps and pictures of the target location, they
succeed at the challenge, and receive any appropriate rewards.
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Demon Hunters
Shoot for between 20 and 50 locations. Yes, that may seem like a
lot, but if you’re hoping to use this table for more than one adven-
ture (and keeping in mind that you might need to roll up multiple
places per adventure), 20 really isn’t much of an excess.
LOCATION,
LOCATION, LOCATION
1 Restaurant 11 School
7 Pharmacy 17 Theater
And that’s all you need to do! Of course, if you want to really go
bonkers, you’re welcome to create sub-tables; for example, if your
customized table lists places like The Hospital, or The University,
you could create a table for each of them listing the many possible
areas within each.
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Missions, Threats, and Mayhem
Knowing what stats and dice the players need is a good start for
any aspiring DM, but if this is your first rodeo, try not to let all
those numbers give you tunnel vision. You have more to worry
about than dice, and if you want the recruits to not just survive but
thrive, you better be pretty damn worried about it.
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Demon Hunters
That might seem harsh, but consider what it really means. You
aren’t here to be their friend, always concerned with spoon-feeding
them what they already know; that would be boring, and boring
kills a training session faster than a Dread Lord of Darkness kills
an Omega chapter. Nor are you here to be their nemesis, since you
actually do want them to survive long enough to be able to take
down that Dread Lord. As neither a friend nor a foe, it sounds like
you must be a neutral party of some sort, stuck in a role that some
systems would call a storyteller. But that’s no better; you aren’t
the one who creates the story, the puppet-master who dances the
recruits along the stage, because then they won’t be truly engaged
with the experience.
No. You aren’t ally, opponent, or storyteller. You’re that guy. You’re:
• …the one who lets the rest of the players pick a
direction, and throws a speed bump in the way.
• …the one who pushes the others to their limits so
they have a chance to be more badass than they
thought possible.
• …the one who let the dogs out, lets slip the dogs
of war, and knows that the party’s werewolf would
hate these puns but it’s a dog-eat-dog world, so you
let ‘em have it anyway.
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Missions, Threats, and Mayhem
But we’re getting off track. Basically, there are four tenets of a
Demon Master:
1. Make the unreal into the real.
2. Play to see what happens.
3. Crank the danger up to eleven.
4. Crank the funny up to Ludicrous Speed.
Inject reality into the situation. This can take many forms—every-
thing from using real places and detailed descriptions to simply
maintaining internal consistency—but all of these things serve one
purpose: building the connections that make the drama real. In
short, the players have to believe the world you’re describing.
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Demon Hunters
Let actions (by the players or the bad guys) have actual results.
This may sound basic, but the key here is to keep in mind that all
reactions should actually be reactions. A Demon Master who is
very clever—intelligent, even—may have created (“designed,” per-
haps?) what they think is the perfect scenario, a story with a begin-
ning, middle, and end, which the players can see by making all the
right choices and rolling high enough numbers…
But even if you know what the bad guy’s goals are, what their
endgame is, a good Demon Master lets events unfold naturally.
That means having the mad scientists, crazed wizards, and diabol-
ical…er, demons act their parts. When the players foil Plan A, the
baddies move to Plan B; when an army of henchmen is defeated,
the evil overlord pushes recruitment efforts and steps up offers of
scholarships and signing bonuses.
Of course, when the chapter gets back to base and discovers that
their stuff has been jacked by the vamps’ buddies, leaving them
without resources or easy access to backup, then the real fun
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Missions, Threats, and Mayhem
begins. Whatever the players try to do, just think through a fitting
complication or consequence, and see what they do next!
Whatever you do, don’t force it. Don’t try to be funny (unless you
know you can). The hardest laughs hit because they’re honest.
They’re full of truth, wrapped in the sugary goodness of hilarity.
Damn, now I want ice cream.
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Demon Hunters
Demon dice work just like faith dice for the Demon Master. Use
them to invoke aspects and get an extra die or reroll dice after
you’ve rolled them. Standard stuff. They can also be used to roll
on a badness table, as described in O utcom e s , A ction s , an d
D e mon D ice on page 95. Surely, however, there’s more you
can do with those, right? I mean, these are demon dice. They need
to be wickedly problematic for the players.
Truth is, they’re pretty dang near wicked enough just when they’re
used in these two ways. Having the DM invoke aspects can really
rain on a player’s parade. Generating stuff with a badness table is
also a crimp in a Demon Hunter’s style. And that’s totally fine—
that’s why we have these rules in the game. So here’s some more
advice about using demon dice to do just that.
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Missions, Threats, and Mayhem
Badness Tables
You can use the generic badness table on page 123 any time you
don’t have another one planned, but you should also consider set-
ting up your own tied into the Mission you’re running for your
Demon Hunters. When working out the Mission using the infor-
mation in F ive M i n ute s to M ayh e m , you can also populate a
badness table with fun things to throw into the Mission whenever
you roll the demon dice.
BADNESS TABLE
NUMBERS
WORDS
Some kind of minor thing, like adding
a new situation aspect
1+ after the scene’s already started, with
a free invocation, or
adding another minion of some kind
, or something else you
might have forgotten to do when you
first framed the scene.
Usually this is for clearing condition
s, altering your
4+ DMCs, or imposing conditions on the
Demon Hunters,
but it can include anything of that
general effect.
This is whatever you did in 1+ but bett
er. More min-
8+ ions, more free invocations, maybe
a scene change
(change up the location somehow),
etc.
This is always something major, like
a new bad guy shows
up, a DMC upgrades from a minion
into a boss type with a
12+ full profile, a moderate condition is
imposed, and so forth.
You can use the 12+ section on a bad
ness table to radically
change the Mission to something even
worse, if you like.
(16+, if you want
to go there) This is something like in 8+ but wor
se still.
(20+, ditto) This is something like 12+ but just
the absolute worst of all.
Costs are some of your best friends as a Demon Master. The rules
for costs are in O utcom e s , A ction s , an d D e mon D ice on
page 113, and they suggest all kinds of things you can add into
your badness table. Creating new situation aspects, with one or
more free invocations, is also great. You can shape plot twists and
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Demon Hunters
new reveals easily with these tools. Try to limit your awesome
Demon Master powers, however, to when you roll on the badness
table using your demon dice. While some RPGs allow the Demon
Master vast powers of adding new characters and switching out
stats anytime they like, D e mon H u nte rs : A C om e dy of
T e rrors relies on the Demon Master to use the same resource
mechanic as the players. As the DM, you can set up a scene how-
ever you like, but once the game is on, you should keep any major
twists and changes to the badness table if you can.
If you just have no idea what kind of costs to inflict upon the
Demon Hunters, we’ve provided you with a big table. Roll on this
and just let things go where they go, you mad, beautiful Demon
Master, you.
COSTS
d100 DESCRIPTION
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Missions, Threats, and Mayhem
COSTS (CONTD.)
d100 DESCRIPTION
A rival chapter pulls rank on your chapter, either on equip-
37-39
ment, or jurisdiction on the Mission, new recruit, etc.
The PCs are saddled with a green recruit, a redeemed [Featured Creature].
40-42 They are [cowardly/arrogant/childish/sneaky/brown-nosing] until the
players teach them better behavior...or they get everyone killed.
The chapter’s Cipher becomes infected with malware,
43-45 and/or is addicted to Online WordGame, and takes 1d4+1
times the usual time to complete a single, important task.
All communication with the Brotherhood is compromised
46-48
[randomly choose: blocked, tapped, or falsified].
49-52 A [Featured Creature] falls madly in love with one of the PCs.
53-55 Warehouse access is cut off.
A Brotherhood repo agent is dispatched to retrieve equipment the
56-58
PCs no longer have clearance to use. Why? Sorry, that’s classified.
59-61 A possible double-agent is revealed to be a triple-agent.
Equipment acquired from The Warehouse turns out to do
62-64 something the chapter didn’t intend. Maybe they got some-
one else’s equipment, even though it looks the same.
Local authorities attempt to arrest members of the chapter for
65-67 [theft, disturbing the peace, carrying without a permit, PCs implicated
in recent local crime either for good reason or for no good reason].
Key contact the chapter is supposed to meet doesn’t recognize the
68-70
chapter, doesn’t trust them, or doesn’t understand what’s going on.
71-73 A key piece of equipment fails.
Side project! A lead on [Urban Legend] distracts at least
74-76
one of the PCs. May or may not be genuine.
The Brotherhood’s contact and/or backup goes
77-80
for takeout Chinese at a critical moment.
81-83 News at 11! Media gets involved.
84-86 Normals mistake PCs for [Featured Creature] or other monster.
87-89 Agents of [The Big Picture Villain] believe PCs to be allies.
A group of [Other Interested Parties] is trying for the same
90-92
apparent goal, and doesn’t want to cooperate.
Pseudo-mundanes (LARPers, reenactors, or the like)
93-95
mistake the PCs and antagonists for their own group.
The chapter is mistaken as a M.O.N.S.T.R.E. cell
96-100
by another Brotherhood chapter.
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Chapter 11
BROTHERHOOD DATABASE
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Demon Hunters
Full DMCs
A full DMC looks a lot like a Demon Hunter. This is your basic
boss or lieutenant or major badass character. If the character has a
name and some responsibility in the story, you should really make
them a DMC of this type. Give them approaches, aspects, stunts,
and disciplines. Give them condition boxes to mark off. Run them
the way the players run their Demon Hunters, only instead of faith
dice, you make use of demon dice.
Disciplines
DMCs don’t usually belong to the Brotherhood of the Celestial
Torch (except for when they do) so they probably won’t have the
same standard set of five disciplines as the players have for their
Demon Hunters. Instead you do this:
• Think of some kind of thing the DMC does really
well, something that’s basically their job description.
Give that a .
• Think of two things the DMC does well enough to
be known for, and give those .
• Think of two things the DMC really sucks at.
Give those .
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Brotherhood Database
Approaches
For approaches, use the same array as the Demon Hunters: one
at , two at , two at , and one at .
Everything Else
Give your DMC two to three aspects, at least one stunt, the basic
array of conditions, and then you’re all good.
However, your DMCs aren’t bound by the same rules that govern
Demon Hunters, and we all know that the Demon Master is a
dirty dirty cheat. To make a really powerful DMC, you can use
special stunts that break the rules. You may notice that some stunts
in the database profiles are marked with ; these are more pow-
erful stunts that aren’t available to Demon Hunters. Some of those
stunts are called BFG* stunts; they really break the rules, but they
also come with a weakness that the Demon Hunters can exploit—as
long as they figure it out through creating an advantage or over-
coming the obstacle of ignorance.
You can also give your DMC extra condition boxes. Based on
what, you ask? Refer to the previous paragraph about being a dirty
dirty cheat. Don’t go overboard, though. It’s true that you could
win every battle by giving your DMC infinite conditions, but that’s
even more boring than it is dishonest.
* BFG: What does this mean? Big $#@!ing giant? Big friendly giant? Bonus
frequency grade? We don’t know. We think it sounds good. Come up with your
own damn acronym, you ingrates.
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Demon Hunters
Minions get one approach, and it’s called whatever they are—
Demon or Vampire or whatever. These aren’t exactly complex,
nuanced characters. You assign a die to that approach:
• Weak
• Average
• Tough
• Really tough
• Are you kidding me?
Minions get three (or a few more, if you feel like it) disciplines.
This works pretty much like major DMCs:
• Job description/What they do best
• Something else they do well
• Something they suck at
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Brotherhood Database
The whole point of minions is that they’re easy to take out, so they
usually don’t get as many conditions as a named DMC. Pick one
of the following, depending on your needs:
• Average Minion: 1 mild
• Good Minion: 2 mild, 1 moderate
• Tough Minion: 3 mild, 2 moderate, 1 severe
Mobs of Minions
Mobs are the legion of indistinguishable minions that show up on
the scene to get knocked out en masse by the Demon Hunters. They
represent groups—usually incompetent cannon fodder—who attack
all at once, so it makes combat easier on you.
How many conditions should you give them? Well, they’re your
minions so that’s pretty much up to you. But here’s a guideline:
• Small Mob (5 to 9 minions): 5-6 mild conditions
• Average Mob (10 to 14 minions): 7-8 mild
conditions
• Big Mob (15+ minions): 9-10 mild conditions
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Demon Hunters
You play around with history long enough and you’re bound to
attract some attention from the Brotherhood. Kentucky’s came
when he got caught trying to swap out the powerful Eye of Iansã
for a cubic zirconia duplicate. Somehow he managed to sweet talk
his way out of what was bound to be an extended stay in a Celestial
Torch detention facility and into being named Chief Historian for
the Brotherhood, tasked with chronicling the organization’s history
and putting its vast informational archives into some semblance
of order. It’s a huge job, but he’s got all the time in the world.
Anyway, that sounds like a problem for Future Kentucky, that
poor, unlucky S.O.B.
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Brotherhood Database
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Demon Hunters
Kincaid
Kincaid was a field agent back in the day. A master of Druidic
magic, his skills were instrumental in shutting down the Hellgate
during the Battle of Centralia. Some say he single-handedly saved
the world, but Kincaid’s having none of that. He’s always been
a team player, which is why it pained him to have to leave the
Chapter. The injuries he’d received during the battle were too
severe. His days as a Hunter were over.
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Brotherhood Database
Kincaid McHarg
Brotherhood of the Celestial Torch
ASPECTS
Concept: Battle Druid Turned Brotherhood Diplomat
Trouble: Demon Hunting Is a Young Man’s Game
Discipline: Hero of the Battle of Centralia
APPROACHES DISCIPLINES
Careful Druidic Magic
Clever Diplomacy
Flashy Kindness
Forceful Athleticism
Quick Suspecting Others
Sneaky
STUNTS
Cunning-Folk: Because I come from a long line of cunning-folk, I gain +2
when I attack or defend against witches, sorcerers, and other practitioners
of the mystic arts.
Smiling Face of the Brotherhood: Because I am the smiling face of the
Brotherhood, I gain +2 when I create an advantage or overcome an obsta-
cle using Diplomacy.
Revolutionary Recruiter: Because — you know, there are many bene-
fits to working for the Brotherhood. Here, take a brochure — once per
conflict I can roll a demon die and attempt to convert an enemy to an ally
by running through my recruitment spiel. If I roll 1-4, nothing happens
and play continues as normal. If I roll 5 or 6, the new ally sees the error
of his ways, and will fight on the Brotherhood’s side for the remainder of
the session.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Brotherhood Database
Purple Ninja
Brotherhood of the Celestial Torch
ASPECTS
Concept: Greatest Demon Hunter of Them All
Trouble: Surprisingly Death-prone
Discipline: Violet Vessel of Violent Vengeance
Trained by the Purple Ninja (Wait, That Can’t Be Right…)
APPROACHES DISCIPLINES
Careful Ninja-ing
Clever Thieving
Flashy Trash Talking
Forceful Situational Awarenessing
Quick Stealthing
Sneaky
STUNTS
Ninja His Ass!: Because Purple Ninja has mastered the seven essential
forms of martial arts, Purple Ninja gains +2 when Purple Ninja Forcefully
attacks his opponents using the Crane, the Monkey, the Django Django
Django, the Chopper, the Sweeper, the Dicer, or the most ancient, mysteri-
ous, and deadly martial art of them all: Tai Shu.
Fast Hands: Because lightning longs for the day it is as fast as Purple
Ninja’s hands, Purple Ninja gains +2 when Purple Ninja Quickly creates an
advantage by stealing an opponent’s belongings, whatever they might be.
Let’s be honest, Purple Ninja is talking about the guy’s pants.
We’re Done For…Unless: Because Purple Ninja is always there for those
in need, Purple Ninja can be immediately summoned for assistance during
any combat situation, regardless of where Purple Ninja might currently
be located in the world. In doing so, the summoner inflicts a severe We’re
Done For condition upon themselves. Purple Ninja helps those who cannot
help themselves, because they are not badass fighter guys like Purple
Ninja! Ho! HohoHO! Ho!
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Demon Hunters
Tree
Ever since he popped out of the Oregon Vortex back in 1967, Tree
has managed to stump (no pun intended) everyone in both Magic
and Mad Science. He is, at a genetic level, a perfectly normal Douglas
fir. There’s no reason he should be walking around, but there he
goes. Not knowing what else to do with him, the Brotherhood took
him in and tried to find a place for him in the organization. This
being a less enlightened time in the Brotherhood’s history, super-
natural agents were still facing dis-
crimination and exclusion by
their fellow agents. With no
chapter willing to take him
on, Tree was assigned to
Iota. There he has proved
to be an expert at infiltration
and espionage, and has used
these skills to flush out trai-
tors within the Brotherhood.
Tree is a master of disguise
and camouflage and can
disappear in practically any
environment. Within rea-
son—I mean, he’s a friggin’
tree after all!
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Brotherhood Database
Tree
Brotherhood of the Celestial Torch
ASPECTS
Concept: Secret Agent Plant
Trouble: One Cocky Sonofabirch
Discipline: Naturally Camouflaged
APPROACHES DISCIPLINES
Careful Stealth
Clever Espionage
Flashy Charisma
Forceful Defense Against Fire
Quick Monogamy
Sneaky
STUNTS
KABOOM!: Because cool guys don’t look at explosions, I gain +2 when
I Flashily defend against explosive attacks by striding confidently away
from the blast in slow motion.
Wait, Did That Tree Have a Hat?: Because you kingdomist bastards think
we all look alike, I gain +2 when I Cleverly create an advantage by hiding
amongst other plant life.
All Part of the Job: Because Iota agents are trained to uncover secrets, I
can spend a demon die to reveal an opponent’s Trouble aspect by deci-
phering their body language, microexpressions, and behavioral tics.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Demon Hunters
Supernats
Bed Monsters
Bed Monsters are a tightly regulated class of Nightmare. Like
all Nightmares, they feed on fear, but Bed Monsters feed exclu-
sively on children. It’s not as bad as it sounds. Childhood fear is
healthy, and the Brotherhood likes to encourage it. It’s a survival
mechanism. It trains people from an early age to be afraid of the
dark. You should be afraid of the dark; there are terrible things
in it. But Bed Monsters are about as friendly and innocuous as
monsters get. They’re all shaggy fur and googly eyes—very Jim
Henson Workshop. They’d starve in the wild, but by helping
the Brotherhood instill a proper amount of fear in a child, they
are permitted to live under the child’s bed, feeding on this fear.
It’s win-win.
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Brotherhood Database
Flurf Blanket-Puller
ASPECTS
Concept: The Thing Under Your Bed
Trouble: On a Strict Diet
Discipline: Your Nightmares Are Delicious
APPROACHES DISCIPLINES
Careful Mild Terror
Clever Eating Socks
Flashy Growling
Forceful Violence
Quick Being Legitimately Scary
Sneaky
STUNTS
I Have Rights: Because I’ve got a right to be under here, I gain +2 when I
Cleverly overcome a potential conflict by proving that I’m licensed by the
Brotherhood to dwell under beds.
Nostalgic Defense: Because I look sort of Muppety, I gain +2 when I
Quickly defend against attacks from anyone under the age of 50, as I
remind them of their childhood.
“T” Is for “Terrorvore”: Because I feed on your fears, I can clear a mild
condition after each round of combat if a civilian is in the vicinity.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Demon Hunters
Bloody Mary
Light the candle, turn out the lights, face the mirror, and begin the
chant. “Bloody Mary. Bloody Mary. Bloody Mary.”
You’ve heard all this before. You’ve probably done all this before,
unless you were an unpopular kid who didn’t get invited to
sleepovers, in which case I’m sorry for dredging up a painful child-
hood memory. Bloody Mary has the rare distinction of being both
a vicious, bloodthirsty creature of urban legend and a popular party
game for children. Nobody’s managed to nail down exactly who
Mary was in life, but she managed to work some powerful witch-
craft before she died, ensuring that her spirit could be summoned
through the simplest of rituals.
Ever hear the statistic that the bathroom is the most dangerous
room in the house? Bloody Mary’s a big percentage of that stat,
as slumber partiers brave enough to complete the ritual have had
the misfortune to discover. A completed ritual lets Mary out of
the mirror, and she comes out swinging. Screeching, clawing, and
scratching at the eyes, Bloody Mary does what she can to earn her
nickname before she gets sucked back through the looking glass.
Bloody Mary
ASPECTS
Concept: Mirror-bound Spirit of Vengeance
Trouble: Mirrors Are Super Fragile
Discipline: Slick with the Blood of Slumber Partiers
APPROACHES DISCIPLINES
Careful Eye-gougey Violence
Clever Reflection-based Infiltration
Flashy Witchcraft
Forceful Remaining Corporeal
Quick Reasoning
Sneaky
STUNTS
Surprise Appearance: Because I can appear in any reflective surface, I gain
+2 when I Quickly attack an opponent from an unexpected position.
I’m Taking You With Me: Because if I have to go back in the mirror, I’m
taking you with me, I gain +2 when I Cleverly create an advantage by
taking an opponent hostage.
Your Pain Is My Peace: Because I am nourished by your suffering once per
round if I inflict a condition, I can clear one condition.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Brotherhood Database
Cambions
A cambion is the monstrous hybrid offspring of a human and
a demon. Demonic morphology varies wildly from demon to
demon, and the effects of infernal blood flowing through a cambi-
on’s veins can manifest in a variety of ways. Some of these half-de-
mon creatures have crimson skin or razor sharp horns or spiked
tails. Some have multiple eyes or barbed tentacles sprouting from
every orifice or spew smoke from their nostrils when they speak.
And some look like completely ordinary humans, undetectable
apart from the miasma of unease that swirls around them and the
faint scent of brimstone. These are usually the result of a human
breeding with an Incubus, those handsome devils.
Thronk
ASPECTS
Concept: Supernat Deathmatch Champion
Trouble: Raised in a Cage
Discipline: Muscles on Muscles on Muscles
APPROACHES DISCIPLINES
Careful Physical Violence
Clever Heavy Lifting
Flashy Talking Smack
Forceful Escaping
Quick Thinking
Sneaky
STUNTS
Iron-plated Skin: Because I have skin like iron plates, I get +2 when I
defend against physical attacks.
It’s Showtime!: Because I like to put on a good show, I get +2 when I
Flashily attack an opponent in front of an audience.
Spine-crusher: Because I am the daughter of Graasnov the Spine-Crusher,
once per session I can spend a demon die to inflict a severe Partial Paralysis
condition upon a single opponent.
CONDITIONS
Mild (4) Moderate (2) Severe (1)
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Gerald Kershaw
ASPECTS
Concept: Oblivious Offspring of Tralframulax the Toxic
Trouble: Denial Is Not Just a River in Egypt
Discipline: President of the PTA; Nicest Lawn on the Block; Grillmaster
APPROACHES DISCIPLINES
Careful Odd Jobs & Honey-do Lists
Clever Coaching Little League
Flashy Golf
Forceful Exercise
Quick Doing Evil
Sneaky
STUNTS
Handyman: Because I’ve got a workbench in my garage, I gain +2 when I
create an advantage using tools & supplies around me.
Instinctual Spitter: Because I have vestigial venom sacs, I gain +2 when
I Quickly defend against an attack by reflexively spraying venom out
of my mouth.
”NIMBY”: Because “Not in my backyard!”, I get +2 when I Forcefully over-
come threats to my suburban way of life.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Cherufe
You probably haven’t heard of the Cherufe, and that’s a crime,
because they are arguably one of the more badass creatures out
there. Native to the mountains of southern Chile, the Cherufe are
magma elementals—red-hot, vaguely humanoid creatures of molten
rock who live deep inside the craters of volcanoes. Born in the fiery
depths, the Cherufe live only to destroy, and do so by hurling fiery
rocks out of the volcano’s mouth and into the towns below.
Cherufe
ASPECTS
Concept: Molten Magma Monster
Trouble: Rocks Are Just Cold Lava
Discipline: Connoisseur of Virgins, All Sorts
APPROACH DISCIPLINES
Cherufe Red-hot Rock Chucker
Fiery Destruction
Earthquake Stomp
Cooling Off
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Djinn
Djinn are a class of powerful beings, inhabitants of another realm,
that manifest in this world as a smokeless fire in humanoid form.
Left to their own devices, the djinn are largely neutral toward
humanity, which is a good thing, considering the average djinni
has powers on par with any quantum magician. But being beings
of free will, some have chosen to do otherwise. Some serve in a
guardian angel capacity, watching over individuals, or families, or
even entire cities. Others live only to watch humanity burn.
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[Unpronounceable]
ASPECTS
Concept: Being of Phenomenal Cosmic Powers
Trouble: Uh Oh, It’s Magic!
Discipline: Wishes Really Do Come True
APPROACHES DISCIPLINES
Careful Altering Reality
Clever Folding Space-time
Flashy Neutrality
Forceful Defense Against Magic
Quick Deal-breaking
Sneaky
STUNTS
World Changer: Because I can wish the world different, I gain +2 when I
Cleverly create an advantage by altering reality to my benefit.
Quantum Identity: Because I belong to a class of extradimensional beings
I can take two actions right after the other, but my second action must use
the same approach die roll as the first.
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DoppelgÄngers
Doppelgängers aren’t inherently evil, but they are definitely bad
news. They’re harbingers; a sign that something nasty is just
around the corner, appearing as the perfect duplicate of another
person. The strength of the doppelgänger’s appearance correlates
directly with the severity of the impending doom. Some appear
ghostly and translucent, presaging an illness or minor accident.
Others can be fully solid and indistinguishable from their original.
Friends and family members have carried on full conversations
with a duplicate of their loved one, never suspecting anything
was amiss. A full-strength doppelgänger sighting such as this is an
unavoidable sign that their victim will soon die.
Doppelgänger
ASPECTS
Concept: Duplicitous Duplicate
Trouble: It Ain’t Easy Being You
Discipline: Which One Is Which?
Something Even Worse Than Me Is Coming
APPROACHES DISCIPLINES
Careful Mimicry
Clever Infiltration
Flashy Deception
Forceful Physical Combat
Quick Originality
Sneaky
STUNTS
Not Completely Solid: Because I’m not completely solid, I get +2 when I
Flashily defend against physical attacks or overcome physical barriers.
Duplicitous Confusion: Because your confusion works to my advantage, I
get +2 when I Cleverly create an advantage in the presence of my double.
Evil Twin: Because you can’t tell which one to shoot when I am attacked in
the presence of my double, my opponent must roll an additional to
determine whether their attack hits me (odd number) or the person I’m
doubling (even number).
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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European Dragon
ASPECTS
Concept: Fire-Breathing Behemoth
Trouble: Soft & Ticklish Underbelly
Discipline: Leathery-Winged Luddite; Gold Hoarder
APPROACHES DISCIPLINES
Careful Slaying Heroes
Clever Burninating
Flashy Guarding Treasure
Forceful Close Quarters Movement
Quick Defense Against
Modern Weaponry
Sneaky
STUNTS
Scrooge McDragon: Because I will do anything to protect my hoard, I gain
+2 when I Quickly attack while in the presence of gold, jewels, or other
valuables.
Immune to Fire: Because I shoot fire from my friggin’ mouth, I am immune
to all fire-based attacks, though this does not include high explosives or
laser-based weaponry.
Dragons
“Dragon” is a bit of a problematic term. For thousands of years,
mankind has slapped it on every vaguely snake-monstery creature
we’ve come across. This means the fire-breathing, princess-eating
monster of European folklore has the same name as the pros-
perity-spreading, rain-making monster of Asian folklore. Clearly
these are very different creatures, and should be treated as such.
Somehow the Americas managed to dodge this linguistic trap, and
their snake monsters all got cool, individual names, like Xiuhcoatl
and Och-Kan.
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Ghosts
When you die, you’re supposed to cross over to the other side, but
not everyone makes the trip. Whether they died in a particularly
violent way, or have some kind of unfinished business or a message
to impart, or are just too damn stubborn to leave, some unfortu-
nate souls get stuck here on earth. These spirits are everywhere.
Most are completely imperceptible to all but the most sensitive of
mediums, but some are stronger—bursting with enough psychoki-
netic energy to manifest an ectoplasmic body, visible to anyone.
Simultaneously material and immaterial, these ghosts can speak
and move small objects, but can also pass through solid walls or
vanish in an instant.
The majority of ghosts just need a little nudge, some help cross-
ing over to the next world, and we’re happy to give it to them.
Others are more…problematic. The longer a ghost is stuck on
earth, the angrier it gets. And the crazier. And somehow crazy
seems to breed strength. These old ghosts are powerful as hell, and
pissed off enough to do something about it. That’s when you get
poltergeists, spirit possessions, and marshmallow men.
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Staci Hendrix
ASPECTS
Concept: Ghost of a Murdered Cheerleader
Trouble: Can’t Rest Until My Killer Is Found
Discipline: We’ve Got Vengeful Spirit, Yes We Do!
APPROACHES DISCIPLINES
Careful Raising Morale
Clever Fear-inducing Vengeance
Flashy Spreading Gossip
Forceful Letting Go
Quick AP Calculus
Sneaky
STUNTS
#ghostgirl: Because I’m a #ghostgirl, I gain +2 when I Sneakily overcome
an obstacle by passing through a physical object.
Slimer: Because being dead is totes gross, I gain +2 when I Quickly create
an advantage using ectoplasmic slime.
I’ve Got Serious FOMO: Because I’ve got serious fear of missing out, once
per session I can suddenly appear in a scene where something interesting
is happening, regardless of where I was before.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Godlings
Let’s not mince words. The gods are horny little bastards. Just flip
through your mythologies and make a note of how often these
omnipotent beings descend from on high for the sole purpose of
scoring a little mortal strange. The Greeks in particular were lousy
with godspawn—Zeus really had a thing for mortal women, and his
divine brethren didn’t do too bad for themselves either—but it was
by no means limited to their pantheon. The powerful prey on the
weak, and gods are no exception.
Jasna Pereplut
ASPECTS
Concept: Daughter of the Slavic Goddess of Drink and Luck
Trouble: My Glass Is Always Full
Discipline: Everything’s Coming Up Jasna
APPROACHES DISCIPLINES
Careful Drinking to Excess
Clever Dumb Luck
Flashy Bar Brawls
Forceful The Next Morning
Quick Coordination
Sneaky
STUNTS
Drinks Are on Me: Because drinks are on me, I gain +2 when I Cleverly
create an advantage by getting my opponents sloppy drunk.
Bar Room Brawler: Because I am my mother’s daughter, I gain +2
when I Forcefully attack or defend in a bar, tavern, or other drinking
establishment.
Lady Luck: Because luck be THIS lady tonight, once per session I can reroll
all my dice, or those of an ally, and take the higher of the two rolls.
CONDITIONS
Mild (5) Moderate (3) Severe (1)
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Gorgons
Everybody knows the Gorgons, or at least one of them. That
Medusa had one hell of a PR guy back in the day. These snake-
haired ladies were the terror of ancient Greece, able to turn their
foes to stone simply by looking into their eyes. How big of a
problem was it? The Greeks, by and large, were not big on stat-
uary. “But there are statues all over the place in Greece,” you say,
“I’ve seen them in museums! That was, like, their thing!” No,
it wasn’t. Honoring their fallen heroes by placing their petrified
bodies in places of honor was their thing.
For being one of the scarier monsters you might face in the field, a
gorgon is surprisingly easy to defeat. All it takes is a mirror. A gor-
gon’s stone-staring power is shockingly ineffective against the ol’
“I’m rubber you’re glue” defense. Just bounce that granite-glance
right back at her and watch her turn herself to stone. You think
they feel like idiots when that happens? I like to think so.
Euryale
ASPECTS
Concept: Snake-Haired She-Beast
Trouble: Deadly Reflection
Discipline: Petrifying Stare; Mournful Wail
APPROACHES DISCIPLINES
Careful Turning People to Stone
Clever Venomous Snake Bites
Flashy Brass Hands
Forceful Negotiation
Quick Defense Against the Blind
Sneaky
STUNTS
Anti-Hellenic: Because I still mourn for Medusa, I gain +2 when I Forcefully
attack an opponent of Greek heritage.
Handy Snakes: Because these things are hard to shampoo, I gain +2 when I
Quickly overcome an obstacle using my snake hair.
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It’s rare, but there are people born with the ability to perceive these
terrors. To tap into the truth of the world and catch a glimpse of
the beings who live in the space between spaces. Their dreams
are suffused with nightmare images of these terrible intelligences
beyond understanding. Some have attempted
to make these visions known, and none more
successfully than Howard Phillips Lovecraft.
An unsuccessful author in life, Lovecraft was
particularly sensitive to the
horrors from beyond, and
attempted to describe and
detail the things he saw in his
dreams. His work, as weird as it is,
is some of the best intel we’ve got on
these things. In fact, had it not been for
Lovecraft’s work, the Brotherhood
might never have known about
the so-called Cthulhu Incursion
of 1925. Which means we
wouldn’t have been ready when the
Cthulhu entity returned in 1997.
Didn’t hear about that one?
You’re welcome!
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Shoggoth
ASPECTS
Concept: Protoplasmic Pile of Sentient Slime
Trouble: Periodically Rebellious
Discipline: Highly Adaptable; Eyes All Over
APPROACHES DISCIPLINES
Careful Versatility
Clever Engulfing
Flashy Teamwork
Forceful Mercy
Quick Cleanliness
Sneaky
STUNTS
Metamorph From Beyond: Because I am a metamorph from beyond the
boundaries of your universe, I gain +2 when I Sneakily create an advan-
tage or overcome an obstacle by reshaping my ponderous mass into a
useful form.
Cacophony of Madness: Because I can’t get this song out of my head, I
chant “Tekeli-li” over and over and once per combat I can inflict a mild
Confusion condition on every enemy that can hear me. When anyone with
the Confusion condition makes a roll and the result is an odd number, their
action somehow benefits me.
Swarm of Mini-Shoggoths
ASPECTS
Concept: Protoplasmic Piles of Sentient Slime
Trouble: Periodically Rebellious
Discipline: Highly Adaptable; Eyes All Over
APPROACHES DISCIPLINES
Mob of Mini-Shoggoth Versatility
Engulfing
Teamwork
Mercy
Cleanliness
CONDITIONS
Depends on size of mob, see on page 253.
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Karloff
Everyone needs some dumb muscle, and they don’t come much
dumber than a Karloff. Brought to life via a bastardized, reverse
engineering of Victor Frankenstein’s more successful technique,
these patchwork monstrosities were, until recently, the only known
method of scientific resurrection. Named for the renowned actor’s
portrayal of Frankenstein’s monster, the Karloff method of resur-
rection has its downsides. The creatures are enormous, slow, lum-
bering oafs with the cranial capacity of a cocker spaniel. That said,
they make one helluva bullet sponge.
Karloff
ASPECTS
Concept: Electrically-Animated Patchwork Henchman
Trouble: FIRE BAD!
APPROACHES DISCIPLINES
Karloff Don’t Know My Own Strength
Empathy
Defending Against Fire
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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Kraken
The Vikings called it Hafgufa. A mile-long monster, so large that
its head could be mistaken for an island. For centuries, sailors have
feared the stretch of the Arctic Ocean that the creature calls its
home, knowing that at any moment it could stretch up its mighty
tentacles and pull their ship down into the icy deep. Today, we
know the creature as the Kraken, and while it’s never been cap-
tured, we do know considerably more about it.
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Kraken
ASPECTS
Concept: Terror of the Deep
Trouble: Squishy Head & Eyes
Discipline: Tentacles Longer Than Your Ship
Sailors Dare Not Speak My Name
APPROACHES DISCIPLINES
Careful Tentacle Combat
Clever Hiding
Flashy Deadly Whirlpools
Forceful Defense Against Megasharks
Quick Co-Existing with Humanity
Sneaky
STUNTS
Sailor’s Bane: Because I am the sailors’ bane, I gain +2 when I Forcefully
attack against ships, submarines, and other aquatic vehicles.
Covered in Chromatophores: Because I am covered in chromatophores, I
gain +2 when I Quickly defend by blending perfectly into my surroundings.
Awesome Cephalopod: Because cephalopods are awesome, once per
round of combat I can spend a demon die to clear a minor physical condi-
tion as I rapidly regenerate any injured tissues.
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Lycanthropes
The werevirus is a mean little bastard. Having hybridized with the
animal DNA of its previous host species, the virus breaks down
the human’s genetic code, combining it with its own. This results
in the spontaneous generation of atavistic traits, similar in nature
to those of the previous host species. The end result is an entirely
new creature. Part man, part beast. The lycanthrope.
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Werehoneybadger
ASPECTS
Concept: Werehoneybadger Don’t Give a &#%@
Trouble: Venom Makes Me Sleepy
Discipline: Armored Hide; Ravenous Hunger
APPROACHES DISCIPLINES
Careful Fearlessness
Clever Virtual Invulnerability
Flashy Killing $#&@ Dead
Forceful Strategy
Quick Self-Preservation
Sneaky
STUNTS
Cobras Are Yummy: Because Cobras Are Yummy, I gain +2 when I Flashily
defend against venoms, poisons, and other toxic substances.
Larger = Leftovers: Because the bigger you are, the more meals I get, I
gain +2 when I Quickly attack a significantly larger opponent.
Hard to Kill: Because I am seriously hard to kill, once per round of combat
I can clear a minor condition by no longer giving a &#%@ about it. If
that condition was caused by silver, I cannot clear it. Because I don’t give
a &#%@ about that, I can make another attack after taking a condition
would have taken me out.
CONDITIONS
Mild (5) Moderate (3) Severe (1)
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Mr. Jack
Serial killers aren’t usually the Brotherhood’s thing. Usually. Every
once in a while we get wind of one that seems a little…off. A
little more in our wheelhouse. The “Mr. Jack” file was handed off
to us by one of our informants in the FBI. The feds have been
tracking this guy for nearly a decade, with no success. There’s no
pattern to his victims. No evidence at the scenes. A different city
every time. Nothing they could trace. But every three months, like
clockwork, Mr. Jack surfaces to kill five people before disappearing
again. They thought they’d caught a break a few years back, when
an eyewitness to one of the attacks surfaced. She described a short,
slim man in a long black coat, wielding an ivory handled straight
razor. She said his skin was gray. His ears pointy. His eyes glowed
orange in the twilight. And he giggled as he slit his victim’s throat.
They figured she was just in shock. Another dead end. She might
have been, but that didn’t mean she was wrong.
The FBI was stumped, but the Brotherhood has seen this sort
of behavior before. The London Monster. Spring-Heeled Jack.
The Mad Gasser of Mattoon. Random attacks. Weird motives.
Disappearing assailants. Phantom attackers like
these are common throughout history, and they
almost always turn out to be pucks—
faerie pranksters who delight in
the torture of humans. Granted,
it’s not a perfect fit. Pucks tend to
favor violent mischief over straight
up murder, and Mr. Jack is drop-
ping bodies like crazy. He’s made
his Ripper predecessor look like
a weekend hobbyist. So maybe
we’re wrong and he’s not a puck. Maybe he’s
something different. Or something worse.
In any case, Mr. Jack needs to be shut
down. The FBI couldn’t catch him, but
the Brotherhood has resources the FBI
couldn’t dream of. And we know his time-
table. It’s just a matter of months before
he pops up again. We’ll be waiting.
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Mr. Jack
ASPECTS
Concept: Supernatural Serial Slasher
Trouble: Debilitating Fits of Laughter
Discipline: Can’t Catch Me!; Ooh, What a Lovely Knife
APPROACHES DISCIPLINES
Careful Bladed Weaponry Combat
Clever Stalking
Flashy Escape
Forceful Defense Against Magic
Quick Defense Against Humor
Sneaky
STUNTS
Night Stalker: Because I am one with the night, I gain +2 when I Cleverly
create an advantage or overcome an obstacle by hiding in the shadows.
Prey on the Weak: Because I am an opportunistic predator, I gain +2 when
I Flashily attack or defend against an opponent who has already marked off
a condition.
Aw, That Tickles: Because you don’t know what I am, but I’m damn
sure not human, I cannot be harmed by conventional weapons. This
immunity is lost once my trouble aspect is discovered.
I’ll Be Back: Because you haven’t seen the last of Mr. Jack, upon my
defeat my body vanishes as soon as the team is distracted, along with any
bladed weapons that were used to attack me. Once per session I can return
from the dead at a later point in the story, with all conditions cleared, at
which point any attacks using previously stolen weapons deal an
additional of damage.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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MokEle-mbembe
‘ ‘
‘
‘
The people of the Congo River basin tell stories of the Mokèlé-
mbèmbé, a giant herbivorous creature with a long neck and tail
that lives along the river’s edge, feeding on the vegetation. Its foot-
prints are three feet across, and it has been known to kill hippos
when its offspring are attacked.
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Mokèlé-mbèmbé
ASPECTS
Concept: Holy Crap, It’s a Brontosaurus!
Trouble: Terrified of Insects and Arachnids
Discipline: Herbivorous
STOMP! STOMP! STOMP!
APPROACHES DISCIPLINES
Careful Survival
Clever Hiding
Flashy Rampaging
Forceful Agility
Quick Intelligence
Sneaky
STUNTS
Long Neck: Because I have a super-long neck, I gain +2 when I Flashily
overcome an obstacle by reaching right the hell over it.
You Can’t See Me!: Because I am surprisingly good at staying hidden, I
gain +2 when I Cleverly create an advantage by hiding in a jungle or rain-
forest environment.
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Mummies
A mummy is a well-preserved corpse. That’s all. You can go to
the museum and see a mummy and not worry about bringing a
shotgun with you. These are not the mummies you need to worry
about. The problem mummies are the ones who are extremely well
preserved. So well preserved they don’t know they’re dead. All
they know is that they’re awake, they’re annoyed, and the person
who woke them up (or, you know, whoever’s handy) needs to die.
Mummies come in all shapes and sizes. Sure, there’s your typical
TP’d pharaohs, but you’ve also got flash-frozen icemen, sacrifi-
cial bog bodies and mountain maidens, self-mummifying Buddhist
monks, and hyper-embalmed Communist leaders. Cultures all
around the world have practiced mummification at one time or
another, and some of the oldest and most well preserved weren’t
even done on purpose—hat tip to Mother Nature on those.
Mummies don’t even have to be human. The Egyptians mummi-
fied way more cats than they ever did humans, and good ol’ global
warming is melting the Arctic not-so-permafrost, uncovering the
mummified remains of woolly mammoths. Imagine one of those
behemoths staggering its way into downtown Anchorage.
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Psusennes I
ASPECTS
Concept: The Silver Pharaoh
Trouble: There Is Power in Names
Discipline: On a Linen-Wrapped Rampage
Whosoever Disturbs my Tomb…
APPROACHES DISCIPLINES
Careful Throttling
Clever Curses
Flashy Spreading Ancient Disease
Forceful Movement
Quick Flame Resistance
Sneaky
STUNTS
Ancient Maladies Are Modern Curses: Because you have lost your immuni-
ties to the plagues of my time, I can spend a demon die to inflict a Cursed
condition on an opponent I’m close enough to sneeze on. Roll the die: 1-3,
inflict a mild condition; 4-5, a moderate condition; 6, a severe condition.
My Guts Are in a Jar: Because do your worst—my organs and brain are
stored in canopic jars somewhere, I gain +2 when I Forcefully defend
against attacks.
Curse of the Pharaoh: Because I wield the Curse of the Pharaoh, once per
session, during a single round of combat, I can spend a demon die to force
each of my opponents to reroll their approach die and take the lesser of
the two rolls.
Fear the Mummy: Because I am the walking dead coming for you, anyone
in my presence who has a Cursed condition must make an overcome
roll each round against an opposition 10 in order to act, as your body is
gripped in sheer terror. On the first failure, the opposition becomes 15 for
the following rounds.
CONDITIONS
Mild (5) Moderate (3) Severe (1)
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Nephilim
Demons and gods aren’t the only ones who like to get their freak
on in the mortal realm. The heavenly host have a number of their
own bastard offspring running around on Earth. These semi-divine
creatures are known as Nephilim, and while they’re living proof
that angels can be super-irresponsible, they’re also one hell of a
boon to the war against Evil.
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the good fight, healing the sick, and occasionally spreading your
wings and taking off into the skies.
Raphael
ASPECTS
Concept: Arrogant Hero in a Half-Angel
Trouble: Addicted to “Love”
Discipline: Raised by the Brotherhood
Ladies Love the Wings
APPROACHES DISCIPLINES
Careful Divine Healing
Clever Firearms
Flashy Flight
Forceful Humility
Quick Celibacy
Sneaky
STUNTS
Born to the Brotherhood: Because I was born into this life, I gain +2 when I
Forcefully attack supernatural creatures.
Famous Divinity: Because you’ve probably heard of my dad in this little
book called THE BIBLE, I gain +2 when I Cleverly overcome an obstacle by
exploiting my reputation to intimidate or impress anyone in law enforce-
ment or security.
Holy Healer: Because a divine radiance flows through me, once per
conflict I can spend a demon die to heal a mild or a moderate condition in
myself or an ally.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Fae
Residents of a realm called Faerie, the fae were around long before
humanity, and they’re sure to outlast us. Some of them may even
outlive us; the flow of time gets all wonky and unpredictable over
on their side. The fae are inherently magical beings. While humans
can only perform acts of magic by making sacrifices to a higher
power, the fae toss it around with little to no effort. They are crea-
tures of incredible power.
Brownie
ASPECTS
Concept: Household Helper
Trouble: Will Work for Food
Discipline: We Work the Night Shift
APPROACHES DISCIPLINES
Brownie Deep Cleaning
Decluttering
Resisting Sweets
CONDITIONS
Mild (1)
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Gwyn ap Nudd
ASPECTS
Concept: King of the Tylwyth Teg
Trouble: Your Christian Water Burns
Discipline: Leader of the Wild Hunt; Led by a Pack of Spectral Hounds;
Eternal Crush on Creiddylad
APPROACHES DISCIPLINES
Careful Hunting
Clever Ancient Warfare
Flashy Reaping Souls
Forceful Social Graces
Quick Resisting a Contest
Sneaky
STUNTS
The Water Is My Home: Because my kingdom lies beneath the waters, I
gain +2 when I Quickly attack or defend in or around a body of water.
Good Dogs: Because my hounds know how best to flush my quarry, I gain
+2 when I Forcefully create an advantage by commanding my hounds.
Battle and Conflict: Because I come from battle and conflict, once per
round of conflict I can roll a demon die to clear a physical condition. On a
1-4 I clear a mild condition, on a 5-6, a moderate condition.
Brownie Troupe
ASPECTS
Concept: Household Helpers
Trouble: Will Work for Food
Discipline: We Work the Night Shift
APPROACHES DISCIPLINES
Mob of Brownies Deep Cleaning
Decluttering
Resisting Sweets
CONDITIONS
Depends on size of mob, see on page 253.
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Vampires
You know all about these guys. Vampires have been burned into
the cultural consciousness since the Victorian Era, thanks mainly
to the work of Bram Stoker and his successors. Vampires feed
on the blood of humans. They’re supernaturally swift and strong.
Sunlight makes ‘em crispy. None of this is news. Instead, let’s focus
on what the stories got wrong about vamps.
For one, they don’t turn into bats. Or wolves, or mist, or rats…
No shapeshifting. Old Johnny Harker didn’t have the full story on
Count Dracula. The Count wasn’t just a vampire, but a mystic
as well. Your typical vamp isn’t magic at all and leaves the shape
changing to the lycanthropes. They do, however, possess an innate
form of mesmerism, and have been known to hold their victims
in “thrall” to aid in feeding. This mental control usually wears off
after a few minutes, though some vampires have been known to
maintain the connection for days, months, even years at a time.
Long-term enthrallment can lead to serious mental problems,
including loss of memory, insanity, and aneurysm.
And finally, we’re not sure who started the whole “swapping
blood” thing to turn someone into a vampire—that’s just unsani-
tarily creepy. A vampire’s fangs are hollow, like those of a rattle-
snake. It can use these to inject a venom into its victim containing
a powerful retroviral agent. As soon as it hits the bloodstream, the
venom goes to work rewriting the victim’s genetic code. Within
hours, they are transformed. Brotherhood scientists are working
on a solution, but to date there’s no known cure.
There’s one thing the stories don’t talk about. Vampires call it “The
Chill”—a constant, unrelenting, bone-deep cold that no amount of
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external heat can warm. Only the blood of the living can push
back the Chill. Being undead, a vampire’s circulatory system is
shut down, so their unique diet is their body’s only source of fresh,
warm, blood. Unfortunately, the Brotherhood’s artificial blood
substitute “Vitamin-V” does not provide the same anti-Chill effects,
making life for our reformed vampiric agents particularly difficult.
Tristan Carfax
ASPECTS
Concept: “Teenage” Vampire
Trouble: Repeating 12th Grade for the 128th Time
Discipline: Supernaturally Seductive
APPROACHES DISCIPLINES
Careful Luring Impressionable
Youths
Clever
Being All Mysterious
Flashy and Broody
Forceful Physical Education
Quick Not Getting Made Fun of
Sneaky By Other Vampires
Vampire The SATs
STUNTS
Sparkles: Because I have a sparkling…personality I get +2 when I Carefully
create an advantage by exploiting my irresistible vampiric wiles.
Pop Culture: Because I’m hip to what the kids are into these days I get +2
when I Quickly overcome an obstacle using my knowledge of pop culture.
Dreamy Eyes: Because you could lose yourself in my eyes, once per
session I can spend a demon die to enthrall a player character and bend
them to my will. One demon die inflicts a mild Temporary Enthrallment
condition; two demon dice inflicts a moderate Enthralled condition; three
demon dice inflicts a severe Enthralled condition.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Manananggal
ASPECTS
Concept: Vampiric Bat-Winged Torso
Trouble: Don’t Salt My Other Half
Discipline: Yard-Long Proboscis; Preys on Preggos
APPROACHES DISCIPLINES
Careful Sucking Blood
Clever Flying
Flashy Deception
Forceful Running
Quick Kickboxing
Sneaky
STUNTS
Prone to Preggos: Because it’s not bad enough that I suck blood I gain +2
when I Forcefully attack pregnant opponents.
Flying Terror: Because flap, flap, drip, drip, I gain +2 when I Quickly create
an advantage in order to cause fear while flying.
Creeped the Hell Out: Because my WTF!? factor is off the charts, when
first encountered, I automatically inflict a minor Creeped the Hell Out
condition on every opponent in visual range.
Vampiric Power: Because I’m a really gross vampire, when I bestow a con-
dition on my target by sucking their blood, I gain an extra mild condition
box I can mark off. If I have any conditions marked off, I can choose instead
to clear a mild or moderate condition.
CONDITIONS
Mild (4) Moderate (2) Severe (1)
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Vampire Rose
This strange specimen was first encountered in Ecuador by a
Brotherhood chapter responding to reports of mad botanical exper-
imentation in a remote greenhouse laboratory on the bank of the
Amazon. The scientist was long gone, but she had left behind a
dozen examples of what her notes referred to as Rosa sanguiphagia—
the Vampire Rose. The entire crop was destroyed, but not before
one of the plants managed to snag a hunter who wandered too
close. Its vines wrapped tight around its victim, piercing his flesh
with its white, tooth-like thorns and releasing a paralytic toxin to
keep him from struggling. By the time his team managed to tear
him free, the hunter had lost about three pints of blood.
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Vampire Rose
ASPECTS
Concept: Beautiful Bloodthirsty Bloom
Trouble: Fire: Nature’s Weedkiller
Discipline: Vampiric Vines
APPROACH DISCIPLINES:
Vampire Rose Exsanguination
Entangling
Mobility
CONDITIONS
Mild (1)
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Yetis
Yetis are large, fur-covered, ape-like creatures who dwell exclu-
sively among the snowy peaks of the Himalayas. They are similar
in physiology to the North American Sasquatch. The yeti is an
extremely endangered species, and though they are not officially
recognized as a real creature in the civilian world, it is a violation
of Nepalese law to kill one.
tl;dr: The yetis are probably the good guys. Go hunt the humans.
Yeti
ASPECTS
Concept: Sasquatch’s Snowbound Sibling
Trouble: Violence Disgusts Me
Discipline: Just Want to Be Left Alone
Almost Invisible Out Here
APPROACHES DISCIPLINES
Careful Camouflage
Clever Survivalism
Flashy Superstrength
Forceful Global Warming
Quick Violence
Sneaky
STUNTS
Powerful Pacifist: Because I don’t want to fight, but that doesn’t mean I
can’t, I gain +2 when I Forcefully attack someone who attacked me first.
Snow White Fur: Because I am covered in white fur, I gain +2 when I
Sneakily create an advantage by blending in with my environment.
Strength in Numbers: Because there’s no way of telling how many of us
are around, once per session I can roll a demon die to summon that many
additional yeti to my location.
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Zombies
We don’t know how zombies work. We’re working on it, but any
solid results are still a long way off. Zombification is the result of
a mélange of toxins, bacteria, and necromantic energies that we
haven’t even begun to untangle.
Due to the highly infectious nature of a zombie’s bite and its 100%
mortality rate, Brotherhood agents are under orders to destroy
all zombies on sight. Other creatures may be reasoned with or
converted to the cause. Not zombies. They’re already dead. It’s
up to us to make sure they rest in peace. And we’re all clear on
zombie killing, right? Remove the head, or destroy the brain.
Preferably both.
* SHAMBLE! Zombies don’t run. I can’t stress that enough. If someone is running
after you trying to bite you, that is not a zombie. That is an asshole.
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Zombie
ASPECTS
Concept: Shambling Ravenous Undead
Trouble: Head Like a Ripe Melon
Discipline: Insanely Infectious Bite
APPROACH DISCIPLINES
Zombie Eating People
Bullet Sponge
Moving Faster Than a
Slow Walk
CONDITIONS
Mild (2)
Zombie Horde
ASPECTS
Concept: Shambling Ravenous Undead
Trouble: Heads Like Ripe Melons
Discipline: Insanely Infectious Bites
APPROACH DISCIPLINES
Mob of Zombies Eating People
Bullet Sponge
Swarming
Moving Faster Than a
Slow Walk
CONDITIONS
Depends on size of mob, see on page 253.
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Novus Ordo
Following the fall of the last Scion, the Brotherhood did what it
could to round up the Order’s surviving agents, but it was a huge
organization. Some of the less important, low-level members were
bound to slip through the cracks, and they weren’t done fighting
yet. Rebranding themselves as Novus Ordo, this relatively new off-
shoot of the Order has yet to prove themselves much of a threat,
but they’re growing. There’s something about the idea of fighting
for Evil that draws a particular type of personality—outlaw bikers,
ex-cons, mercenaries, 4chan users, that sort of thing. And they’re
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Demon Hunters
of the Infernal Scepter? Obviously not. But the Pound (on page
319) was born from the ashes of the Order too, and they’re a
sizable pain in the Brotherhood’s ass. Novus Ordo may ultimately
prove themselves to be a similar asspain.
He found a new home with the Order, who were much more
accepting and even encouraging of his animalistic tendencies. He
became one of their top assassins. The guy they’d use when they
wanted to really send a message. He was an artist of brutality and
his medium was blood and bone and ropes of intestine. He had a
good thing going, but all good things must come to an end. When
the Order fell, Johnny was out of a job, so he fell back on what
he knew: organized crime. But this time, he wasn’t gonna be any-
body’s guard dog. He had higher aspirations.
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305
Demon Hunters
Waldron Dankworth
The Order had a lot of use for wizards, especially the dark ones.
Waldron Dankworth was pitch-%&#$in’-black. He was one of their
heaviest hitters, so when word came that the last Scion had died,
Dankworth knew the Brotherhood would be coming for him. He
packed his bags, opened a portal, and stepped through to his Plan
B: an abandoned sea fort off the coast of England. The fort hadn’t
been in use since World War II, and he’d made sure to erase all
records of its existence. Here, miles from civilization, fortified
within these walls of concrete and iron, he would establish his base
of power. Lay out his plans to build a new mystical empire. The
world would soon tremble at the sound of his name! Waldron
Dankworth: Wizard Emperor of Planet Earth!
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Waldron Dankworth
Order of the Infernal Scepter
ASPECTS
Concept: Wicked Warlock in Self-Imposed Exile
Trouble: There Is Madness in my Method
Discipline: Mystically Booby-Trapped Sea Fortress
Nearly a Century of Dark Magic Knowledge
APPROACHES DISCIPLINES
Careful Necromancy
Clever Chaos Magic
Flashy Mystical Wards and Traps
Forceful Using Modern Technology
Quick Personal Hygiene
Sneaky
STUNTS
Master of Death Magic: Because I’ve forgotten more about Death Magic
than you’ll ever learn I get +2 when I Cleverly overcome an obstacle by
raising the dead.
Minefield of Magic: Because I am surrounded by a minefield of magic,
I gain +2 when I Carefully create an advantage using mystical traps
and decoys.
Chaos Warp: Because I have harnessed the primordial forces of chaos,
once per session I can switch two of an opponent’s approaches or disci-
pline dice for one another. This effect lasts until the opponent has suc-
ceeded with style at an action with each affected approach or discipline, or
until I am taken out, whichever comes first.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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La Bricoleuse
Nobody’s ever met La Bricoleuse. Her lair is hidden somewhere
deep within the catacombs of Paris, and as far as we can tell she
never leaves. The intel on La Bricoleuse is sketchy at best. We’ve
been monitoring her for decades, with almost nothing to show for
it. The Brotherhood stopped sending agents into the catacombs
to search for her after two consecutive teams failed to come back.
All we know for sure is that she’s building something down there,
beneath the city. Something big.
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La Bricoleuse
Order of the Infernal Scepter
ASPECTS
Concept: Enigmatic Subterranean Tinkerer
Trouble: Agoraphobic Recluse
Discipline: Commander of a Clockwork Army
Sheltered Within My Labyrinthine Lair
APPROACHES DISCIPLINES
Careful Crafting Clockwork
Contraptions
Clever
Attacking From the Shadows
Flashy
Subterranean Navigation
Forceful
Making Friends
Quick
Thinking on Her Feet
Sneaky
STUNTS
Blind-Fighting: Because I’ve adapted to my environment, I get +2 when I
Quickly attack in complete darkness.
Home Field Advantage: Because I know these tunnels like the back of my
hand, I get +2 when I Cleverly create an advantage using my knowledge of
the catacombs.
Automatons!: Because I’ve built an automaton for everything, once per
conflict I can summon a clockwork contraption capable of performing one
critical task I need done. This could be clearing a condition on me, attack-
ing, getting through a defended door, stealing an item from the Demon
Hunters, etc.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Sam Hell
Some say he’s a demon. Others say he was given terrible powers
by the Satan itself. They never caught him, you know. Sam Hell
is still out there. Still killing for the Order. He could be anywhere.
Anyone! The man you passed in the stairwell. The shadow outside
your window. The creaking floorboard in the empty hallway. He’s
everywhere, but nowhere, and you’re next on his list! Don’t bother
running. It’s not worth hiding. Just close your eyes and accept it as
you feel his strong, clammy hands close around your throat and—
HahaHA! Sorry, rookie, but you should have seen the look
on your face! Look, you’re gonna hear a lot of talk about Sam
Hell during your training, but none of it’s true. There’s no such
person. Never has been! He’s a ghost story. A boogeyman that
Brotherhood agents use to scare the new blood. I know, it’s kind
of a dick move, but it’s tradition! Agents have swapped Sam Hell
stories for the better part of the twentieth century. Every team that
disappeared without a trace, every agent found dead in mysterious
circumstances, they all eventually get blamed on Sam Hell. He’s a
catch-all for all the bad $#&@ that Hunters face in this thankless
job. There’s plenty of stuff out there that’ll kill you soon as look at
you, but rest easy knowing Sam Hell isn’t one of them.
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Sam Hell
Order of the Infernal Scepter
ASPECTS
Concept: Imaginary Assassin
Trouble: No, Seriously, He’s Not Real
Discipline: Completely Made Up
We Were Just @%#$ing With You
APPROACHES DISCIPLINES
Counterfeit Urban Legendry
Concocted Spooking Newbs
Faux Boo!
Fictional Causing Harm
False Existence
Sham
STUNTS
Stranger in the Shadows: Because I am the Brotherhood’s Boogeyman I
don’t gain +2 for anything because I’m just a scary story.
Infamous Reputation: Because the name “Sam Hell” is feared around the
world, you probably just +2’ed in your shorts at the thought of me. Don’t
worry though. You’ve got as much chance of dying at the hands of Sam
Hell as you do Voldemort.
Move It Along: Because look, just turn the page, there’s nothing more
to see here, seriously, we just needed to fill up some space. Go on! Get
outta here!
CONDITIONS
Mild (0) Moderate (0) Severe (0)
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But he’s not always like that. Sometimes, if you catch him off
guard, when he’s not expecting anyone, it’s like…like it’s not really
him in there. It’s hard to describe, but it’s like there’s something
else there. Inside of him. Creeping along, just below the surface. A
whole swarm of somethings. Like he’s just a puppet with someone
else pulling the strings.
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Randall Powers
Crawling Chaos, LLC
ASPECTS
Concept: Brilliant Creative Wünderkind
Trouble: Meat Puppet to an Extradimensional Intelligence
Discipline: Cult of Personality
Stuffed to the Brim With Tentacles
APPROACHES DISCIPLINES
Careful RPG Development
Clever Business Acumen
Flashy Shattering Dimensional
Membranes
Forceful
Forgiveness
Quick
Empathy
Sneaky
STUNTS
Inspirational Huddle: Because we’ve gotta have something to show at E3,
I gain +2 when I Flashily create an advantage by motivating my employees.
Lawyers on Speed-Dial: Because Crawling Chaos, LLC doesn’t take slander
lightly, I gain +2 when I Sneakily use my company’s crack legal team to
attack or defend against an opponent in the legal sphere.
Eyes of Madness: Because there’s infinity behind these eyes, once per
session I can spend a demon die to reveal my true nature to an opponent,
inflicting a Gibbering Madness condition upon them. Roll the die: 1-5,
moderate condition; 6, severe condition.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Abigail Rhodes
Her parents had hoped she’d go into something a little more
profitable, but Abigail Rhodes had found her passion: dead lan-
guages. The deader the better. Her studies took her around the
world, examining artifacts of lost and extinct languages. Linear
A. Rongorongo. She even had a go at the Voynich Manuscript,
to no real success. But nothing she’d studied could compare to
the book she’d smuggled out of the university library. Bound in
some strange, yet familiar material, the letters inside resembled
no language she’d ever seen before. But as her aching eyes darted
back and forth across the pages of their own volition, a rush of
strange, terrible information flooded her mind. Abigail found
herself compelled to—
She must have dozed off, because the next thing she knew it was
morning and her phone was ringing. It was a game developer
looking to hire a necrolinguist for work
on their upcoming game. They’d come
across her resume and thought she’d
be perfect. Funny, she didn’t remem-
ber submitting it to them. In any
case, now she works for Crawling
Chaos, LLC, transcrib-
ing ancient tomes to
add “flavor” to their
game’s universe. So far
it’s been great! Sure,
the hours are long, and
her nose has been bleed-
ing like crazy, but she’s
finally doing what she
loves. The fat paychecks
don’t hurt either!
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Abigail Rhodes
Crawling Chaos, LLC
ASPECTS
Concept: Necrolinguistic Researcher for Crawling Chaos
Trouble: SO MANY POST-ITS!
Discipline: 70th Level Elven Cleric (in Fartherall Online)
APPROACHES DISCIPLINES
Careful Dead Languages
Clever Organization
Flashy MMORPGs
Forceful Work-Life Balance
Quick Recognizing Sinister
Hidden Agendas
Sneaky
STUNTS
Linguist: Because Latin? Please! I thought you were gonna give me a
challenge, I gain +2 when I Quickly create an advantage by translating
something from a commonly used language.
Steady Hands: Because I handle a lot of ancient relics in my line of work,
I gain +2 when I Carefully overcome an obstacle using steady hands and a
soft touch.
Shower of Babble: Because sorry, I tend to ramble when I get excited,
I automatically inflict a mild Shower of Babble condition on everyone
around me when I am in the presence of a fascinating artifact.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Jerry T’lotha-zahn
As level designer for Crawling Chaos Online, Jerry’s responsible
for building the world that the players will inhabit. Nobody on the
team has met Jerry in person. He telecommutes to work—guess
he’s not a local. As far as they know, he’s just a series of concisely
worded emails and a strangely garbled voice over a conference call.
There’s no questioning his credentials though. He was hired by
Mr. Powers himself, and has been with the company since the pen
and paper days. His work is impeccable, and the game is looking
absolutely incredible, although the Dev Team has had a little bit of
trouble getting the levels he submits to work in-game. They usually
run fine, but every now and then they cause a viscous, black ooze
to bubble up from beneath the server rack. Probably just a collision
detection error or something — those always manage to slip in.
Jerry T’lotha-zahn
Crawling Chaos, LLC
ASPECTS
Concept: Non-Euclidian Level Designer
Trouble: Not Quite Passing at “Humaning”
Discipline: Telecommuting from Unknown Kadath
Exudes Waves of Gibbering Madness
APPROACHES DISCIPLINES
Careful Insanity-Inducing Geometry
Clever Dividing by Zero
Flashy Tentacle Stuff
Forceful Everyday Social Behavior
Quick Wireless Communication
Sneaky
STUNTS
Angles of Madness: Because mortal eyes cannot comprehend my many
angles, I gain +2 when I Cleverly create an advantage in order to drive a
mortal opponent to madness.
Pseudo-Omnipresent: Because I find your “laws of physics” adorable,
I gain +2 when I Forcefully attack or defend from multiple directions
simultaneously.
Summon Jerry: Because my maps contain secret summoning sigils, once
per session I can project my appearance in any location where a computer
running Crawling Chaos Online is present. Anyone who sees me appear
glimpses the Gibbering Beyond and takes a mild condition Spewing
Gibberish.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Sally Phillips
Testing is a frequently overlooked aspect of video game devel-
opment, but it is of vital importance to the success of the final
product. Players can forgive a crappy, half-assed game, but nothing
halts sales faster than reports that a game is broken. That’s why
Sally is deadly serious about her job. As head of QA, it’s up to her
and her team of testers to catch the bugs so the Dev Team can wipe
them out. She’s a demanding boss, with a reputation for being a
little scary. The collection of antique daggers on the wall over her
desk isn’t doing that reputation any favors. The turnover rate in
QA is shockingly high, but Sally refuses to apologize for it. Her
methods get results. So what if a couple of testers disappear each
week, never to be seen (around the office) again? It’s their sacrifice,
and the sacrifices of countless other testers, that will ensure the
game is a critical and financial success.
Sally Phillips
Crawling Chaos, LLC
ASPECTS
Concept: Head of Quality Assurance/High Priestess
Trouble: High Turnover Rate
Discipline: Inhumane Resources
APPROACHES DISCIPLINES
Careful Bug Reporting
Clever Sacrificial Daggering
Flashy Blood Magic
Forceful Employee Retention
Quick Glass Ceilings
Sneaky
STUNTS
Digital Exterminator: Because every bug in our code is a threat to the
success of our dark ritual, I gain +2 when I Cleverly create an advantage
via computer programming.
Blood Magic Woman: Because I have bathed my dagger in the blood of
the unproductive, I gain +2 when I Forcefully attack an opponent with
blood magic.
Summon the Dev Team!: Because I’m the only thing standing between you
and the Dev Team, once per session I can spend a demon die to call the
Dev Team out of their lair (average mob).
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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The Pound
Alexander Wolff
Alexander Wolff is a few pups short of a pack. Wolff sees himself as
the embodiment of Fenrir, the wolf destined to kill the Norse god
Odin and spark Ragnarök, the war that will end the world.
The Pound isn’t buying a word of it, but they’ve used his delu-
sion to their advantage. Over the years their “intel” has revealed
that the All-Father, a master of deception, has taken on a variety
of disguises. He’s been CEOs and union bosses and politicians
and bankers and countless other targets of the Pound’s righ-
teous wrath, and Wolff and his equally unhinged wolfpack have
devoured each one.
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Alexander Wolff
The Pound
ASPECTS
Concept: Viking Biker Werewolf
Trouble: Howl-at-the-Moon Crazy
Discipline: Incarnate Spirit of Fenrir
APPROACHES DISCIPLINES
Careful Killing “Odin”
Clever Biker Ganging
Flashy Norse Mythology
Forceful Rational Conversation
Quick Knowing When to Quit
Sneaky
STUNTS
Bite of Destiny: Because I am destined to consume the All-Father, I gain
+2 when I Forcefully attack an opponent with my mouth.
Ride with the Wolfpack: Because I ride with the wolfpack, I gain +2 when
I Flashily create an advantage or overcome an obstacle using my motorcy-
cle skills.
Werewolves Don’t Wear Helmets: Because helmet laws are for people
without regenerative abilities, after each round of combat I can clear up to
a moderate condition as long as it wasn’t inflicted with a silver weapon.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Bengaluru
Bengaluru’s got her work cut out for her. As Alpha weredhole of the
Bangalore, India pack, she’s looking down the barrel of a megacity
with a population of 8 million, and she’s pretty sure they’re losing the
fight against humanity. From their den in the slums outside the city
proper, she and her pack pick away at the humans as best they can.
Rerouting garbage collectors to exacerbate the city’s increasing refuse
problem. Severing communication lines to disrupt the massive IT out-
sourcing industry. But it’s not enough. It never will be. There’s just
too many people and not enough lycanthropes. She keeps petitioning
other packs to lend some support, but so far nothing. Everybody’s off
fighting their own battles. It’s definitely a downside to this whole No
Central Authority thing the Pound’s got going on.
Bengaluru
The Pound
ASPECTS
Concept: Pack Leader Trying My Best
Trouble: Overwhelmed by Humanity
Discipline: Tempted to Start “Recruiting”
APPROACHES DISCIPLINES
Careful Scavenging
Clever Hunting in Packs
Flashy Making Do With
Forceful Limited Resources
Quick Dealing with Stress
Sneaky Interpack Cooperation
STUNTS
Humanbane: Because mankind is ruining this planet, I gain +2 when I
Forcefully attack or defend against human opponents.
I am the Monkey Wrench: Because I am the monkey wrench in the works, I
gain +2 when I Cleverly create an advantage through sabotage.
Quick Puppy: Because dholes are quick little puppies, I can choose to go
first in every round of combat.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Demon Hunters
D-Dog
D-Dog loves nature. Loves the forest. Loves racing through the
trees. Chasing down a deer and sinking his fangs into its throat.
Rolling around in something dead and stinky for the sheer joy of
it. He’s a simple man, with simple pleasures.
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D-Dog
The Pound
ASPECTS
Concept: Dimwitted Dendrophiliac Werewolf
Trouble: One Sandwich Short of a Picnic
Discipline: Protect the Trees at Any Cost
APPROACHES DISCIPLINES
Careful Mauling
Clever Swiping Lunchboxes
Flashy Forest Survivalism
Forceful Tactics and Strategy
Quick Eating in Moderation
Sneaky
STUNTS
Trees Are Pretty: Because trees are pretty and D-Dog likes pretty things, I
gain +2 when I Sneakily attack in a heavily forested area.
Know Your Enemy: Because lumberjacks are big, mean jerks, I gain +2
when I Flashily defend against axes, chainsaws, and other woodcut-
ting tools.
I’m Big. Really, Really Big: Because D-Dog is real big! Bigger than any
dumb lumberjack!, I can spend up to 2 demon dice to soak up physical hits
equal to the roll of the dice before I have to mark off a condition, including
hits from silver weapons.
CONDITIONS
Mild (5) Moderate (3) Severe (1)
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Detroit
As Alpha Wolf of the city that’s his namesake, Detroit is celebrated
as one of the most successful Pound members in history. Under
his leadership, the city’s human population has plummeted, and
nature has begun to reclaim many parts of the city. Bears! There
are bears living in what was once the fourth largest city in the
country and the heart of American manufacturing, and that’s all
Detroit’s doing.
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Detroit
The Pound
ASPECTS
Concept: Hero of the Wererevolution
Trouble: Letting the Fame Go to My Head
Discipline: Digging Up the Dirt
You’re Not an Obstacle, You’re an Opportunity
APPROACHES DISCIPLINES
Careful Turning Humanity
Clever Against Itself
Forceful Blackmail
STUNTS
Blackmail Is Easy: Because I’ve got blackmail down to a science, I gain
+2 when I Sneakily create an advantage by threatening to expose a
human’s secrets.
Helping Human Entropy: Because there’s nothing sweeter than watch-
ing humanity destroy itself, I gain +2 when I Cleverly attack by turning a
human against another human.
Never a Lone Wolf: Because everybody wants to help out when you’re on
top, once per session I can call up a helpful ally right when I need them.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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The thing strapped down on the gurney was unlike any werewolf
they’d ever seen. At least ten feet tall with fur as black as midnight,
its tail was barbed, and so was its spine. The chart at the end of
the gurney was largely undecipherable, but it listed the patient’s
name as “Kigun Wrex.” There’s no telling what Oak Island had
been doing to the poor bastard, but it couldn’t have been good.
The Long Island pack loaded the creature into their van before
torching the building.
Once the sedation wore off, the creature reverted to human form.
As Kigun, he’s a nonentity. Stoic. Detached. Silent. Until the
change comes on. As the Blackwolf, he is a savage, unstoppable
force of supernature. But there’s a spark of intellect behind those
terrible, yellow eyes. This is a cunning beast. Working with the
Pound is merely a means to an unknown end for him. Until those
plans work counter to their own, the Pound is happy to have him
on their side.
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One night, while stumbling home after a long night of pity drink-
ing, Lenny was attacked. Unable to defend himself in his drunken
state, the attacker dragged Lenny into an alley, sank its fangs into
his throat, and drank his blood. Lenny Wutarski died that night.
He died so that Master Wu
might be born. Using his
newfound powers, Master
Wu has assembled an army
of vampiric assassins: the
Clan of the Golden Fang. He
has sired them, trained them
in the ancient way of the ninja,
and together they shall descend
upon Dave’s world headquarters in
Kenosha, Wisconsin. The ven-
geance of Master Wu will be
swift, silent, and bloody.
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Master Wu
Clan of the Golden Fang
ASPECTS
Concept: Vampire Ninja Master of the Clan of the Golden Fang
Trouble: Bit of a Blood Belly
Discipline: Might Be Misdirecting My Rage
APPROACHES DISCIPLINES
Careful Ninjutsu
Clever Inspiring Underlings
Flashy Vamp Stuff
Forceful Impulse Control
Quick Tanning
Sneaky
STUNTS
Student of the Far East…Coast: Because I have trained under the ancient
masters of the Far East…coast, I get +2 when I Quickly attack, defend, or
overcome using my elite martial arts training.
Vampiric Vengeance: Because that cheesecake-slinging bastard will rue
the day he crossed Lenny Wutarski!, I get +2 when I use my vampiric skills
in service of taking down Dave’s Heavenly Cheesecake Delicatessen and
Celestial Kinjutsu School.
Undying Loyalty. Literally: Because my students would gladly give their
lives for their Master, once per game session I can spend a single demon
die to summon both a small mob of ninja vampires and a small mob of
syphilitic ninja vampires.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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Ninja Vampires
The students of Master Wu are reborn in blood and darkness.
Honor bound to the one who sired them, they are willing to give
their lives in defense of the Master and his righteous cause. Master
Wu has trained his students well—a deadly combination of fist and
fang that makes for the ultimate killing machine.
If you came here looking for jokes, you’re S.O.L. The ninja vam-
pires of the Clan of the Golden Fang are no laughing matter. They
are a deadly threat to all who would oppose the will of Master Wu.
Well…most of them are. Some of them are a little…special.
Ninja Vampire
Clan of the Golden Fang
ASPECTS
Concept: I am the Bloody Vengeance of Master Wu
Trouble: My Life for the Clan
APPROACHES DISCIPLINES
Ninja Vampire Ninjutsu
Vampire
Self-Preservation
CONDITIONS
Mild (2) Moderate (1)
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Claudius Moor
Master Wu is not easily impressed. His students work hard,
training day and night in a vain attempt to earn his praise. Few
do. Fewer still do so consistently. Claudius Moor is one of those
elite few. As Master Wu’s top pupil, Claudius has been entrusted
with the most delicate of operations—surgical strikes against the
Master’s deadliest foes. The Dave’s Heavenly Cheesecake Delicatessen
and Celestial Kinjutsu School board of directors have suffered a series
of unfortunate “accidents” as of late. Claudius is thorough in his
duties. No one would suspect an outside hand has been at work.
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Claudius Moor
Clan of the Golden Fang
ASPECTS
Concept: Master Wu’s Secret Weapon
Trouble: Perfectionist Project Manager
Discipline: You Won’t Even Know You’ve Been Bitten
Vampiric Life Coach
APPROACHES DISCIPLINES
Careful Making It Look Like
Clever an Accident
Sneaky Perfectionism
STUNTS
Strike From the Shadows: Because I strike from the shadows, I get +2
when I Carefully attack an unaware opponent.
Clan Role Model: Because the rest of the Clan looks up to me, I get +2
when I Cleverly create advantages for other ninja vampires during battle.
Screaming Weasel Attack!: Because SECRET SCREAMING WEASEL ATTACK!,
once per session I can take an additional action during a round of combat
by hurling my trained attack ferrets into my opponent’s face, thus gaining
the element of surprise. The ferrets each inflict a mild Nipped and Terrified
condition on their target, and can be used to attack a single target twice, or
two at once.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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William McLennon
William lived to LARP. Give him a foam sword and a pouch full
of magic missiles and he was in heaven. But if he’d known that
his last LARP would literally be his last LARP, he probably would
have stayed home. Or at least not invited the new guys to join in.
They seemed like nice enough guys. Full of energy and enthusi-
asm. They’d wandered over toward the end of the game, already
fully in character: some kind of warrior monks from a race he
didn’t immediately recognize. William liked to put on a good
show, so he’d hammed it up a bit with some pyrotechnic tricks
his wizard character had up his oversized sleeves. The new guys
seemed impressed. Very impressed.
They’d invited him out for a drink after the game. He agreed,
not realizing that he was the drink in question. He woke up on
the floor of an unfamiliar basement apartment, with his new
“friends” staring intently at him. And occasionally scratch-
ing themselves inappropriately. Turns out his tricks had
been more convincing than
he’d thought, and these
guys figured they’d impress
the hell out of their master
by bringing him a real wizard.
They were a little disappointed
to learn the truth, but it turned
out this wasn’t the first time
they’d made that mistake.
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William McLennon
Clan of the Golden Fang
ASPECTS
Concept: Syphilitic Ninja Wizard Vampire
Trouble: Having the Time of My Afterlife
Discipline: Best Dressed Vamp in the Dojo
APPROACHES DISCIPLINES
Careful Gamemastering
Clever Foam-Based Combat
Flashy Cosplay
Forceful Recognizing Stranger Danger
Quick Magic
Sneaky
STUNTS
(Bottle) Rocket Man: Because I’ve got a sleeve full of bottle rockets, I get
+2 when I Flashily attack from a distance via pyrotechnics.
Sew Maester: Because I’m a wizard…with a needle and thread, I get +2
when I Cleverly create an advantage using my impressive sewing skills.
Metagaming: Because I have mastered the greatest magic power of all:
imagination, once per conflict I can reroll my approach or discipline die
and take the higher of the two rolls, because clearly that first roll was just
me imagining what it might be like to roll a crappy number.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Carmilla
Carmilla was destined for greatness, trained in six of the seven
essential forms of martial arts by the greatest Demon Hunter of
them all, the Purple Ninja (on page 258). The world will always
need a Purple Ninja. But some day, he will fall in battle, and she
was favored to be the one to take his place. And then, the incident.
Carmilla was a devoted student, but you can only learn so many
swift and efficient killing strokes before you just need a break.
Spring Break to be precise. That’s how she found herself on the
beaches of Fort Lauderdale, relieving stress by soaking up some
sun and slurping down jello shots. Just another degenerate young
adult in a teeming mass of sweaty, gyrating, beer-soaked bodies.
They turned her that night. The vampires kicked their way into
her motel room and attacked her while she slept. Her instincts tried
to take over, but muscle memory didn’t stand a chance against the
sheer volume of tequila she’d consumed. They drank from her,
injected their poison, and left. Within hours, she was one of them.
She can’t return to the dojo. Not with the things she does now to
stay alive. But she’s heard of another dojo up the coast. One led
by a master who is like her. There’s nothing he can teach her that
she hasn’t already learned, but at least with the Clan of the Golden
Fang, she will belong.
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Carmilla
Clan of the Golden Fang
ASPECTS
Concept: Trained by the Purple Ninja
Trouble: Robbed of My Destiny
Discipline: Bloodsucking Fiend
APPROACHES DISCIPLINES
Careful Six Essential Forms
of Martial Arts
Clever
Moving in Shadow
Flashy
Pants-Stealing
Forceful
Living Up to Her Potential
Quick
Drinking in Moderation
Sneaky
STUNTS
Self-Hating Ninja Vampire: Because I am a self-hating ninja vampire, I get
+2 when I Forcefully attack fellow vampires, ninjas, and ninja vampires.
Undead Freaky: Because being an undead freak has its perks, I get +2
when I Flashily overcome a physical obstacle with my vampiric agility.
Vampiric Metabolism: Because I guess this vampire thing doesn’t totally
suck, once per conflict I can clear a physical condition by spending a
demon die. Roll the die: on a 1-4, I clear a mild condition; on a 5-6, I clear a
moderate condition.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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Carmen was only seven when a vampire killed her parents. Her
mother had begged for her to turn away, but she saw the whole
thing. It came for her next, but it had made the mistake of attack-
ing during arts and crafts time. Carmen’s wooden knitting needle
pierced its heart, and the monster fell dead at her feet. She still
keeps needles with her. She has to have the needles. If she forgets
the needles, she’ll die.
So she channels
her trauma into her
fighting. It helps.
Hurting the mon-
sters stops the
hurting inside. The
constant sense of dread
gets pushed aside by the
legitimate fear for her life.
As long as she keeps fighting,
she can finally relax.
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Demon Hunters
There was no going back to her old life. Not after what she’d
seen. What she’d done. The Brotherhood took her in. Under
Father Gregori she learned to refine her skills with the garrote,
and added some new tricks to her repertoire. The training changed
her. Angelika once had friends, hobbies, a personal life. Now her
only desire was bloody, unrelenting vengeance against the mon-
sters who feed on mankind. The vampires of Eastern Europe grew
to fear her. Der Metzger they called her. The Butcher.
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She found it on Craigslist. You had to read between the lines, but
the job seemed to promise a life of adventure and danger. A life
where she could use her power in a more exciting way. The Sisters
were happy to bring her into the fold, and thrilled to learn of her
ability. They call her a “Vessel for the Holy
Spirit,” but honestly, she’s never bought
into all that Jesus-y crap. Her powers are
just her powers. They’re a part of her.
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Denizens of Hell
Lucifer
For defying the will of his creator, Lucifer was cast down into the
Pit to be devoured by the demons that dwelled within that infinite
wilderness of terror, darkness, and chaos. Instead, he tamed the
wilderness, bringing light into the dark places (apparently the
Creator didn’t speak Latin) and carving out his own kingdom
where he would rule to spite the will of his Creator. His angelic
siblings, having followed Lucifer in his rebellion, soon fell as well,
and Hell’s borders expanded, pushing back the wilderness and
bringing order to the chaos.
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Lucifer
Denizens of Hell
ASPECTS
Concept: Exiled King of Hell
Trouble: Never Going to Let Go of the Hate
Discipline: Most Powerful Being in the Underworld
APPROACHES DISCIPLINES
Careful Insidious Persuasion
Clever Infernal Fury
Flashy Eternal Patience
Forceful Everlasting Forgiveness
Quick Indentured Servitude
Sneaky
STUNTS
Older Than Time: Because I am older than time itself, I gain +2 when
I Carefully overcome or create an advantage using my vast knowledge
of history.
Infernal Vendetta: Because those who stole my kingdom will pay, I gain
+2 when I Flashily attack or defend against demons, fallen angels, and
other infernal beings.
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Demons
Demons were the original inhabitants of the Pit, the dominant
species of the chaotic wilderness of the underworld before the
Fallen took over. Upon Lucifer’s arrival, the weakest of the demons
were easily subjugated and allowed to live as members of his army.
Others, who refused to serve, were hunted down and destroyed.
And a select few, too powerful to be defeated and strong enough
to threaten Lucifer’s rule, were banished to Earth, forbidden
to return.
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Earthwalkers
Lucifer was faced with a problem. Thirteen demons who could not
be subjugated; the most powerful of the demons of Hell. Unable
to defeat them, he banished them from the underworld to walk
the earth. Here, the Earthwalkers thrived, and chaos and destruc-
tion followed in their wake. These guys weren’t &#@$ing around.
They bore honorifics like “the All-Devouring,” “Destroyer of
Empires,” or “the Indestructible,” and the honors were well-earned.
For thousands of years the Earthwalkers…um…walked the earth,
terrorizing mankind.
Many have borne the title of the Satan in the centuries since
Lucifer’s reign ended, including a number of demons and fallen
angels, a handful of particularly evil damned souls, and even, for a
brief period in the early 21st century, a corporate coffee chain from
the Pacific Northwest. Each served as Prince of Darkness until their
tenure was cut short, whether through political unrest, bloodsport,
or vile treachery, and once by a particularly bad hand of cards.
* Or something. The records aren’t too clear on what happened, but in any case
the bastard’s gone. Don’t look a gift complete-absence-of-earthwalking-de-
mons in the mouth.
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Prince of Darkness
Denizens of Hell
ASPECTS
Concept: Dark Ruler of the Infernal Pit
Trouble: Usurpers All Around Me
Discipline: Legions of the Damned Under My Command
APPROACHES DISCIPLINES
Careful Deception
Clever Dark Powers
Flashy Bureaucracy
Forceful Sharing Power
Quick Trusting Others
Sneaky
STUNTS
Killer Job: Because a lot of people would kill for this job—I actually did, I
get +2 when I Quickly defend against attacks from those seeking to rob me
of my throne.
Rain of Fire: Because I wield the powers of the infinite inferno I get +2
when I Forcefully attack by raining fire and brimstone down around my
opponents.
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The Fallen
The Fallen are angels who joined Lucifer in his rebellion against
their Creator. For their treachery, they were cast down into the Pit
to join their exiled leader. Swearing fealty to Lucifer, the Fallen
helped to expand the borders of Hell, pushing back the wilderness
and stretching out across the underworld.
Arakiel
Denizens of Hell
ASPECTS
Concept: Teacher of Forbidden Wisdom
Trouble: Pit-Twisted Essence
Discipline: The Earth Moves at My Command
APPROACHES DISCIPLINES
Careful Geomancy
Clever Defiance
Flashy Imparting Knowledge
Forceful Diplomacy
Quick Servitude
Sneaky
STUNTS
Geomancer: Because I taught mankind the secrets of the Earth, I gain +2
when I Flashily attack, defend, or create an advantage through the practice
of geomancy.
Authority Issues: Because I’ve got a problem with authority, I gain +2 for
all actions I take while in combat with a Brotherhood Chapter Leader.
Radioactive Countenance: Because I think I broke something in the Fall, I
inflict a mild Irradiated condition on everyone around me as my cracked
halo leaks a radioactive radiance.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Imps
Imps aren’t quite demons. They’re tiny little amorphous critters
made of brimstoney flesh and needle-sharp teeth. By Hell’s stan-
dards, they’re actually pretty cute little guys. They’re attracted to
shiny things, can crawl through tiny gaps to get into places they
don’t belong, tend to get mashed between the gears of machinery,
that sort of thing. They’re sort of the underworld equivalent of
squirrels. On their own, they’re not so much dangerous as they
are a nuisance.
Murder of Imps
Denizens of Hell
ASPECTS
Concept: A Murder of Flying Hairless Hell Squirrels
Trouble: All Bite, No Brain
Discipline: Needle-Sharp Teeth
APPROACHES DISCIPLINES
Mob of Imps Swarming
Flying
Thinking
CONDITIONS
Depends on size of mob, see on page 253.
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Hellhounds
Hellhounds are some nasty business. Colossal, vaguely dog-shaped
creatures made entirely of muscle and hatred and teeth and death.
Well, that might be true of the adults. But you know how they say
that there are no bad dogs, just bad owners? The same holds true
with Hellhounds. If you could get your hands on a Hellhound
puppy, raise it from birth (well, it’s more of a gooey hatching,
really), and train it using positive reinforcement, you’d hardly be
able to tell your Hellhound from any other dog. Except for the
extra heads. And the spider-style nests of crimson eyes.
Hellhound
Denizen of Hell
ASPECTS
Concept: Bloodhound of the Underworld
Trouble: Loyal to the One Who Called Me
Discipline: You Can Run, But You Can’t Hide
Multiheaded Semi-Spectral Harbinger
APPROACHES DISCIPLINES
Hellhound Hunting & Tracking
Making You My Chew Toy
Intimidation
Multitasking
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Pack of Hellhounds
Denizen of Hell
ASPECTS
Concept: Bloodhounds of the Underworld
Trouble: Loyal to the One Who Called Us
Discipline: You Can Run, But You Can’t Hide
Multiheaded Semi-Spectral Harbingers
APPROACHES DISCIPLINES
Mob of Hellhounds Hunting & Tracking
Making You Our Chew Toy
Intimidation
Multitasking
CONDITIONS
Depends on size of mob, see on page 253.
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M.O.N.S.T.R.E.
Mr. Stag
His true identity has been lost to the ages. All but forgotten, not
even his name has survived to the present day. Just a handful of
wordless carvings and scribbles, and one Gallo-Roman sculpture
that labels him as “the one with the horns.” He used to be wor-
shiped. Loved. Blood was spilled in his name. He was a god. Now
he’s just the one with the horns.
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Mr. Stag
M.O.N.S.T.R.E. Claw
ASPECTS
Concept: Forgotten God of the Primeval Forest
Trouble: Pyrophobic
Discipline: I Speak for the Trees
Red in Tooth and Claw
Persuasive Mastermind
APPROACHES DISCIPLINES
Careful Nature Magic
Clever Persuasion
Flashy Primal Violence
Forceful Extinguishing Fire
Quick Using Modern Technology
Sneaky
STUNTS
I Am Life: Because I am flora. I am fauna. I am life itself, I get +2 when
I Cleverly create an advantage or overcome an obstacle by calling forth
plants and animals to do my bidding.
Immortal: Because I was present at the birth of humanity, and I will
bear witness to its end, I get +2 when I Carefully attack or defend against
human opponents.
Forgotten: Because every trace of my existence has been wiped from the
Earth, once per session I can spend a demon die to cause my opponents to
forget my presence in a scene, even in the middle of combat.
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‘
You’d think being attacked by a wild animal and transformed into
an uncontrollable, man-eating beast would be the worst thing that
could happen to a person, but then you’ve never had to watch your
entire culture be systematically destroyed by invaders from across
the sea. Valencia had to suffer through both. First the Spanish inva-
sion, then the werejaguar attack. Both made her stronger.
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367
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Morgan Pak
Morgan Pak is living the American Dream. The child of immi-
grants, she has risen to become the face—and the head—of Mango
Park Entertainment, a global media empire. Her daytime talk show
attracts a daily audience numbering in the millions, her magazine
is one of the few success stories in a dying industry, and her books
are a regular feature at the top of the New York Times’ bestseller
list. You’d think that becoming America’s Daytime Darling would
be an uphill battle, but Morgan took a shortcut. Her audience
doesn’t even notice the carefully practiced hand movements. The
runes and symbols worked into the set design. The
strange words of a dead language in the audio mix,
whispered well below the range of human
hearing. Morgan Pak is an enchantress, and
her fans are bound to her will. Whatever she
says, they’ll believe it, or buy it, or ban it. She
could handpick the next president if she were
so inclined, but she’s content with her money
and her influence and her legions of fawning syco-
phants. For now.
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Morgan Pak
M.O.N.S.T.R.E. Claw
ASPECTS
Concept: Diabolical Diva of Daytime Talk
Trouble: Forever Young, Dammit!
Discipline: Head of a Global Media Empire
Now for a Magic Word from our Sponsors
APPROACHES DISCIPLINES
Careful Enchantments & Illusions
Clever Strategic Planning
Flashy Know Your Base
Forceful Handling Criticism
Quick Physical Combat
Sneaky
STUNTS
Target Audience: Because I’ve done my demographic research I get +2
when I Carefully defend against female opponents.
Living the Dream: Because everyone in the studio audience is getting a
BRAND NEW CAR! I get +2 when I Cleverly create an advantage by distract-
ing my opponent with my vast resources.
Attention Diva: Because I thrive in the limelight, I automatically clear
a minor physical or mental condition after each round of conflict while
fighting in front of an audience.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Ahriman
Ahriman can read the writing on the wall. He used to be feared
by millions as the ultimate embodiment of chaos and evil, but his
adherents are dying off and there’s not enough new blood coming
in to keep the balance. Times are changing, and the old ways won’t
work anymore. He’s gonna need help to stay in the game.
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Ahriman
M.O.N.S.T.R.E.
ASPECTS
Concept: Semi-Retired God of Chaos
Trouble: At Risk of a Relapse
Discipline: Let the Mortals Do the Work For Me
Old-School Cool
APPROACHES DISCIPLINES
Careful Sowing the Seeds of Chaos
Clever Making Deals
Flashy Omnipotence
Forceful Idly Standing By
Quick Jealousy
Sneaky
STUNTS
I Am the O.C.: Because I was into chaos before it was cool I get +2
when I Forcefully attack members of the Esoteric Fellowship of the
Crawling Chaos.
Eye For a Mark: Because have I got a bargain for you! I get +2 when I
Cleverly create an advantage by manipulating some poor, unsuspect-
ing schmuck.
Actually Chaos Incarnate, Buster: Because lest we forget, I’m still the
physical embodiment of #@&%ing chaos, any opponent who takes action
against me treats all odd-numbered results on their dice as threes instead
of what they actually rolled. If this causes them to fail, they must mark off
a mild condition; if they succeed, I have to mark off a mild condition.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
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Arr MiHardies
Captain Armitage MacHardy was a fearsome pirate captain who
took no prisoners and gave no quarter. Had he lived longer, his
infamy might have rivaled that of Blackbeard or William Kidd. But
his flagship, the Black Damnation, sank off the coast of Port Royal
during a battle with the British fleet, and like a proper captain, he
went down with his ship.
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Arr MiHardies
M.O.N.S.T.R.E.
ASPECTS
Concept: Ghost-Possessed Sky Pirate
Trouble: I Miss My Parrot
Discipline: Commander of the M.O.N.S.T.R.E. Fleet
APPROACHES DISCIPLINES
Careful Swashbuckling
Clever (Aero)Nautical Navigation
Flashy Keelhauling
Forceful Modern Technology
Quick Acrophobia
Sneaky
STUNTS
Everything’s Better with Pirates!: Because I be frenemies with the Purple
Ninja I get +2 when I Flashily defend against martial artists, assassins, and
other ninja-type foes.
Cap’n on Deck!: Because I be the cap’n of this godforsaken vessel, so hop
to, ye scurvy dogs, I get +2 when I Cleverly create an advantage by com-
manding my crew against my opponent.
Abandon Vessel!: Because this just be a borrowed vessel once per session
I can possess the nearest available body to continue fighting when this
one gets too damaged to function (i.e., it has marked off its moderate and
severe conditions).
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Daughters of Hades
The Daughters of Hades are a motorcycle gang of pissed-off dem-
igoddesses. If you want to get technical about it, they’re really the
daughters of the daughters of Hades. These cutthroat cousins are
the half-human offspring of the Erinyes—ancient bane of the oath-
breakers—and they definitely take after their mothers. These days
“oathbreaking” casts a pretty wide net. They’ve narrowed things
down quite a bit, with a focus on protecting women. Proactively.
Daughters of Hades
M.O.N.S.T.R.E.
ASPECTS
Concept: Gang of Extremist Social Justice Warriors
Trouble: Taking Holding a Grudge to an Art Form
Discipline: Fury of the Furies
Riders on the Scorn
APPROACHES DISCIPLINES
Mob of Daughters of Hades Righteous Fury
Road Rage
Anger Management
CONDITIONS
Depends on size of mob, see on page 253.
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Jericho Cain
Who is Jericho Cain? No, we’re seriously asking. The Brotherhood
maintains seventeen separate dossiers on entities calling themselves
“Jericho Cain,” and we’ve got no idea how many of those are dupli-
cates. It could be one guy, it could be seventeen different ones who
chose the same name. And who could blame them? It’s a badass
name! Depending on which file you read, Jericho Cain is a descen-
dant of Earthwalkers, a sixteenth century spirit of vengeance, a
demon-possessed southern preacher, a cannibal who preys on tran-
sients, a member of the Pound’s Atlanta pack, or even the actual,
biblical Cain. Hell, feel free to mix and match from all of them,
because we honestly have no idea.
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Jericho Cain
M.O.N.S.T.R.E.
ASPECTS
Concept: Madman of Mystery
Trouble: Berserking Thrillseeker
Discipline: Willing to Do Whatever It Takes
If I Go, I’m Taking You With Me
APPROACHES DISCIPLINES
Careful Soaking Damage
Clever Dishing Out Ultraviolence
Flashy Harebrained Schemes
Forceful Rational Conversation
Quick Knowing When to Quit
Sneaky
STUNTS
Cranking the Danger Up to 11!: Because I am single-minded in my
madness, I get +2 when I Quickly create an advantage by making a danger-
ous situation even more dangerous.
Hit Me With Your Best Shot!: Because I can take your best shot, when I
am defending against heavy weaponry and add a demon die, I can clear a
number of mild, moderate, or severe conditions equal to the result on the
demon die.
Ambiguous Origin: Because no one really knows what my deal is, once
per session I can roll on the Featured Creature table and emulate that
creature, taking on a discipline of the selected creature type for the
rest of the session.
CONDITIONS
Mild (5) Moderate (3) Severe (1)
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Sore Loser: Because a queen of Faerie simply DOES NOT lose, twice per
session I can succeed with style, regardless what the roll was.
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Kyridel
Kyridel is loyal to his queen. Eternally loyal. He followed her into
exile of his own free will. How could he not? He lives only to
amuse her. To keep her happy with his jests and his japery. To do
whatever she commands.
Pucks are well known for their mischief and troublemaking. Maybe
it’s all the time he’s spent around the queen, but Kyridel kicks things
up a notch. He has a particular fondness for dance. More than a fond-
ness, really. He controls it. Uses it as a weapon, forcing his victims to
prance and leap and twirl themselves to death. Pounding their feet to
a bloody mess as they scream and pant and beg for release that will
never come. All the while Kyridel laughs his terrible goblin laugh as
his victims dance themselves to oblivion for his pleasure.
Kyridel
Court of Queen Cornelia
ASPECTS
Concept: Jester in the Court of the Wicked Queen
Trouble: Her Laugh Is My Life
Discipline: Master of the Dance
A Trickster by Nature
APPROACHES DISCIPLINES
Careful Musical Magic
Clever Deception
Flashy Murderous Mischief
Forceful Defense Against Iron
Quick Compassion
Sneaky
STUNTS
Lord of the Dance: Because I am the Lord of the Dance, I gain +2 when I
Forcefully create an advantage by forcing anyone who has a condition as a
result of my musical magic to dance for my amusement.
Honest Puck: Because I am an honest puck, I gain +2 when I Cleverly over-
come an obstacle through lies, trickery, and deceit.
Eternal Loyalty: Because I am at the queen’s beck and call, I can appear
in Queen Cornelia’s presence whenever I am summoned, even if I have
already been defeated. She’s not gonna let a little thing like death keep
me from coming in to work.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Griselda
Cornelia wanted a daughter, so she took one. Stole her right
out of the maternity ward. She named her Griselda and raised
her as she’d been raised by her own mother: in a cold, distant
manner. The results were much the same. Even though they aren’t
really related, or even of the same species, Griselda takes after
her mother.
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Griselda
Court of Queen Cornelia
ASPECTS
Concept: Demented “Daughter” of Queen Cornelia
Trouble: Mommy Issues
Discipline: Mommy Says I’m the Best at Disemboweling
The Human Body Was Not Meant to Bend Like This
APPROACHES DISCIPLINES
Careful Dancing
Clever Murder
Flashy Getting What She Wants
Forceful Healthy Relationships
Quick Technology
Sneaky
STUNTS
If I try harder, Mommy will love me: Because maybe if I try harder,
Mommy will love me, I get +2 when I Forcefully attack an opponent in the
presence of Queen Cornelia.
Kyridel is a demanding teacher: Because Kyridel is a demanding teacher, I
get +2 when I Quickly overcome a physical obstacle by contorting my body
into impossible shapes.
Killing and dancing are all that I know: Because killing and dancing are all
that I know, I can follow up every successful attack with a perfectly
executed pirouette, inflicting an additional of damage on my opponent
with my bladed ballet slippers.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Beyonce
‘
She shouldn’t be here. She misses her family. Her home. Her life.
But Griselda wanted a playmate, and Griselda gets what she wants.
They took her on her way home from school. Just one look into
the hairy man’s eyes and she was powerless to resist. She spun and
leapt and danced her way into the back of their van. She hasn’t
stopped dancing since.
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Beyoncé
Court of Queen Cornelia
ASPECTS
Concept: Puppet Prisoner of Queen Cornelia
Trouble: Secretly Trying to Escape
Discipline: Ballerina Assassin
Please, Someone Make It Stop!
APPROACHES DISCIPLINES
Careful Ballet
Clever Murder
Flashy Obedience
Forceful Character Judgment
Quick Firearms
Sneaky
STUNTS
Slave to the Rhythm: Because I am a slave to the rhythm, I gain +2 when I
Forcefully attack an opponent while music is playing.
Involuntary Contortionist: Because my body twists and bends against
my will, I gain +2 when I Flashily overcome a physical obstacle with my
balletic grace.
Driven Informant: Because I long for revenge against my captors, once per
session I can spend a demon die to break Kyridel’s hold on my mind long
enough to deliver a piece of crucial information to the Brotherhood.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Don’t let his size fool you. Drazuul crams a whole lot of terror into
that tiny frame. He is an agent of death and rot and decay made
flesh. He can summon legions of husks—empty, soulless corpses
made animate by his demonic will—to do his bidding, and a swarm
of ravenous corpse flies follows in his wake. And if those don’t do
the trick, he’ll just straight-up blast you with a fiery bolt of pure,
concentrated death.
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Cylch Myrddin
Chwaer Blaidd
Look into her eyes. Listen to her voice. Now obey. You didn’t see
anybody here today. You didn’t let her into the building. You didn’t
disable the cameras or give her your keys to the server room. And
you definitely won’t lock up behind her when she’s done.
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Chwaer Blaidd
Cylch Myrddin
ASPECTS
Concept: Mystical Grifter
Trouble: Commitment Issues
Discipline: Look Deep Into My Eyes
These Aren’t the Druids You’re Looking For
APPROACHES DISCIPLINES
Careful Enchantment
Clever Persuasion
Flashy Seduction
Forceful Telling the Truth
Quick Personal Relationships
Sneaky
STUNTS
Experienced Grifter: Because I don’t need magic to get my way, I gain +2
when I Sneakily overcome an obstacle by grifting a mark.
Experienced Enchantress: Because that said, it does help, I gain +2
when I Carefully attack an opponent’s sense of reality through mystical
enchantments.
Because You’re Mine: Because you’re mine, once per session I can roll a
demon die to take complete control of a DMC for a duration of a number
of rounds equal to the result of the demon die. Taking control gives me an
additional action each round: one for me, one for my puppet. I can spend
another demon die to maintain the enchantment. I take a mild Migraine
condition. Each time I spend a demon die I take this condition again. Magic
like this has got a price!
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Brawd Arth
There’s nothing safe about a safe. Not when Brawd Arth is around.
Doesn’t matter how many countermeasures are built in. Titanium
casings, multiple tumblers, serrated wheels, glass relockers—none
of it matters. Not when he can just turn the door to quicksilver and
mop it up with a towel.
Explosion of Homunculi
ASPECTS
Concept: Alchemical Ankle-Biters
Trouble: Squishy
Discipline: Born Angry
APPROACHES DISCIPLINES
Mob of Homunculi Biting
Leaping
Thinking
CONDITIONS
Depends on size of mob, see on page 253.
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Brawd Arth
Cylch Myrddin
ASPECTS
Concept: Alchemical Safecracker
Trouble: Transmuting Addict
Discipline: Twelve Digit Combination, Meet Aqua Regia
Quicker than Quicksilver
APPROACHES DISCIPLINES
Careful Transmutation
Clever Thievery
Flashy Art History
Forceful Physical Combat
Quick Covering My Tracks
Sneaky
STUNTS
BLT–Breaking Locks with Transmutation: Because I’ve never met a lock I
couldn’t pick melt, I gain +2 when I Cleverly overcome a locked door with
my alchemical skills.
Knowledge Is Power: Because it helps to know what you’re stealing, I
gain +2 when I Quickly create an information-based advantage using my
knowledge of Art History.
Bloody Hail Mary: Because alchemy is more of an art than a science, once
per session, as a last resort, I can spend a demon die to hurl my bag of
alchemical equipment to the floor at my opponent’s feet, birthing a swarm
(average mob) of tiny, bloodthirsty homunculi.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Chwaer Llwynog
You can’t always count on the job going according to plan.
Sometimes you just need to get out as fast as you can. Sometimes
you need to make a hole. Holes are one of Chwaer Llwynog’s spe-
cialties. Her mastery of fire and combustion comes in handy when
you need an exit in a hurry. One quick pyroclastic blast and there’s
a new door to the alley and you’re halfway to the getaway car.
Chwaer Llwynog
Cylch Myrddin
ASPECTS
Concept: Protective Pyromancer
Trouble: Explosive Temper
Discipline: Flames Are Pretty
APPROACHES DISCIPLINES
Careful Burning $#&@
Clever Melting $#&@
Flashy Blowing $#&@ Up
Forceful Fire Safety
Quick Subtlety
Sneaky
STUNTS
Firstarter: Because I’m a firestarter, twisted firestarter, I get +2 when I
Quickly attack an unprepared opponent.
There’s the Door: Because I got your door RIGHT HERE! I get +2 when I
Forcefully create an advantage by blasting a hole in a physical structure.
Like a Boss: Because I’m kinda like the boss of fire, I am completely
immune to all fire-based attacks.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Brawd Draenog
Security used to mean a heavy box, a sturdy door, and a beefy
guard. Now it means rotating passwords, automatic locks, motion
detectors, silent alarms, and three minute police response times.
Child’s play. Brawd Draenog can blow past all that fancy crap in
nothing flat.
They could have kept him out with a box, a door, and a guard,
but they wanted to stay current. Once it was all hooked up to a
computer, it never stood a chance.
Brawd Draenog
Cylch Myrddin
ASPECTS
Concept: Technomantic Hacker
Trouble: Alpha Testing this New Mystical Discipline
Discipline: L33t W1zz0rd
APPROACHES DISCIPLINES
Careful Technomantic Infiltration
Clever Circumventing Security
Systems
Flashy
Data Theft
Forceful
Physical Combat
Quick
Social Media
Sneaky
STUNTS
One With the Network: Because I have become one with the network, I get
+2 when I Carefully create an advantage by infiltrating a computer system
to gather knowledge.
Deus IN Machina: Because I am the god in the machine, I get +2 when I
Sneakily attack security programs.
God Mode: Because B A, once per conflict I can spend a
demon die to succeed with style.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Tumbles
Nobody knows where Tumbles came from, and he’s not telling.
I mean, obviously he’s not! His anatomy’s all wrong for talking.
Here’s what we do know. He’s a capuchin monkey, he’s approxi-
mately five years old, and his proof of the Riemann hypothesis is
both simple and elegant. Almost obvious in retrospect.
Tumbles
MWAHAHA
ASPECTS
Concept: Simian Savant
Trouble: Distractingly Adorable
Discipline: Hard to Catch
APPROACHES DISCIPLINES
Careful Advanced Theoretical
Mathematics
Clever
Acrobatics
Flashy
Pickpocketing
Forceful
Resisting the Urge to
Quick Fling Poo
Sneaky Being Taken Seriously
STUNTS
Simian Agility: Because I have a prehensile tail, I gain +2 when I Flashily
overcome an obstacle using my simian agility.
Math Monkey Mind: Because I think in numbers, I gain +2 when I Quickly
create mathematical-based advantages using my superior mind.
Cheeky Monkey!: Because nobody suspects the monkey, once per session
I can spend a demon die to disable an opponent’s weapon or gadget by
stealing a crucial component of the device.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
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Wait, was that show about crabs? That might be a bad metaphor.
Whatever. Now if you’ll excuse him, he’s off to ice down his jaw
muscles for a totally unrelated reason.
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She wasn’t about to let her failing body destroy her plans. She
designed a suit. A powered, bipedal exoskeleton, controlled via
direct-brain interface, that would restore her mobility. Her ability
to walk. To run. To live her life at eye-level with everyone else.
She released the patents into the public domain, and was hailed
as a hero. An inspiration to the disabled. She was fighting back,
triumphing against the ravages of her disease.
That’s what they thought. She knows better. This is no disease. This
was an attack. She knows who’s really responsible.
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chapter 12
Time Travel and a
Brief Secret History
of the World
T
h e wo r ld o f D e m o n H u nt e r s s e e m s o r d i nary i n
almost every way that mundane people living their
mundane lives think of when they think of ordinary—which
is to say it’s occasionally interesting but otherwise, not so much.
Oh, but does this point of view change when you join the ranks
of the Demon Hunters in the Brotherhood. Once that happens,
you discover that all this time you’ve been living in a world with
a deep, rich, chocolatey history unseen by the common mortal,
despite their lives being completely and utterly tied up in it. And
you’re still living in it.
But how, you might ask, can I ever know everything about this
secret, hidden, obscured world of Fortean events, supernatural
phenomena, religious confluences, cosmic alignments, and
animated killer garden gnomes? Fear not, recruit! Contained
within this detailed section of your training manual is everything
you need to know to get started on lifetimes of revealed knowledge
and lore. (Want to skip the time travel and move straight to the
history lesson? That starts on page 412.)
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It turns out that when you’re not tied down by logic or sanity or
a solid understanding of how physics actually work, there are all
kinds of ways to hop around in time!
Timeslips
Timeslips are naturally occurring ruptures in reality that link two
points in time. There’s no telling when or where one of these things
might open up. One minute you’re on a family trip to historic
Gettysburg, and the next thing you know there’s a confederate
soldier shoving a musket in your face and calling you “Yankee
scum.” Or maybe there’s a heavily armored security droid shoving
a laser blaster in your face and trilling a series of ones and zeroes
at you, querying how you teleported your flesh-chassis into the
high-security wing of the Museum of Robotic History. Timeslips
work both ways.
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The takeaway from all of this is that timeslips are crazy inconve-
nient. Which is why people have put so much effort into finding
alternative methods of time travel.
Magic
Long before the modern age of computers and blinking lights and
constant, unnecessary phone notifications, mystics all around the
world had already figured out ways to jump around in time.
Up until around the 18th century CE, people were mostly inter-
ested in skipping forward. Can’t really blame them for that; life
back then was pretty crappy on average. The most popular method
was crawling into a cave somewhere for a mystical ageless sleep.
Just toss on your PJs and cuddle up in the dirt for about forty
thousand winks. Wake up and it’s three hundred years later. Sure,
everyone you ever knew or loved is dead, but hey, maybe you’re
not a serf anymore! A similar method involved spending time in
a mystical realm where the flow of time moves at a different pace
relative to Earth. Take a couple weeks off work to tour Faerie or
Shambhala, and re-emerge to a world where seven decades have
passed and you’ve definitely been fired.
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Mad Science
“Time travel is simply not possible.” HA! Actually, it’s more of
a muwahahahaHAHA! When you’re a mad scientist, “impos-
sible” just means you’re not trying hard enough. Science may be
stumped, but mad science has had time travel figured out since
the 1890s!
A time machine allows its user to dial in an exact date and time
(and sometimes location), allowing for far more precision than any
mystical method of time travel. Mad scientists have discovered
multiple ways to break the bonds of linear time, and the exact
methodology of the machines varies wildly. Some are powered
by tachyonic particles, others by nuclear fusion and capacitated
flux, and some by clockwork and springs and the four-dimensional
resonance of quartz crystals. Hey, whatever works, works! Mad
science is a very supportive community. If you can make a working
time machine by cramming a hula-hoop full of LEDs and banana
pudding, nobody’s gonna make fun of you.
The time machine has one huge benefit over magic portals and
their ilk: it comes with you. Or more to the point, you go with it.
It’s the machine that does the moving through time; you’re just
along for the ride. Which means that your return trip is pretty
much guaranteed, as long as you can keep your machine out of the
hands of the primitive/hyper-advanced natives of your destination.
That said, mad science has its own version of portals, although
they prefer the more sciencey-sounding “artificial Einstein-Rosen
bridges.” By generating a stable wormhole between two points in
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space-time, people and objects can pass through from one time to
another, just like timeslips and magic portals. No need to stumble
across one accidentally or offer up your first born in trade to some
nebulous third party. Granted, the energy necessary to blast these
holes in reality is kind of preposterous. We’re talking significantly
more than 1.21 gigawatts, and that kind of juice is hard to come by
in the present, let alone the Precambrian.
FutureTech
Yet.
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Consequences
So that’s sorted. You’ve selected your preferred time travel method,
you’ve packed your toothbrush and an extra pair of socks, and
you’ve hit the restroom one more time just in case. You’re all set!
Meh, whatever. The universe is a big boy; it can take care of itself.
Seriously, the space-time continuum is pretty damn self-healing.
You’re not gonna hurt it. Just go have some fun!
But hey, let’s not focus on one angry little Charlie Chaplin
impersonator. We’ve got 4.3 billion years of history to explore,
not to mention #SPOILER ALERT# at least fifteen1 more years
of future!
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How does each time travel method work? However you, the DM,
need it to work for your story, that’s how that particular time
machine/ritual/vortex works.
If you want to send your team back to kill Hitler, only to return
to a world where, without Hitler’s interference, the Thule Society
was able to lead the Order in taking over the world, that’s how
that time machine works. If you just want to send your team back
in time to kill a bunch of dinosaurs with no future repercussions
whatsoever, that’s how that time machine works. If you want your
team to accidentally kill their own grandparents and blink out of
existence, that’s how that time machine works. Time travel’s a
thing; use it however you like. Also, good luck killing Hitler.
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01-05 Electronic gadgets don’t work. Tech too advanced or too primitive.
You’re mistaken for agents of Evil.
06-10
Witches in the past, terrorists or criminals in the future.
11-15 You’re viewed as gods.
16-20 Time machine stolen.
21-25 Your actions cause one of you to never be born. They start to fade away.
When you return to your present day, all is the same except 1 major
e;
change. Examples: Different world leader(s); different dominant languag
26-30 Kennedy survived assassination; the lunar landing WAS a hoax and
no one’s ever been into space; Christianity failed as a first century cult
and the dominant religious paradigm is still Greco-Roman; etc.
When you return to your present day you
31-35
encounter yourselves, and they’re assholes.
36-40 You become your own ancestor.
You introduce a disease your new destination cannot fight and
41-45 an outbreak results. Could be an ancient disease long dead in
the future or a modern disease brought to the past.
Your bodies remain in the present but your consciousness
46-50 gets transported to the new time. You are essentially ghosts
and must possess others in order to affect the world.
51-55 You encounter H.G. Wells, also time travelling, and he wants to kill you.
56-60 Your Cipher goes crazy disconnected from the Cipher Collective.
61-65 If in the future, you are captured and put in a zoo.
66-70 You arrive in the new time, it’s the Planet of the [insert animal].
].
71-75 You arrive in the new time, it’s the Planet of the [insert Featured Creature
of the problem .
Whatever your mission was in the new time, you’re the cause
76-80 Example: “That large tear in space-time bleeding out
demons wasn’t here when we left, was it?”
81-85 Future you is screwing with Present or Past You.
you
Age change: You begin regressing in age or advancing in age. Or when
86-90 20 years.
return to your present day, your body has aged or regressed
When you return to your present day you bring back something
91-95 you didn’t intend, and it escapes, is stolen, falls into
the wrong hands, causes an outbreak, etc.
of
When you arrive to your destination time, you quickly discover the laws
here.
physics and what you know of the universe apparently does not apply
96-100 the
Like, at all. Are those actual oceans in the sky? Is this land ACTUALLY on
where we were hunting a hologra m?
back of a colossal turtle? Was the world 409
Demon Hunters
Akinakes of Zurvan
Power Source: Blood sacrifice
Aspects: With this Dagger I Open a Portal to the Ages, The Lord
of Time Is a Hungry God
Calendromatic Transpositator
Power Source: Crystalline resonance and coal
Stunt: Steamy: Because this thing kicks out a lot of steam, I gain
+2 when I Sneakily attack in the vicinity of the device, using its
steam cloud as a smokescreen.
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Mel’s Hole
Power Source: Telluric currents along ley lines
Chronoporter
Power Source: Dying suns in alternate universes
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~4.3 Billion BCE: Earth is formed from the disk of dust and gas
left over from the formation of the sun.
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37,575 BCE: Ptah imagines the world and speaks it into existence.
21,000 BCE: Yin and Yang achieve balance, and Pangu hatches
from the cosmic egg and begins to create the world. Ptah’s all like,
“Dude, I’ve got this handled!” while Brahma’s like, “Guys, enough
already! This is getting ridiculous!” Physics is indifferent to the
situation.
~3000 BCE: Time travelers from the 27th century begin work
on Stonehenge, high-fiving each other over the awesome prank
they’re about to pull. Distracted by their fiving, they are quickly
killed by the natives of Salisbury Plain, who proceed to construct a
megalithic monument marking their victory over the chrononauts.
Time travel’s a bitch.
~2100 BCE: During a battle between the forces of Good and Evil,
the firmament separating the waters is shattered. The resulting
Flood wipes out all of humanity. Working together, the pantheons
manage to wind back time, undoing the bulk of the damage, and
take steps to ensure it can’t happen again.
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758 BCE: Romulus—having seen more birds than his brother did,
thus proving that the gods like him more—begins building his city
atop the Palantine Hill. His brother Remus, who claims to have
seen his birds first, disagrees, and says that the city should be built
on Aventine Hill. In classic sitcom fashion they mark out a line
indicating that one side of the land belongs to Remus, and the
other to Romulus. The episode comes to a close as Remus hops
over to Romulus’ side to try to reason with his brother, causing
Romulus to bash in his head. Argument settled. Welcome to Rome!
Jeez, you’d think these two were raised by wolves or something.
209 BCE: The immortal wizard Anqi Sheng arrives at the mauso-
leum of Qin Shi Huang, Emperor of China, to retrieve the elixir
of life. The Emperor, in his own quest for immortality, had sent
a thief to steal the elixir from Anqi. But the thief was unaware
that the elixir he’d stolen was incomplete. The Emperor drank
the elixir expecting immortality and found only death by mercury
poisoning. He was entombed with what remained of the elixir,
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1793 CE: Victor Frankenstein brings his creature to life in what will
long stand as the most elegant and successful scientific reanimation
ever performed. Having failed to record his methods, Frankenstein
will take the secret of artificial life with him to his grave.
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1925 CE: The sunken island of R’lyeh emerges from the Pacific
Ocean, near Point Nemo. The crew of the merchant vessel Emily
Rose, exploring this strange land, accidentally releases an impris-
oned being from beyond the boundaries of reality—a horror
beyond human comprehension, later dubbed “Cthulhu” by
contemporary author H.P. Lovecraft. Attempting to escape, the
crew rams the monstrosity with their ship. Though seemingly
unharmed, Cthulhu returns to its chamber within the island, and
R’lyeh sinks beneath the waves once more. The Brotherhood
learns about this near-apocalypse waaay after the fact, and takes
steps to make sure it never happens again.
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1962 CE: The Order of the Infernal Scepter, led by the last
surviving Scion, attempts to open a Hellgate in a cavern beneath
the town of Centralia, Pennsylvania, in an effort to spark the Final
War between Good and Evil and claim his father’s throne. Having
detected a spike in Infernal energies from the region, Brotherhood
forces arrive on the scene, sparking what becomes known as the
Battle of Centralia—the largest Good vs. Evil battle of the modern
age. Ignoring the fighting, the Scion manages to complete his
ritual, opening a gateway to Hell. A Brotherhood mystic, in a last
ditch effort to prevent the armies of Hell from invading Earth,
collapses the cavern, dropping the weight of the entire town on top
of the Hellgate. It works, kind of. The Hellgate is buried beneath
thousands of tons of stone, and the last of the Scions is crushed
to death, effectively destroying the Order of the Infernal Scepter.
The Brotherhood is triumphant, but it’s not all good news. The
Hellgate was buried, but it was never closed. Since the battle,
Hellfire from the open gate has all but destroyed the town. To
this day, smoke and noxious fumes still seep up from beneath the
ground, which is warm to the touch. Blaming a subterranean coal
fire, the government declared eminent domain over the town in
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1964 CE: The Pound emerges from the wreckage of the Order as
a significant threat to the powers of Good. Their anti-establishment
message of radical environmentalism is readily adopted by the
young, naïve members of the emerging counterculture—especially
once they’ve been transformed into shapeshifting lycanthropes.
Much of the mid-sixties to late seventies is spent at war with this
ever-growing organization of anarchic werewolves.
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2. The License: This License applies to any Open Game Content that
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Your acceptance of the terms of this License.
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7. Use of Product Identity: You agree not to Use any Product Identity,
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fate Core System and Fate Accelerated Edition © 2013 by Evil Hat
Productions, LLC. Developed, authored, and edited by Leonard Balsera,
Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine,
Amanda Valentine, Fred Hicks, and Rob Donoghue.
Spirit of the Century © 2006, Evil Hat Productions, LLC. Authors Robert
Donoghue, Fred Hicks, and Leonard Balsera.
The contents of this document are declared Open Game Content except
for the portions specifically declared as Product Identity.
PRODUCT IDENTITY
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Faith Dice Chapter
Devotion
Name Conditions
Description MILD (UP TO 5 HITS)
Aspects
CONCEPT
MODERATE (UP TO 10 HITS)
TROUBLE
DISCIPLINE
DISCIPLINE
Approaches Stunts
CAREFUL QUICK
CLEVER FORCEFUL
SNEAKY FLASHY
Disciplines
COMBAT & TACTICS
COVERT OPS
MYSTIC ARTS
SOCIAL ENGINEERING
FRINGE
The Setup and Briefing
MISSION PROFILE
1. Set Up the Bad Peace
1. Roll a bunch of times on the tables in the book 2. The Briefing
(Pages 190–198). 3. Character Connections
4. Gear Up, Head Out!
2. Fill in the blanks below.
3. Reference during play.
THE TEASER
Mission Objective:
Featured Creature:
Normal(s):
Building Type:
Location Type:
Location/US State:
THE ENEMY
Featured Creature:
Grand Evil Plan:
Kill Motive:
Normal (Victim):
Traumatic Event:
What It Fears:
What It Hates:
SUPPORTING CAST
Allies, Henchmen, Minions:
Future Victims:
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Investigate, Chew Gum, Kick Ass Try Not To Die Final Showdown
1. Introduce Threat 1. Bad Guys Winning/Getting Closer 1. Final Encounter with Enemy
2. Identify Suspect, Make Contact 2. Introduce Threat/Red Herring 2. Stop the Plan/Die Trying
3. Introduce Party Conflict 3. Everything You Know Is Wrong!
4. New Enemy Information 4. Character Connection and Resolution
5. Twist Or Introduce a New Threat Party Conflict Resolution 1. Wrap Up, Consequences
5. Muster, Calvary, Hail Mary? 2. Establish the New Bad Peace
FINAL SHOWDOWN
Building Type:
Location Type:
Location/US State:
THE BRIEFING
Triggering Event:
Normal (Victim?):
Building Type:
Location Type:
Location/US State:
Mission Objective:
Witnesses:
Key Contacts:
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Mission Agenda:
SINISTRA
1:
2:
3:
4:
STAKES QUESTIONS
1:
2:
3:
4:
CAST (NAMES)
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The Bad Peace:
THREAT 1 THREAT 2
Category: Category:
Type: Type:
Impulse: Impulse:
Description: Description:
SINISTRA SINISTRA
1: 1:
2: 2:
3: 3:
4: 4:
CAST CAST
STUNTS STUNTS
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THREAT 3 THREAT 4
Category: Category:
Type: Type:
Impulse: Impulse:
Description: Description:
SINISTRA SINISTRA
1: 1:
2: 2:
3: 3:
4: 4:
CAST CAST
STUNTS STUNTS
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Killed in Action
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5 Minutes to Mayhem
playtesters
additional contributors
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Special Thanks
We would first like to thank Matt Vancil, for building this sandbox
that we’re still playing in a decade and a half later.
We also thank Fred Hicks and all the folks at Evil Hat Productions.
Finally we thank Sean K. Reynolds for knowing stuff, and for the
last minute help.
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Glossary
abstract: The first step in creating a campaign: A series of Missions that tell
mad science innovation, an abstract is a broader story, often with a definite
an aspect that summarizes what you beginning, middle, and end.
want to create.
challenge: A series of overcome and
action: What you want to do in the create an advantage actions to resolve
game. An action typically requires an especially complicated situation.
rolling dice. There are 4 actions: attack,
defend, overcome (an obstacle), and concede: Willfully accepting defeat in
create an advantage. exchange for additional faith dice and
a say in what happens. The opposition
agenda: The ultimate goal or plan gets some major concession from the
that will come to fruition if the Demon person conceding.
Hunters do not intervene. A Mission
agenda is the ultimate goal or plan condition: A type of aspect, categorized
for the overall Mission (typically large as mild, moderate, or severe, resulting
scale). A Threat agenda is the goal or from taking hits. It tracks damage, stress,
plan regarding one specific Threat. exhaustion, and other impeding factors.
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situation aspect: Aspects that describe wild idea: Spontaneous uses of mad
the surroundings where the scene is science, typically using the Research
taking place. & Development discipline to create
advantages.
stakes question: Questions that the
DM does not specifically know the zones: Loosely defined areas that
answers to; they describe something at illustrate where the characters
risk, as a means to keep track of points are, especially for the purpose of
of interest. managing conflict.
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General Index
abstract (mad science) 171, 174 promotion 56
Academy (see Brotherhood Academy) Character aspect 80
action 116 character creation (see recruitment)
attack 120 character sheet 431
create an advantage 116 cheating 251
defend 81, 120 Cherufe 267
overcome 119 Cipher 21, 27
advanced training 58 Cipher (Fringe discipline) 106
advancement (see advanced training) civilian (Threat) 208
agenda (Mission) 202 Clan of the Golden Fang 17
agenda (see Threat agenda) Clever 94
All-Star Mayhem Threat Catalog 223 CO (see Covert Ops discipline)
approach 37, 50, 93 Combat & Tactics discipline 98
Careful 94 concede 139
Clever 94 Concept aspect 47
Flashy 95 condition 42, 81, 137
Forceful 95 recovering from 43
Quick 96 conflict 130
Sneaky 96 conspirator (Threat) 208
aspect 38, 47, 55, 83 contest 128
enduring 85 core discipline 97
troubleshooting 90 cost 122, 246
writing 87 Covert Ops discipline 99
attack 120 Crawling Chaos, LLC 19, 312
Bad Peace 201 create an advantage 116
badness roll 123 creating DMCs 250
badness table 245 Cylch Myrddin 16
Battle of Centralia 256, 302, 303, 423 danger zone (Threat) 209
bed monsters 262 defend 81, 120
BFG stunt 251 demon dice 41, 85, 121, 244
boost 82, 120 Demon Master (game role) 240
breakthrough (mad science) 170, 176 practical advice 244
Briefing 188 Demon Master characters (see DMC)
Brotherhood of the Celestial Torch 20 demons 350
Academy 30 devotion 38, 52
database 26 Director (see Brotherhood Director)
Council 25 discipline 37, 51, 97
Director 25 aspect 49
infantry 24 Combat & Tactics 98
Brotherhood Chapter (See chapter) core 97
brownies 292, 293 Covert Ops 99
brute (Threat) 208 Mystic Arts 100
C&T (see Combat & Tactics discipline) Research & Development 102
cambions 265 Social Engineering 103
campaign 182 (see also Fringe discipline)
Careful 94 djinn 268
cast (Mission) 205, 210 DMC 35, 250
category (see Threat category) Doors (see Warehouse Doors)
challenge 126 doppelgängers 270
chapter 21 downloads 437
aspect 55, 80 dragons (see European dragons)
condition 57 Earthwalkers 355
creation 54 enemy 185, 186
Leader 54 Era Infernalis 423
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Index of Sidebars
Abstract (and Thesis) Opposition 153 Stepping Up Approaches
Approach Dice 93 and Disciplines 59
Badness Table (sample) 245 Suffering For Your Magic 153
But First a Quick Game System Note TL;DR: Actions & Outcomes 117
144 TL;DR: Brotherhood Chapter
Chapter Omega Fifteen 61 Creation 54
Chapter Rankings 22 TL;DR: Demon Hunter Creation
Chapter Sigma Seven 61 (aka Recruitment) 46
Demon Master Aspects TL;DR: Challenges 127
Don’t Have to be Great 88 TL;DR: Conflicts 130
Discipline Dice 97 TL;DR: Contests 129
Free Invocations 84 TL;DR: Full-Scale Rituals 148
Generic Everyday Badness 123 TL;DR: Hits, Conditions, &
Helpful Advice About Stunts Conceding 138
for Players and Demon Masters 110 TL;DR: Innovations &
How Do I Get More Faith Dice? 86 Breakthroughs 172
How Many Faith Dice TL;DR: Off-the-Cuff Magic 147
Does the DM Get? 85 TL;DR: Taking Action 114
Mystic Badness 152 TL;DR: Wild Ideas (Mad Science) 168
Prototype Opposition 175 Time Travel Badness 408
Ritual Opposition 149 Using Dice for Opposition 150
Setting the Opposition 115
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Index of Tables
Big Picture Enemy 195 Location Type 196
Big Picture Mission 194 Locations 196
Brutes 208 Mission Objective 190
Building Type 198 Motives for Murder 195
Civilians 209 Normals 193
Conspirators 208 Omega Duty 190
Costs 246 Other Interested Party 195
Danger Zones 209 Overlords 207
Featured Creature 191 Scourges 209
Featured Creature Modifier 192 Time Travel Costs 409
Grand Evil Plan 192 Triggering Event 194
Location, Location, Location 238 US States 197
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