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Vampires infesting the mayoral office. Lycanthropes prowling the suburbs.

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.

In your line of work, that’s called Tuesday.

You are an agent of the Brotherhood of the Celestial Torch, hand-picked to


serve as Earth’s first and last line of defense against the servants of Darkness.
Oh sure, there are others in the Brotherhood who seem more hand-picked than
you were, and yes, you probably only work out of a small office somewhere in
Michigan or Wyoming or South Dakota, but when it comes to dealing out the
damage to the infernal instruments of Hell taking over that shopping mall or the
Craz-E-Mart, the buck stops with you.

Lock and load, baby.

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.

Dice not included.


Acknowledgements

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.

Hi, Copy Shop Worker! I’m Fine-Print Legalese.


Go ahead and make those copies. I’m totally cool with it.

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

A Dead Gentlemen Productions Publication Demon Hunters: A Comedy of Terrors


www.deadgentlemen.com
info@deadgentlemen.com Copyright © 2015
@deadgentlemen on Twitter Dead Gentlemen Productions, LLC.
facebook.com/deadgentlemen All rights reserved.
Table of Contents

FOREWORD 6

1: THE WORLD YOU KNOW (BUT DON’T) 9


History 10
Magic 12
Mad Science 13
Factions 14
The Brotherhood 20

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

4: ASPECTS AND FAITH DICE 79


What Kinds of Aspects Are There? 80
What Do You Do With Aspects? 83
Writing Good Aspects 87
Troubleshooting Aspect Writing 90

5: APPROACHES, DISCIPLINES, AND STUNTS 93


Approaches 93
Disciplines 97
Stunts 109

6: OUTCOMES, ACTIONS, AND DEMON DICE 113


Outcomes 114
Setting the Opposition 115
Actions 116
Demon Dice 121
7: CHALLENGES, CONTESTS, AND CONFLICTS 125
Challenges 126
Contests 128
Conflicts 130

8: MAGIC & MENTALISM 143


Ritual Magic 145
Psychic Abilities 157
Quantum Magicians 160

9: MAD SCIENCE 163


Mad Science: The Flip Side of Magic 164
Mad Science: How Do I Do It? 167

10: MISSIONS, THREATS, AND MAYHEM 181


Sessions, Missions, and Campaigns 182
Five Minutes to Mayhem 183
Sixty Minutes to Mayhem 199
Mission Framework 212
The All-Star Mayhem Threat Catalog 223
How to Haunt Your Town:
Demon Mastering at its Finest 233
Managing the Mayhem 239

11: BROTHERHOOD DATABASE 249


Creating Demon Master Characters 250
Files from the Brotherhood Database 254

12: TRAVEL AND A BRIEF SECRET HISTORY


OF THE WORLD 401
But First a Word about Time Travel 402
Time Travel at Your Table 407
Okay, Now With the Secret History of the World 412
Foreword

Why We’re Doing This Thing

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?

So, I knew James Bond REALLY well. I was an avid reader of


all the books, as well as, of course, a die-hard fan of the movies. I
discovered the 007 J am e s B on d RPG, written by Gerry Klug
and published by Victory Games. Some of my favorite gaming
memories come out of that SIX YEAR campaign. And one of the
tools I relied on the most was a supplement for the RPG called
F o r Y o u r I n f o r mat i o n (also written by Gerry Klug). This
thing was awesome. It had an adventure generation system, some
additional rules, some tips on how to GM the system better…

Years later, I was asked to run a D e mon H u nte rs R ole p layi ng


G am e (our collaboration with Margaret Weis Productions) at the
first ever ZOECon in 2012. Apart from the starting adventure
we published with it, I personally had not run the game with any
amount of success. I simply couldn’t figure out how the hell to
run a goddamn Demon Hunters adventure. And I helped create the
world! So, I turned to our resident Demon Hunters authority, Jimmy
McMichael, and asked him to write a Demon Hunters short story.
Then, taking his story, I broke it down into encounters and such,
and suddenly a universal structure came to light. One that I was
very familiar with, in fact. It was like a James Bond adventure!!!

6
After constructing a few rudimentary tables, essentially copying
Klug’s work with different table values…it worked. It freak-
ing worked!

The rest, at this point, is kind of history. It was only natural


to reach out to some of the original team that created the
D e mon H u nte rs R ole p layi ng G am e in 2008, and after what
Cam Banks had been working on, I knew I wanted him to lead
the design of our new game. The moron accepted. Some people
never learn.

This book was born out of inspiration, with a desire to propa-


gate even MORE inspiration. I want to thank everyone who made
this book possible. Most of all, I thank Gerard Christopher Klug.
Those were good games, and F or Y ou r I n f ormation is a huge
inspiration for the 5 M i n ute s to M ayh e m chapter of this book.

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

President & Co-Founder


Dead Gentlemen Productions, LLC

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.

Sure, if you wanna get technical, we’re actually whizzing around


the universe on a 4.3 billion-year-old ball of rock, and humanity
climbed down from the trees about ten geological minutes ago,
but those creation stories are true too. All of the stories are. The
myths, the folklore, the urban legends, and the campfire tales.
Every god and goddess ever worshiped. Vampires and werewolves
and zombies—oh my! Even the thing with the furry tentacles under
your childhood bed that your mommy told you was just your
imagination. All real. The world is a lot weirder than we give it
credit for.

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.

We’re Demon Hunters.

Welcome to the team.


Sucker.

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.

Enter Heaven and Hell. These opposing realms fought, and


fought hard. Their battles raged across realities, threatening the
realms of other gods, and the Earth itself. Alliances were formed
with the deities of these other realms, leading to bigger fights and
greater damages. Angels and demons came to Earth and bred with
humans, and others in turn bred with their abominable progeny.
The wars raged for centuries on Earth and timeless eons in the
realms beyond, but both sides remained strong. There seemed to
be no end in sight.

Until someone shattered the Firmament.

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.

Working together, the forces of Good and Evil managed to undo


most of the damage (and upgrade to a more stable cosmological
model while they were at it), though traces of the flood lingered
in the collective unconscious of humanity. All involved agreed:
this couldn’t happen again. Something had to be done to save the
humans from their gods.

At a summit held in Hades, representatives from both sides met


to sign what is now known as the Treaty of Acheron. In short,
it forbids direct Celestial or Infernal aggressive action on Earth.
Demons and angels and the gods from both sides were recalled to
their respective realms, where their battles would no longer harm
the Earth.

For a while, the Treaty worked. Earth was as peaceful as it was


bound to get with all those asshole humans living on it. But leave
it to the bad guys to find a loophole. Around the tenth century
BCE, somebody in Evil’s legal department realized that by recruit-
ing intermediaries to do their dark deeds, the forces of Evil could

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.

The Celestial realms responded in kind, recruiting their own armies


of the devout and the semi-divine. But armies require organization
and leadership. And so the Brotherhood of the Celestial Torch was
founded to unite these forces of Good and shine a divine light into
the darkest corners of the Earth.

So far, we’re doing a pretty bang-up job of it.

For a complete history, see page 401.

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.

In return, they’re just asking for a little bit of


sacrifice. Or maybe a lot. Really,
it depends on what you’re trying
to make happen. Something
small, like glamoring away a
forehead pimple, might cost
you a few strands of hair or a
couple seconds of devotion.
Raising an army of the undead
to do your bidding? That one’s
gonna be spendy. We’re talking
blood, human lives, your immortal
soul, that kind of thing. Anything you can imagine
can happen, as long as you’re willing to pay the price.

To learn how to use magic in your game, see M ag ic


an d M e ntali s m on page 143.

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.

For rules on creating your own mad inven-


tions and innovations, see M a d
S ci e nce on page 163.

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.

The Order of the Infernal Scepter


For thousands of years, the greatest threat to the Brotherhood,
and to the Earth itself, was the Order of the Infernal Scepter.
Led by the half-human offspring of Lucifer, they were a dark
mirror of the Brotherhood, an army of Evil working to sow
murder, mayhem, and malice throughout the world. The
Brotherhood and the Order were perfectly matched, and
our battles were fought to a standstill time and time again.
It seemed as if this war could stretch on forever.

But it didn’t. The Order is no more. They fell apart, due to a


combination of traitorous infighting between their leaders and the
overwhelming power of the Brotherhood’s elite attack forces. The
defeat of the Order of the Infernal Scepter remains a high point in
the annals of the Brotherhood’s war against Evil.

Militarized Offensive Network for


Security, Threat Response, and
Eradication (M.O.N.S.T.R.E.)
The Order was an all-consuming foe, and every resource the
Brotherhood had was tasked with taking them down. In the wake
of their defeat, we found ourselves with a lot of free time on our
hands. This was pretty bad news for the supernatural community.

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!

M.O.N.S.T.R.E. emerged as a response to this new focus on the


minor threats to humanity. They are an alliance of monsters,

14
The World You Know (but don't)

mystics, and mad scientists united in their opposition to the


Brotherhood and led by a mysterious quintet known as “The
Claw.” As individuals, they posed no real threat against our over-
whelming numbers. But together, they’ve become a real thorn in
the Brotherhood’s side.

Through their global network of spies, M.O.N.S.T.R.E. keeps


a close eye on Brotherhood activity, searching for chinks in
our organizational armor. Poorly guarded HQs. Disgruntled
Hunters willing to go double-agent. Not-so-safehouses. Once
M.O.N.S.T.R.E. has identified a target, their strike teams swoop in
to do what they do best: &#@$ up the Brotherhood’s stuff.

M.O.N.S.T.R.E. doesn’t just traffic in Brotherhood resistance.


Their members receive support in a variety of ways. Procurement
of rare, illegal, and impossible materials for their members’ magical
rituals and scientific crimes against nature. Private “hunting”
reserves stocked with the most dangerous game of all. Brokers
who specialize in finding the ideal secret laboratory, castle keep, or
volcano lair for a particular lifestyle. And of course, backup from
M.O.N.S.T.R.E. security forces when the $#&@ hits the fan.

Mind you, this is no charity. Members contribute to the cause


either monetarily or through combat service, and the organiza-
tion’s leaders are well compensated for the perks they provide.
In addition, M.O.N.S.T.R.E. runs a thriving arms trade in black
market MagiTech weaponry, and their exclusive security services
are in high demand by the upper crust of supernat society, who pay
handsomely for the protection.

M.O.N.S.T.R.E. has proved to be a worthy adversary in the


Order’s absence. They keep us on our toes. Keep us from getting
complacent. In a way, we should be thanking them for their orga-
nized villainy. But in a more realistic way, we should be beating
them up and thwarting their plans and just generally stopping them
from doing the bad things they do. I mean, we’re the good guys.
It’s what we do!

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

the counterculture movements of the 1960s, the Pound is an


anarcho-primitivist collective, specializing in ecoterrorism with
an anti-industrial flair. Their stated goal: the complete and utter
destruction of human civilization, allowing the earth to return to
its natural, primal state. A world with werewolves at the top of the
food chain. Say what you will about them, but these crazy bastards
don’t dream small!

The Pound operates as a distributed network of “packs,” each led


by an Alpha Wolf. The only requirements for membership are
a shared vision of a wolf-ruled world, and an untreated, canine-
based, lycanthropic infection (It’s not just werewolves; we’re
talking werecoyotes, werefoxes, werecorgis, etc.). There’s no cen-
tralized chain of command, and each pack operates autonomously,
which makes taking down the organization a virtual impossibility.
For every pack the Brotherhood captures and swats on the nose
with a rolled up newspaper, two more spring up to take its place
like a slobbery, flea-ridden, butt-sniffing hydra.

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.

And Cylch Myrddin wants


to wake him up.

Cylch Myrddin is a sect of


highly skilled thaumatur-
gic thieves who for centu-
ries have sought a way to
release Myrddin from his
prison tomb. Based out of

16
The World You Know (but don't)

Avalon—a mystical island which can’t be reached by conventional


means—Cylch Myrddin directs expeditionary forces to all corners
of the globe in search of ancient relics and magical artifacts that
might hold the key to unlocking Myrddin’s crypt. And then they
steal them.

Now, whether releasing Myrddin is a good idea is up for debate.


The lore is all over the place on this guy. One story might cast
him in a benevolent savior role, while another claims he’s the
literal Antichrist. What’s not up for debate is that Cylch Myrddin
are ruthless and single-minded in their quest, and don’t care who
they’re pissing off. That includes us. They’ve attempted multiple
heists against the Warehouse, attempting to get their hands on the
talismans, idols, and fetishes stored within. They’ve even come
close to pulling it off a couple of times. Credit to the Warehouse
security teams, we’ve managed to fight them back each time,
though the losses have been significant. For a bunch of thieves,
they pack one hell of a punch. Cylch Myrddin may have failed
in their missions, but they succeeded in getting the Brotherhood’s
attention. We need to shut these sonsawitches down.

The Clan of the Golden Fang


The Clan of the Golden Fang, a mysterious new player in the
supernatural world, is an elite squad of deadly vampire ninja assas-
sins, led by an unidentified individual known only as “Master Wu.”
Equally mysterious, the primary focus of known Golden Fang
attacks has been a national chain of combination dessert restau-
rants/martial art schools based out of Sheboygan, Wisconsin.

When you’re hunting vampires, rule one is to follow the bodies.


All of that pointless hissing and fang-baring works up an appetite,
and vamps are notorious overeaters. Usually, that’d add up to a
whole bunch of exsanguinated bodies, but not so with the Clan of
the Golden Fang. There’s not a single instance of a Golden Fang
vampire killing its victim while feeding. Victims of a Golden Fang
feeding frequently don’t even realize it’s happened, reporting only
a sudden feeling of lightheadedness and a desire for orange juice
and cookies. Don’t get me wrong, they’ve ninja’d the crap out of
a whole bunch of people, but it would seem the Golden Fang is as
swift and silent in feeding as it is in fighting, which makes tracking
the group nearly impossible.

17
Demon Hunters

Mad Workers of America in


Harmonious Alliance for Humanistic
Advancement (MWAHAHA)
Mad scientists are a solitary lot. It’s an ego problem. No surprise
that a bunch of folks who play god at a professional level don’t
get along too well. Yet despite their differences, they do have
common goals. Relaxed laboratory safety standards. Easier access
to radioactive isotopes. And of course, that one day all the nations
of the world will bow down before the might of their awesome
intellects. It was in this spirit that the Mad Workers of America in
Harmonious Alliance for Humanistic Advancement was founded.

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)

Crawling Chaos, LLC


For centuries, the Esoteric Fellowship of the Crawling Chaos
consistently failed to draw the attention of the terrible, unimag-
inable intelligences that dwell in the void between worlds. Tired of
waiting, they followed the path set by countless devoted acolytes
of Evil before them: publishing an RPG!

Today, Crawling Chaos, LLC is the second most popular role-


playing game publisher/sinister doomsday cult in the world.
Thousands of gamers worldwide, crowded around kitchen tables
and crammed into ass-smelling college basements, unknowingly
perform their dark rituals every day.

The company is about to launch the highly anticipated Crawling


Chaos Online—a free-to-play, Massively Multiplayer Online RPG
built around the Fellowship’s rituals of blood magic and chaos
worship. Will the mouseclicks of ten million oblivious players
finally pierce the membranes of reality and draw the Crawling
Chaos into our universe? And if not, will they at least make ridic-
ulous amounts of money off of DLC and in-game microtransac-
tions? We probably shouldn’t wait around to find out.

The Sisters of Divine Retribution


The Sisters of Divine Retribution are a holy order of nuns who
have taken a vow of badassery. The Sisters have a well-earned
reputation as one of the deadliest fighting forces on the planet.
Between their crack-shot gunnery nuns and their elite squad
of Nunjas, the forces of Evil don’t stand a chance.

Once united with the Brotherhood of the


Celestial Torch, the Sisters of Divine
Retribution split off in the early 1940s.
They’d barely tolerated the presence of
mystics in the Brotherhood, but the
active recruitment of supernatural
creatures was the last straw. These
ladies are pretty hardcore about
the whole, “thou shalt not suffer a
witch to live” thing, and they con-
sider it their holy duty to eradicate
monsters in all their forms.

19
Demon Hunters

Tempers have cooled somewhat over the past seventy-some-odd


years. On paper, the Sisters of Divine Retribution and the
Brotherhood of the Celestial Torch are allies. But everything’s not
all roses and rosaries between the organizations. More than a few
of the Sisters have taken a potshot at a Brotherhood supernat or
mystic when they thought they could get away with it. But don’t
worry, they pray real hard about it afterward. After all, the Lord is
nothing if not forgiving.

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?

Slow it down, Rookie. All in good time. Here’s


everything you need to know about the Brotherhood.
With a big emphasis on “need to know.” Your clearance
level is laughably low right now.

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.

The Brotherhood is everywhere. We’ve got regional headquarters


and safehouses and listening stations scattered all over the globe,
ensuring a team will always be nearby when disaster inevitably
strikes. From a massive subterranean base under a football stadium
to a tastefully landscaped bungalow in the suburbs to a hidden
outpost carved into a remote mountain peak, you’re never far from
the Brotherhood.

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).

Each chapter is assigned a designation: a Greek letter followed by


a number. The letter indicates the threat level a team is qualified to
handle. With rare exceptions, everybody starts at Omega. Omega-
level threats...aren’t. If you’re doing it right, there’s really nothing
threatening about Omega work. Omega teams are tasked with jobs
like restocking the Warehouse, working the dispatch desk, or clean-
ing up after the lab animals in Mad Science. It’s really just grunt
work to ease a new team into working for the Brotherhood and
weed out the ones that aren’t dedicated to the cause. It’s almost
impossible to screw up, and Omega teams are quickly promoted.

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.

There’s only one team in the world qualified to tackle Alpha-level


threats. Chapter Alpha One is made up of the most highly skilled
agents in the Brotherhood, and they use those skills way too fre-
quently to save the world from mad gods, the darkest of dark
wizards, incursions from extra-dimensional horrors, and other

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

nu Ν1 Ν2 Ν3 Ν4 Ν5 Ν6 Ν7 Ν8 Ν9 Ν10 Ν11 Ν12 Ν13

xi Ξ1 Ξ2 Ξ3 Ξ4 Ξ5 Ξ6 Ξ7 Ξ8 Ξ9 Ξ10 Ξ11 Ξ12 Ξ13 Ξ14

omicron Ο1 Ο2 Ο3 Ο4 Ο5 Ο6 Ο7 Ο8 Ο9 Ο10 Ο11 Ο12 Ο13 Ο14 Ο15

pi Π1 Π2 Π3 Π4 Π5 Π6 Π7 Π8 Π9 Π10 Π11 Π12 Π13 Π14 Π15 Π16

rho Ρ1 Ρ2 Ρ3 Ρ4 Ρ5 Ρ6 Ρ7 Ρ8 Ρ9 Ρ10 Ρ11 Ρ12 Ρ13 Ρ14 Ρ15 Ρ16 Ρ17

sigma Σ1 Σ2 Σ3 Σ4 Σ5 Σ6 Σ7 Σ8 Σ9 Σ10 Σ11 Σ12 Σ13 Σ14 Σ15 Σ16 Σ17 Σ18

Τ1 Τ2 Τ3 Τ4 Τ5 Τ6 Τ7 Τ8 Τ9 Τ10 Τ11 Τ12 Τ13 Τ14 Τ15 Τ16 Τ17 Τ18


tau Τ19
Υ1 Υ2 Υ3 Υ4 Υ5 Υ6 Υ7 Υ8 Υ9 Υ10 Υ11 Υ12 Υ13 Υ14 Υ15 Υ16 Υ17 Υ18
upsilon Υ19 Υ20
Φ1 Φ2 Φ3 Φ4 Φ5 Φ6 Φ7 Φ8 Φ9 Φ10 Φ11 Φ12 Φ13 Φ14 Φ15 Φ16 Φ17 Φ18
phi Φ19 Φ20 Φ21
Χ1 Χ2 Χ3 Χ4 Χ5 Χ6 Χ7 Χ8 Χ9 Χ10 Χ11 Χ12 Χ13 Χ14 Χ15 Χ16 Χ17 Χ18
chi Χ19 Χ20 Χ21 Χ22
Ψ1 Ψ2 Ψ3 Ψ4 Ψ5 Ψ6 Ψ7 Ψ8 Ψ9 Ψ10 Ψ11 Ψ12 Ψ13 Ψ14 Ψ15 Ψ16 Ψ17 Ψ18
psi Ψ19 Ψ20 Ψ21 Ψ22 Ψ23
Ω1 Ω2 Ω3 Ω4 Ω5 Ω6 Ω7 Ω8 Ω9 Ω10 Ω11 Ω12 Ω13 Ω14 Ω15 Ω16 Ω17
omega Ω18 Ω19 Ω20 Ω21 Ω22 Ω23 Ω24 Ω25 Ω26 Ω27 Ω28 Ω29 Ω30 Ω31 Ω32 Ω33
Ω34 Ω35 Ω36 Ω37 Ω38 Ω39 Ω40 Ω41 Ω42 Ω43 Ω44 Ω45 Ω46 Ω47 Ω48 Ω49
Ω50 Ω51 Ω52 Ω53 Ω54 Ω55 Ω56 Ω57 Ω58 Ω59 Ω60 Ω61 Ω62 Ω63 Ω64 Ω65
Ω66 Ω67 Ω68 Ω69 Ω70 Ω71 Ω72 Ω73 Ω74 Ω75 Ω76 Ω77 Ω78 Ω79 Ω80 Ω81
22 Ω82 Ω83 Ω84 Ω85 Ω86 Ω87 Ω88 Ω89 Ω90 Ω91 Ω92 Ω93 Ω94 Ω95 Ω96 Ω97
Ω98 Ω99 Ω100 Ω101 Ω102 Ω103 Ω104 Ω105 Ω106 Ω107 Ω108 Ω109 Ω110 Ω111
Ω112 Ω113 Ω114 Ω115 Ω116 Ω117 Ω118 Ω119 Ω120 Ω121 Ω122 Ω123 Ω124
The World You Know (but don't)

threats to reality that no one else is qualified to handle. Reality is


still real, so that should give you some idea of how good they are
at their job.

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

Iota agents are skilled at infiltration and deception, and they’re


frequently embedded undercover in chapters where a field agent
is suspected of wrongdoing. Keeping up a cover identity this way
is dangerous, emotionally exhausting work, living in constant fear
of being discovered. Iotas in these positions burn out at a rate way
higher than other Brotherhood agents, which is saying something
in this line of work.

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.

The Infantry is a big-ass fighting force, numbering in the real-


ly-high-numbers, trained only to kill Evil $#&@ dead. Aim, Fire,
Repeat. They’re there to kick ass and die trying. Maybe they’ll
get called out to be dragon fodder while the field agents figure out
how to take down the wizard controlling it. Or to keep the trans-
dimensional horror busy while the field agents close the portal. Or
to provide a distraction while the field agents re-shrink the giant
hamster rampaging through Cleveland.

Think of them as the Brotherhood’s version of the Army Reserves.


They’re everywhere, going about their day to day lives like every-
body else. They could live next door. You might be married to one.
Chances are they’ll never get called up. But someday, when the
$#&@ hits the fan just right, they’ll get a message on their phone.
A set of coordinates. It’s their sworn duty to immediately pack a
bag, kiss their loved ones goodbye, and go save the world. It’s a
thankless job, but a necessary one—especially in light of what’s still
to come. Doomsday. The ultimate Good/Evil throwdown that we
all know is just around the corner. We’re gonna need the Infantry
for that one.

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.

An agent found guilty of their crimes has their fate decided by


the Council. This could involve anything from demotion in rank
or expulsion from the Brotherhood to imprisonment, death, or
banishment from the Earth realm for the most serious of offenses.
Whoever these Council members are, they don’t mess around.

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.

The Director isn’t involved in the day-to-day business of the


Brotherhood. He plays the long game, guiding the Brotherhood’s
policies, and steering it in the right direction. Under St. Peter’s lead-
ership, the Brotherhood has become a far more inclusive organiza-
tion. Mystics and supernatural creatures devoted to the cause have
been welcomed into the Brotherhood, which had previously been
strictly composed of humans and the semi-divine only. It’s been a
long, uphill battle, but their inclusion has proven to be a massive
benefit to the Brotherhood. Chalk that one up as a win for Pete.

25
Demon Hunters

The Brotherhood Database


The Brotherhood database contains the collected wisdom of mil-
lions of Brotherhood agents over thousands of years. From ancient
mythology and folklore to field reports and Hunters’ diaries, it’s
the largest compendium of supernatural knowledge ever compiled.
And goddamn, was it hard to use before computers were invented!
Giant libraries all around the world stuffed to bursting with ancient
tomes and dusty old scrolls and bulky clay tablets. A Hunter could
wander around in those places for months and still not find the
information they needed.

Today, the database has been digitized, analyzed, sanitized, and


categorized. Thanks to Cipher technology, complete, accurate, and
up-to-date knowledge of the supernatural and occult is available
instantaneously to agents working anywhere in the world. From
Aatxe to Žiburinis, whatever you’re up against, the database has
the information you need, thanks to a hard working team of archi-
vists, folklorists, and technicians.

Necromantic Monitoring and Communications


Satellite System (NecroMoniComSat)
The Brotherhood has taken the fight against Evil into space.
Forming the backbone of the organization’s communication and
reconnaissance network, the NecroMoniComSat is a ring of satel-
lites locked in geostationary orbits above the Earth. Loaded with
an array of precision-tooled sensors, these spy satellites monitor
the globe around the clock, searching for energy signatures con-
sistent with dimensional incursions, impossible science, timeslips,
necromantic activity, orgone emissions, and god knows what
else. If something nasty’s happening on the planet, we’re gonna
know about it.

The NecroMoniComSat also serves as a relay for delivering com-


munications and research to Ciphers in the field. Cipherspace data
is retrieved from the Brotherhood database and streamed into
space, where it bounces off the NecroMoniComSat and is redi-
rected to an individual Cipher unit, where it’s received by an
antenna built into the Cipher goggles. The connection is bidirec-
tional, so you won’t need to stop and plug your Cipher into a
landline to send in a research request.

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.

Of course, there is such a thing as too


much innovation. With the pace of
production ramped up so high, testing
tends to take a back seat. Sure, you might
have jet packs and invisibility cloaks and
laser rifles and amulets of invulnerability,
but is it worth the risk of being irradiated
or turned into a newt just to use them?

Of course it is! Jet packs! Invisibility


cloaks! Come on, this is a no-brainer!

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

The changeover to the Mark IV hasn’t been entirely without its


problems. Users have reported that their Ciphers are exhibiting
strange behaviors; some might call them personality quirks if
Ciphers weren’t notoriously lacking in personality. Most of the
Mark IVs seem to be unaffected, but bug reports are on the rise.
Somewhere between 15–25% of the units may be affected. No
units have been recalled yet, but technicians are investigating the
issue, attempting to determine whether this so-called “Oaxacan
Glitch” is some sort of emerging intelligence from the Cipher col-
lective, or a missing semicolon in their software package
or something.

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.

As you might imagine, this kind of inventory takes up a lot of space.


We checked around, but buildings with a functionally infinite inte-
rior volume are hard to find on Earth (and you wouldn’t believe
what they’re asking for rent), so the folks down in M&Ms cooked
up an extra-dimensional pocket universe where we could stash the
Warehouse. This would make getting there a bit of a pain in the
ass if it weren’t for the Doors.

Warehouse Doors are installed in buildings all over the world.


You’re never more than a couple of miles from one at any given
time, and every Cipher comes pre-programmed with all of their
locations. For most people, there’s nothing special about them.
They separate one room from another, and you twist a handle to
open them—no big deal. But by opening the Door using the key
built into every Chapter Leader’s primary weapon, a portal is acti-
vated that leads into the Warehouse. Psychically-bonded circuitry
within the key allows the Chapter Leader to choose which section
of the Warehouse the Door should open to, which is a handy
feature considering the scale of the Warehouse. You wouldn’t want
to pop in to refill your ammo and end up having to hike for a week
and a half to get to the right aisle.

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.

At the Brotherhood Academy,


students receive training essen-
tial to fighting the forces of Evil.
From the study of ancient folklore
and mythology to marksmanship
drills and martial arts practice, an
Academy education is extremely
well-rounded. If there’s time left
over, they’ll even teach the kids
about literature and math and all
that crap.

Look, I get it. Training a child


from birth to become a living
weapon of righteous vengeance
is super skeevy on paper. But it’s
not like their lives were gonna be
normal in the first place. When
you’re born into a world of death
and war and robots and monsters
and magic, it’s not like you’re
gonna become a paralegal or open
a vegan bakery or something.
Children of Demon Hunters are
going to become Demon Hunters,
and the earlier we start training
them for it, the better they’re
going to be at it. And the longer
they’ll stay alive.

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.

Having one’s name added to the Xi Wall is a strictly posthumous


distinction. The sacrifices these Hunters made have ensured that
the rest of us live on to honor their memory. Perhaps, one day,
your name will be carved alongside theirs. Although I’m guessing
you’d rather just stay alive instead. Yeah, that’s probably the best
plan. Go with that.

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.

In case this is your first exposure to roleplaying games, here’s an


analogy: RPGs are like training simulations. One person’s the
Demon Master and lays it all out for you, setting up the simula-
tion for you to plug your own characters—the Demon Hunters—
into it. All of the special effects, far-out locations, abysmal magics,
and unfathomable mad science artifacts live in your heads. Your
Demon Hunters speak in your voices, the bad guys speak in the
DM’s voice, and everyone has a great time.

33
Demon Hunters

WHAT YOU NEED TO PLAY


In order to play the game, you need the following:
• One person to assume the role of Demon
Master while everyone else at the table plays a
Demon Hunter
• A Demon Hunter profile for each player (sometimes
called a character sheet)
• A bunch of polyhedral dice: four-sided ,
six-sided , eight-sided , ten-sided ,
and twelve-sided .
• A good supply of six-siders of two distinct colors
(we recommend black and white or purple and
gold) to represent faith dice and demon dice
• Index cards or sticky memo notes for writing up
new aspects during the game
• Pens, paper, snacks, booze—the things you’d usually
bring to a table of friends

34
The Basics

PLAYERS AND DEMON MASTERS


When you play D e mon H u nte rs : A C om e dy of T e rrors ,
one person needs to be the Demon Master (DM) and the others
are players.

The DM is responsible for:


• Setting up the Missions and Threats
• Playing all of the characters in the world who aren’t
Demon Hunters (Demon Master characters, or
DMCs), including bad guys, monsters, Lords of
Hell, the pizza delivery guy, pretty much everyone
• Moderating the rules of the game and pushing the
players toward interesting decisions and conflicts
• Always offering demon dice when the players are
on the ropes, then using those demon dice later to
ramp up the stakes

The players are responsible for:


• Creating their own Demon Hunter profile using the
rules in the R ecru itm e nt chapter
• Responding to Missions and Threats in character, as
a member of a (mostly) functional Demon Hunters
team or chapter
• Using faith dice to push their moral agenda in times
of crisis, and using demon dice when succumbing to
temptation and hubris
• Helping each other and the Demon Master
be awesome

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

SEVERE (UP TO 15 HITS)


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.

d4 COMBAT & TACTICS

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 .

There’s a sixth discipline, the Fringe discipline, which is a catch-all


placeholder for something weird your Demon Hunter might have
trained in or some kind of supernatural skills they possess. If you
put a , , or into a Fringe discipline, you rename it some-
thing like Vampire or Werewolf or Cipher. Otherwise it doesn’t
even get a rating at all.

See page 97 for more


on disciplines.

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.

Lots of things in the game world of Demon Hunters have aspects.


They’re used to define villains, monsters, locations, and other
things with descriptive qualities. This means you can also invoke
or endure those aspects, too, just in case your own aren’t enough.
See page 80 for more on aspects.

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.

Stunts are a little like aspects in that they have a character-defining


element to them, but they don’t get invoked or endured and don’t
necessarily work in conjunction with faith dice. See page 109 for
more on stunts.

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

Interpreting the Results


When you roll dice, bigger totals are better. You’re either rolling to
match or beat a roll from an opposing character, or you’re trying to
match or beat an opposition number the DM determined ahead
of time based on the situation: an easy opposition is 5, a standard
opposition is 10, and a hard opposition is 15.

If you roll less than your opposition or the opposition number,


you fail. You don’t get what you wanted, although the DM might
decide you get some of it, or even all of it but at some great
cost to you.

If you match or beat your opposition, you succeed at what you


were trying to do. You punch a demon in the face, pull open
the barred door, unlock the computer security code, or dodge
that bullet.

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.”

Sometimes, we refer to the outcome in an attack action as hits. An


attack might deliver 5 hits on your enemy, or you might have just
taken 8 hits from the sniper across the street. Some game effects
might change the number of hits delivered but not the outcome
itself, so be sure to remember what the outcome is (for example,
for figuring out if you succeeded with style or not). Hits can be
physical, mental, or social in nature; they represent potential harm
caused by attacks of any type.

40
The Basics

FAITH DICE AND DEMON DICE


D e mon H u nte rs isn’t just about kicking demon butt. It’s also
about having faith in yourself, your team, and the Powers That Be
to do what has to be done—and if you can’t do that, it’s about being
tempted by short-term power vs. long-term consequences. That’s
the underlying idea behind how faith dice and demon dice work.

In addition to some other uses, both add to your action totals, so


on the face of it they might seem similar. The difference is when and
how they’re used, and what happens once you use them.

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.

For more on faith dice and demon dice, see page 83


and page 121.

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.

Conditions come in three flavors: mild, moderate, and severe.

Mild: This category of conditions includes scrapes, bruises, over-


exertion, being scatterbrained or distracted, or inconvenient social
obligations you can’t shake easily. It’s easiest to think of them
as short-term problems caused by the life you lead as a Demon
Hunter. Each mild condition gets rid of up to 5 hits from an attack;
you can take three of them, so as many as 15 hits can be diverted
to mild conditions in play.

Moderate: These are serious business. These are broken bones,


contusions, mental distress, open wounds, crippling embarrass-
ment or public shame, and so forth. You can redirect up to 10 hits
with a moderate condition, and you can do this twice.

Severe: Now we’re taking full-body trauma, third-degree burns,


broken spines, long-term psychological trauma, ostracization from
much of society, and so on. A severe condition is far-reaching and
takes a great deal of effort to correct or eliminate; and while it lets
you fend off up to 15 hits, you only get one of these to burn.

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.

Recovering from Conditions


Before you can get rid of any conditions you’ve acquired, you need
to make a recovery action. Usually someone else performs these
on you, and the DM might just say, “OK, they succeed,” and move
on to recovery time. If your Demon Hunter wants to recover in the
middle of a scene or—St. Peter forbid—try recovering themselves
with their own efforts, the DM calls for an action.

Once the action succeeds, each type of condition takes a certain


length of time to go away. Mild conditions can be erased once a
whole scene has passed since the recovery action. Moderate con-
ditions go away at the end of a Mission once the recovery action
succeeds. Severe conditions won’t go away for several Missions, as
many as five or six. You may need to reach a major milestone (page
58) to eliminate a severe condition, although the DM may allow
the player to change the condition into an aspect (one that’s almost
entirely negative) after a session or two of play.

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?

Recruitment should take about a half hour, give or take. If you’re


used to the rules and have done this before, it’ll be a lot faster.
We try to make it simple enough to get going quickly, but there’s
always one player at the table who wants to be a cyborg vampire
scientist wizard thief paladin uplifted dog, or something. So give
yourself plenty of time and start thinking about what you want to
play. Then read on!

45
Demon Hunters

DEMON HUNTER RECRUITMENT BASICS


All Demon Hunters share a number of things in common, no
matter what outrageous background they come from—aspects
(coming up next, hold your horses), approaches (page 50), disci-
plines (page 51), and stunts (page 52).

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.

TL;DR: DEMON HUNTER CREATION


(AKA RECRUITMENT)
1. Write a Concept aspect (page 47)
2. Write a Trouble aspect (page 48) (or decide
during play)
3. Assign dice , , , , , to your
approaches (page 50)
4. Choose 3 disciplines and assign dice , , to
them (page 51)
5. Write a stunt (page 52)
6. Write 3 aspects, one for each discipline you chose
(page 49) (or decide during play)
7. Write one or two more stunts (page 52) (or decide
during play… I sense a theme here)
8. Name your Demon Hunter and write down what
they look like

46
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.

When you think about your Demon Hunter’s Concept, try to


think of two things: how this aspect could help them, and how it
might make things harder for them.
Ned was an accountant who went through Demon Hunter training
twice. The first time, he was killed when a vampire punched his fist
through Ned’s skull. Fellow trainee Harkadian used his necromantic
powers to bring Ned back to life, and he returned to complete
his training and passed with flying colors! Of course, now he’s
an undead ghoul, but there are worse things that could happen.
Our Concept aspect for Ned is Enthusiastic Undead Accountant.
We could invoke this (page 83) when Ned’s solving some kind
of number problem, ignoring the problems of being alive, or
throwing himself into an action with gusto. We could endure this
(page 85) when being one of the living dead starts to freak
mundanes out, or when unbridled fervor for something is bound
to get Ned into trouble.

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.

Your Trouble aspect is what always gets your Demon Hunter


into trouble. Could be a personal weakness, or an enemy that
keeps showing up, or something important that they need to do
on a routine basis—anything that makes their life complicated. It’s
better if it doesn’t cover the same ground as the Concept aspect.
It’d be tempting to just go with something related to being undead
or having bits and pieces fall off him, but Ned has many other prob-
lems in his un-life. For a start, he’s kind of a major dork. In fact, he’s
a Turbodork. Surely this won’t hinder him too much on a Mission
for the Brotherhood, but if there’s ever an occasion for Ned to make
an ass of himself in front of mundanes, you can bet we’ll have him
endure this.

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

48
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.

Examples: Fully Strapped, Always Packed (Combat & Tactics),


Crazy about Robotics (Research & Development), Student of the
Ancient Ones (Mystic Arts), Internet Famous (Social Engineering)

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

They’re each given a die rating. You’ve got one at , two at ,


two at , and one at , so think about which approach you
want your Demon Hunter to be the best at, which they’re the
worst at, and then figure out the four in the middle. After you’ve
got a few Missions under your belt, you can improve one or more
of these, or switch two around. For more on approaches, see
A p p roach e s , D i sci p li n e s , an d S tu nts , page 93.
Clever is the obvious choice here for Ned’s , but we’re going to
be interesting and make it Forceful instead. Ned charges into situ-
ations with enthusiasm and unbridled vigor, plus now that he’s
undead he doesn’t have to worry about taking it easy. On the other
hand, there’s probably no chance he can do anything in a Sneaky
manner with that attitude, so we’re giving him a in Sneaky.
Clever and Flashy get assigned a , edging out Careful and Quick,
which get .

Your choice of which approaches get what die ratings depends on


how you see your Demon Hunter in action. Here are some exam-
ples of standard stereotypes to use as a guide. These are by no
means the only ways to assign your approach dice.

The All-Star: Quick , Forceful and Flashy , Clever and


Careful , Sneaky .

The Brute: Forceful , Careful and Flashy , Sneaky and


Quick , Clever .

The Guardian: Careful , Forceful and Clever , Sneaky and


Quick , Flashy .

50
Recruitment

The Swashbuckler: Flashy , Quick and Clever . Forceful


and Sneaky , Careful .

The Trickster: Clever , Sneaky and Flashy , Forceful and


Quick , Careful .

The Thief: Sneaky , Careful and Quick , Clever and Flashy


, Forceful .

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.

There are five core disciplines recognized by the Brotherhood:


• Combat & Tactics
• Covert Ops
• Mystic Arts
• Research & Development
• Social Engineering

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.

Your remaining disciplines are rated at (Untrained), which


means you can always try something even if it’s not something
you’re skilled at.

Fringe disciplines are a different matter. Nobody has a die rating


in a Fringe discipline unless they’ve taken it as one of their three.

Assign dice to three core disciplines. Want to be great at fighting?


Assign a die to Combat & Tactics. Want a magic-using or psychic
sort of character? Assign a die to Mystic Arts. How about a
super-spy or assassin? That’s Covert Ops. Are you a leader, grifter,
or charmer? Social Engineering needs a die. Planning to hack

51
Demon Hunters

computers, tinker with electronics, or go nuts with mad science?


That’s Research & Development.

If your concept requires that you be some kind of supernatural


creature, like a werewolf or vampire, or if you’re going to play
some other kind of Fringe Demon Hunter, like a Cipher, you
need to assign a die to an appropriate Fringe discipline. Doing so
means assigning one fewer die to the other core disciplines, but
depending on the Fringe discipline you can often get away without
one (vampires can do Covert Ops things using their Vampire
discipline, for example). Then choose two other core disciplines
to assign dice to.
Ned’s a good candidate for a Fringe discipline, which we’re calling
Undead. We assign that a , though, since we’ve decided he
should have his in R&D. That’s really his strongest suit, even if
it’s mostly academic. This leaves us with a choice of which disci-
pline to assign his to. It’s amusing to us to have him keep volun-
teering for spy Missions, so we’re going with Covert Ops. The rest
all get as Untrained.

For more on disciplines, see A p p roac h e s , D i s c i p li n e s , an d


S tu nts , page 93.

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.

Your devotion starts at three and is reduced by one for each


stunt after the first three you choose. As your character advances,
you might get the chance to add to your devotion. Your devotion
may never go below one. Your devotion tells you how many faith
dice you start each game with, so keep that in mind when you
consider taking four or more stunts.

52
Recruitment

We’ve devoted a chunk of space to stunts in A p p roac h e s ,


D i sci p li n e s , an d S tu nts , page 93, where you’ll find example
stunts for several Fringe disciplines. You can also pick your stunts
from the Demon Hunter profiles or DMCs provided in this book
or you can make up something new because you’re a special snow-
flake, yes you are.
Ned’s signature move in combat is the legendary Spotted Eagle
Strike kung fu move—which, while amusingly inept in life, he has
now mastered due to his unliving strength. We’re creating a stunt
for it, as follows:

Spotted Eagle Strike: Because I know the Spotted Eagle Strike


move, I gain +2 to Flashy attacks when I engage in hand-to-
hand combat.

Let’s also give him a stunt that covers his easily replaced body parts:

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.

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

CREATING YOUR CHAPTER


Your Demon Hunter belongs to a chapter. They’re your first line of
support and, while they’re almost never the people you would have
chosen to hang out with 24 hours a day, 7 days a week, they’re at
least psychologically profiled for optimal teamwork and efficiency
when grouped with you. Or that’s the hope.

Okay, let’s be real. Many of the other Demon Hunters in your


chapter are maniacs you wouldn’t spend time with at all if given
the choice, but hey, what can you do? Evil doesn’t wait while you
do compatibility quizzes on your teammates. Evil needs you to
hurry up and get with the program.
At this stage, we’d get together with the other players and create
Sigma Seven. You can see the results on page 71, but for now
our Demon Hunter profile is complete! Ned is ready to go. For a full
version of Ned, see his Demon Hunter profile on page 75.

TL;DR: BROTHERHOOD CHAPTER CREATION


1. Choose someone to be Chapter Leader
2. Choose someone to be the Cipher (this someone
can be a DMC)
3. Everyone should introduce their characters to the
other players and the DM
4. Figure out at least one way each Demon Hunter is
connected to the rest of the team
5. Decide on your chapter designation
6. Write one to three chapter aspects (or you can
decide during play! Shocking, I know.)

Going to the Greek


Every chapter starts out as an Omega chapter, because that’s how
it works in the Brotherhood. However, you don’t need to start
your D e m o n H u n t e r s RPG games at Omega-level, because
that would mean lots of boring desk duties and insignificant assign-
ments that aren’t at all exciting or dangerous. Even so, it’s good to
think of the chapter starting out as Omega during the first session
when everyone’s making up their Demon Hunters, because you
can spend some time playing out one or two training scenarios
that you all undertook and explain just how badass your Demon

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.

Really, just go around the table and introduce yourselves to each


other, give the general descriptive rundown (“She’s really tall and
has horns and a tail, plus she dresses in red and black and her
name is Susan”) and come up with at least one solid connection to
all of the other Demon Hunters. This connection can be anything:
a shared interest in old Sammy Davis Jr. movies, a shared cousin
you both hate, a time when one of you saved the life of another
during training missions, whatever you like.

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

If nobody seems to agree on what aspects to assign at the begin-


ning, go ahead and leave some open until play starts and you’re
grasping around for ideas of aspects to invoke to your advantage.
Just make sure the aspect follows the usual rules for chapter
aspects: it’s narrow, fun, and can be used either for or against the
Demon Hunters depending on what else is going on.

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.

During play, every time the Demon Hunters reach a significant


milestone (see page 58 for a discussion of what milestones are)
the DM may decide to promote the chapter to the next level up.
Sometimes this is because the Demon Hunters all did extraordi-
narily well. And then there are occasions when the Demon Master
might just arbitrarily promote the entire chapter because it’s inter-
esting and why the hell not.

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.

In addition, the chapter members can agree to change one of the


chapter’s aspects, rewriting it or switching it out for something
new and different. This should usually reflect the circumstances
or context of the chapter’s promotion, but it could also represent
some new and awesome truth about the chapter that has heretofore
not been discussed or revealed.

Or it could be a sweet new HQ with a butler and a rooftop helipad.


But don’t push your luck.

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.

Chapter conditions can be erased the same way Demon Hunter


ones can. Any member may attempt to recover the condition (page
43), or the DM might rule that a condition has been recovered
automatically due to time, changing circumstances, or whimsy.
Don’t depend on that whimsy though, players.

Example Chapter Conditions

Mild Conditions: Disarray, Strained Relations, Tied Up in


Paperwork, Under Investigation

Moderate Conditions: Media Leak, Official Censure, Out of


Ammo, Reassigned to the Warehouse

Severe Conditions: Disavowed, Dropkicked to Omega, End of


Days, Perfect Storm of Getting Your Ass Kicked Six Ways to Sunday

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.

These wrap-ups are called milestones—whether they’re small ones


for short stories, or really big ones at the end of many sessions
of play.  D e m o n H u n t e r s RPG recognizes three types of
milestones, and each one allows you to change your character in
certain ways.

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

• Choose a new stunt (and adjust your devotion, if


you already have three stunts).
• Clear a condition.

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.

In addition to the benefit of a minor milestone, you also gain both


of the following:
• Clear all conditions.
• Step up the die of an approach or discipline
by one step.

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.

The DM may also decide to advance the chapter a step up the


Brotherhood org chart (page 22).

Stepping Up Approaches and Disciplines


When you step up an approach or discipline, there’s a pyramid-shaped cap
you must always adhere to. It works like this:
• You can’t have more than one approach at or discipline at .
• You can’t have more than two approaches at or disciplines at .
• You can’t have more than three approaches at or disciplines at .

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.

These milestones are about gaining more power. The challenges


of yesterday simply aren’t sufficient to threaten these characters
anymore, and the threats of tomorrow will need to be more adept,
organized, and determined to stand against them.

Achieving a major milestone confers the benefits of a significant


milestone and a minor milestone. In addition, you may do both
of the following:
• Take an additional point of devotion, which
you may immediately use to purchase a stunt
if you wish.
• Rename your character’s high concept (optional).

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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.

Sure, these are the “official” or “iconic” versions of these chapters


and the Demon Hunters in them, but that doesn’t mean you have
to cleave to that canon. You can mix and match them with original
characters, drop them into entirely different chapters, change some
or all of their aspects, rearrange their approaches and disciplines,
or whatever you like. Go crazy.

Chapter Omega Fifteen


• Gabriel (page 63)
• Silent Jim (page 64)
• Wolf (page 65)
• Bijou Labeaux (page 66)
• Rigor Mortis (R.M.) (page 67)
• Jefferson Albrecht (page 69)
• Cipher Mark III (page 70)

Chapter Sigma Seven


• Alex Harkadian (page 72)
• Tricia “Sparky” Carnacki (page 73)
• Armageddon (page 74)
• Ned (page 75)
• Ben “Gator” Bailey (page 76)
• Cipher Mark IV (page 77)

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Demon Hunters

Chapter Omega Fifteen


This chapter includes a motley collection of quasi-legendary
misfits, losers, and rogues. Omega Fifteen is Gabriel and Silent
Jim’s current chapter, the one from the web comics and more or
less the one from the Demon Hunter movies.

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

63
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.

Everything Wolf throws explodes.

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

65
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.

She likes that one. Maybe she’ll keep it.

Rigor Mortis (RM)


Chapter Omega Fifteen
ASPECTS
Concept: Bloodsucking Amnesiac Assassin
Trouble: Recovering Addict
Discipline: Ninja Master; Fierce Attitude; Teeth and Fangs
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky Vampire
STUNTS
Vampiric Speed: Because I have vampiric speed, I can always choose to
go first in a conflict or contest unless my opponent is also a vampire or
supernaturally fast creature.
Vampiric Vitality: Because I have vampiric vitality, once per conflict I can
spend a faith die & roll: on a 1-4, I clear a mild condition; on a 5-6, I clear a
moderate condition.
Knows Ninjitsu: Because I know ninjitsu, I gain +2 when I Carefully attack
from the shadows.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3

67
Demon Hunters

68
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.

For the love of all that’s holy, go easy on them.

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

Tricia “Sparky” Carnacki


Sparky gets machines. They’ve just always made
sense to her. It’s a trait that runs in her family. Her
grandfather, Thomas Carnacki, was a pioneer in the
electrical arts, and put those talents to use as a ghost
hunter for the Brotherhood (electricity has a nasty habit of not
playing nice with ectoplasm). He passed away recently, leaving his
estate to his granddaughter—along with his legacy. Adapting his
turn-of-the-century gadgetry for the modern world, Sparky’s put
her technomantic talents to work, battling Evil and pwning n00bs
for the Brotherhood.

Tricia “Sparky” Carnacki


Chapter Sigma Seven
ASPECTS
Concept: Technological Genius
Trouble: Easily Bored
Discipline: Machine Legacy of Dr. Carnacki; Dynamic Thinker;
Boundless Energy
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Mad Skillz: Because I have mad skillz, I gain +2 when I Flashily create
advantages with technology.
Pwn N00bs: Because I can pwn n00bs, I gain +2 when I Forcefully attack
minions or unnamed targets using gadgets I’ve created or assembled.
Infectious Energy: Because I have infectious energy, once per game
session I can turn an ally’s mild condition into a positive aspect as part of a
defend or create an advantage action involving that ally.
CONDITIONS
Mild (3) Moderate (2) Severe (1)
DEVOTION: 3

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

75
Demon Hunters

Ben “Gator” Bailey


Ben Bailey’s a fella who loves hisself a good scrap.
Don’t rightly matter if’n he’s punchin’ out drunks
in a bar room slugfest, divin’ in the swamp to put
a gator in a chokehold, or layin’ the smackdown
on some bloodthirsty beastie from the pits of Hell. There ain’t no
meanness in it—hell, ol’ Gator ain’t got a mean bone in his body.
The boy’s just a born brawler. Fell outta his mama with his fists
clenched and he ain’t opened ‘em since.

Ben “Gator” Bailey


Chapter Sigma Seven
ASPECTS
Concept: Backwoods Brawler
Trouble: Not Big on the Book Learnin’
Discipline: Friendly Fella; Always Delivers the Smackdown;
Sheet-metal-lined Stomach
APPROACHES DISCIPLINES
Careful Combat & Tactics
Clever Covert Ops
Flashy Mystic Arts
Forceful Research & Development
Quick Social Engineering
Sneaky
STUNTS
Clear the Room: Because I know how to clear the room, I gain +2
when I Flashily create advantages or defend when getting innocents or
bystanders out of harm’s way.
Love a Good Scrap: Because I love a good scrap, I gain +2 when I Forcefully
attack in a hand-to-hand combat situation.
Solid Muscle: Because I am solid muscle, before I mark off any conditions
in a fight I can roll a and ignore that many hits from an attack. If I don’t
absorb all the hits, I must mark off conditions or be taken out. If I do absorb
all the hits, I can use this stunt the next time I’m attacked. Once I start
marking off conditions I can’t use this stunt until I recover the conditions
I’ve taken.
CONDITIONS
Mild (5) Moderate (2) Severe (1)
DEVOTION: 3

76
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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78
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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Demon Hunters

WHAT KINDS OF ASPECTS ARE THERE?


There are an endless variety of aspects, but no matter what they’re
called, they all work pretty much the same way. The main differ-
ence is how long they stick around before going away.

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

To get rid of a situation aspect, you can attempt an overcome


action (page 119) to eliminate it, provided you can think of a way
your character could accomplish it—dump a bucket of water on
the Raging Fire, kit-bash a makeshift parachute to keep yourself
from Falling Out of an Airplane. An opponent may use a defend
action (page 120) to try to preserve the aspect, if they can describe
how they do it.

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

To get rid of a condition, you have to take a recovery action (page


140). Once that’s done, with an opposition number depending
on the severity of the condition (5 for mild, 10 for moderate, and
15 for severe), you usually need to wait a while before it actually
resolves and goes away.

Most Demon Hunters can have up to three mild conditions, two


moderate conditions, and one severe condition at a time. If they’re
all used up, hits go directly to your Demon Hunter and they’re
taken out (or they concede—page 139—before waiting to see
the outcome.)

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Demon Hunters

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

WHAT DO YOU DO WITH ASPECTS?


There are three big things you can do with aspects: invoke 
aspects, endure aspects, and use aspects to establish facts.

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.

Reroll either your approach or discipline die: This option is best


if you rolled really lousy. This costs a faith die, and is invoked after
you roll your dice.

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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Demon Hunters

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.

Important: You can only invoke a specific aspect once on a dice roll;


you can’t spend a stack of faith dice on one aspect and get a huge
bonus from it. However, you can invoke several different aspects
on the same roll, including before and after the roll.

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.

Conditions are frequently endured as a way to get faith dice. Of


course, not enduring them doesn’t mean they don’t play a part in
the game; if you’re Hungry, you still want to eat. If you’re Injured,
you’re not going to be in the best of shape.

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.

How Many Faith Dice Does the DM Get?


The DM doesn’t use faith dice. The DM’s characters use demon dice to do the
same thing as faith dice: invoking DM character aspects.
The DM gets a number of demon dice at the beginning of every scene equal to
the number of players. The DM gets more demon dice when the players grab
demon dice from the middle of the table to use in their own rolls; after the
players have used them, those dice go directly to the DM to use.
The DM also gets demon dice when a player takes a faith die for rolling a 1 on
an approach or discipline die (page 93).

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Demon Hunters

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.

How Do I Get More Faith Dice?


You start every game session with as many faith dice as your devotion. Faith
dice are always sized. If you had more from the previous session than your
devotion, you keep them instead of getting a new set. When you roll a faith
die to invoke an aspect, it’s gone, but there are several ways to get it back (or
earn more):
• Endure an aspect: You earn a faith die when you endure an aspect, which
also forces you to only keep one of your approach and discipline dice when
you roll your next action, rather than keeping both.
• Blow a die roll: If either your approach die or your discipline die comes up
a 1 when you roll the dice, you can choose to earn a faith die. If you do, the
DM gets a demon die at the same time. You can then immediately use the
faith die to reroll the die, or you can save it for later.
• Concede a conflict: If you decide to give up in a conflict, you not only earn
a faith die, you also get to decide how your Demon Hunter ends up, as
opposed to having that decision taken away from you when you’re taken
out. If you gained a moderate or severe condition in the conflict before you
conceded, you gain an additional faith die for each moderate condition you
gain and two faith dice for each severe condition. Conceding is a great way
to quickly earn faith dice but it does mean you don’t get what you wanted
in the conflict.

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Aspects and Faith Dice

WRITING GOOD ASPECTS


Because aspects are so central to the D e mon H u nte rs RPG,
coming up with good ones during Demon Hunter recruitment and
during play is a key part of the game’s success at the table. Or
training room. While we don’t expect you to be a genius at coming
up with clever turns of phrase on the fly, after a few sessions of
play it becomes almost second nature. It’s especially easy if you’ve
played other RPGs where game traits are player-authored or have
descriptive labels—there are a few of those out there, now. But if
you’re new to this kind of thing, here’s some advice for nailing it.

Good aspects are dual-purpose, multi-focused, and use clear phrasing.

Good Aspects are Dual-Purpose


A good aspect has two sides to it, one positive and one negative. Or,
shall we say, one that’s easy to invoke and one that’s easy to endure.
Not every aspect has to be equally balanced; your Trouble aspect’s
clearly designed to be your Demon Hunter’s go-to for endurance
rather than invocation. But it’s best if you think of some way to write
the aspect so that it could conceivably come into play either way.

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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Demon Hunters

Good Aspects are Multi-Focused


A good aspect isn’t just about one thing and one thing only, even
if it can be used for good or bad purposes in the game. Instead,
it’s got potential to be interpreted and thus used in the game in a
number of different situations. To compose a multi-focused aspect,
try adding one or two descriptors—adjectives are good, but so are
specific nouns (characters, places, things).

If your aspect is only one or two words long, consider giving it


some more depth and variety so that it both reads as more descrip-
tive of your Demon Hunter and is at the same time a lot less boring
and one-dimensional.
Example: You’re coming up with discipline aspects and you think
that maybe Hacker really fits your image of what kind of Demon
Hunter yours is, what with that you assigned to R&D and all.
The problem is, Hacker isn’t only a one trick pony aspect, it’s also
really boring. Try throwing some color onto it and going with
something like White Hat Hacktivist, which covers not just
hacking, but the driving motivation for why your Demon Hunter’s
a hacker, the moral POV your Demon Hunter has when hacking,
and generally gives a better image of who your Demon Hunter is
than Hacker alone.

Demon Master Aspects


Don’t Have to be Great
By the way, quality isn’t nearly as important for DMC aspects or situation
aspects. It’s very important for character aspects, because players should have
a lot of options and more depth to their profiles; most DMCs and monsters
only stick around for one or two games and then they’re out.
DMs, just make sure you’re writing down the important, salient details that
stick out about your characters, monsters, and situations, and let players
create new aspects when they’re needed (or make them up yourself in the
middle of the session). You’re spinning a lot of plates, after all. Who has time
to prep for hours and hours in advance?

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Aspects and Faith Dice

Good Aspects Use Clear Phrasing


A good aspect isn’t boring, but it’s also something that you can
actually use in the game. What do we mean by that? It’s appealing
to use poetic phrases and quotes from famous people as aspects,
like Long Live the Fighters! or Yo Ho Ho and a Bottle of Rum
(assuming you’re playing a Demon Hunter who models his entire
life after Frank Herbert’s D u n e or pretends she’s a pirate), but
before you can get around to invoking aspects like this, you need
to know what the heck they’re even referring to.

If your aspect is a saying, a catchphrase, a lyric, or something like


that, make sure you’ve picked something that’s clearly phrased
and recognizable. If you’re in doubt, ask the other players what
they think your aspect means. If they give you blank looks, take
another stab at it.
Example: In a fit of Shakespearean inspiration, you decide to create
an aspect called A Plague O’ Both Your Houses. You’re thinking
you just watched R omeo & J uliet and Mercutio was just so great
when he uttered that line before he died, cursing the rivalry of the
Montagues and Capulets. And that’s great, but what does this even
mean for your Demon Hunter? When would you use this aspect?
Is it kind of a nod toward your Demon Hunter’s view on feuds and
in-fighting and squabbles? If not, then what?

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

TROUBLESHOOTING ASPECT WRITING


Despite handing out indispensable advice so far on what a good
aspect looks like, the mere fact that aspects are narrative labels with
an almost infinite number of options makes it intimidating to many
noobs. Fear not! We get it. We really do. “You mean I can pick any-
thing?” you might ask. “Why yes, but here are some suggestions
on why it’s not really as bad as all that,” we might respond.

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.

Make It Up as You Go Along


In R ecru itm e nt (page 47), we said that you only need to make
up one aspect right at the start and that’s your Concept aspect.
And that’s still true. The reason this is good advice is that you can
get to know your Demon Hunter in play before settling on what
they’re really like. You could be in one situation or another and
think, “I really need to have this aspect right now,” and because
you’ve left some of them blank it’s a cinch to jot down something
appropriate and just go with that. What could be easier? Organic
character creation is what they call it. We prefer to say that your train-
ing as a Demon Hunter is never really over.

Get It Down and Fix It Later


You may not be 100% happy with an aspect you come up with
during recruitment or during play. That’s fine. Demon Masters
should afford players a little flexibility when it comes to aspect
writing. If an aspect just doesn’t seem to be coming together or
ever being useful, tweak it a little before you make it permanent.
We generally give players one or two sessions to get happy with
their Demon Hunter’s aspects before we just tell the players to
just deal until they reach a minor or major milestone (page 190).
It helps foster trust and cooperation, and we can never have too
much of that.

Keep Your Options Open


Some players have a lot of ideas for aspects but don’t know which
one will work the best. Maybe you have a dozen cool aspects but
you’ve got only five slots, leaving you paralyzed with indecision.

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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.

Always Ask What Matters and Why


The central schtick of aspects is that they highlight what’s really
important about your Demon Hunter—the elements of their back-
ground, personality, ability, or behavior that stands out above the
rest. If you’re ever stuck about what aspects to go with, think about
this: what’s memorable about your Demon Hunter? Where does
the spotlight fall on them and set them apart from other Demon
Hunters? If you think about aspects as being “the things that
matter,” you start finding it easier to sum up those things in three
or four descriptive phrases, and then you’re cooking with gas.

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.

Ask the Table


When in doubt, ask your fellow players or the Demon Master
for their input. You’ve got a bunch of equally enthusiastic recruits
around you, all of whom have a vested interest in your Demon
Hunter not being a total load on Missions. Throw the ideas out
to them and have them give you feedback. Pitch your Concept
aspect and then ask if they have suggestions for discipline aspects
or your Trouble aspect. Sure, they might completely suck at giving
suggestions, but what if one of their terrible ideas inspires you to
come up with something brilliant? Not a complete waste of your
time, was it?

91
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).

Here’s what each approach die means:

APPROACH DICE
DIE COMMENT

Mediocre. You’re really not cut out for this.

Fair. You can pull this off if you need to.

Good. No sweat, you’ve got this.

Great. You can do this without even thinking abou


t it.
Superb. You’re pretty much the living embodime 93
nt of this.
Demon Hunters

In the following sections, each approach is described with the


benefit of examples. Note that every approach has an oppo-
site approach, which can give you a hint of the sort of outcome
that might happen if your Demon Hunter fails when using the
approach. For example, if you’re trying to be Quick and fail, you
probably hesitated to think about something or took too much
time because of some detail that caught your eye—things associated
with when you’re being Careful.

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.

• A Careful action is a deliberate action.


• When you take this approach, you’re trying to
make sure nothing unexpected happens.
• If you have the Careful approach at or higher,
you’re probably a perfectionist or really,
really cautious.
• Careful is the opposite of Quick.

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.

• A Clever action is a smart action.


• When you take this approach, you’re using the
resources available to you in the best, most efficient
way possible despite external pressures.
• If you have the Clever approach at or higher,
you’re a genius or just know what you have on
hand and what to do with it in a pinch.
• Clever is the opposite of Forceful.

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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.

• A Flashy action is a conspicuous action.


• When you take this approach, you’re the center of
attention.
• If you have the Flashy approach at or higher,
you’re loud, memorable, and people always seem to
notice you, or at least the things you do.
• Flashy is the opposite of Sneaky.

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.

• A Forceful action is an assertive action.


• When you take this approach, you care less about
finesse and caution and more about pushing
something to its limits. You just want to get it
done, dammit.
• If you have the Forceful approach at or higher,
you’re probably bull-headed, stubborn, and used to
getting your way.
• Forceful is the opposite of Clever.

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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.

• A Quick action is a fast action.


• When you take this approach, you’re not worrying
about anything but the speed at which you do some-
thing and the desire to skirt around all obstacles.
• If you have the Quick approach at or higher,
you’re spontaneous, quick to make decisions, and
always ready to get moving.
• Quick is the opposite of Careful.

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.

• A Sneaky action is a subtle action.


• When you take this approach, you’re trying to
avoid being seen, heard, or recorded, or at the
very least connected to the outcome of the action
you’re taking.
• If you have the Sneaky approach at or higher,
you blend in with the background, keep to yourself,
and put as little of yourself out into the world
as possible.
• Sneaky is the opposite of Flashy.

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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 .

Here’s what each discipline level means:

If a player character doesn’t have a listed discipline, it defaults to


Untrained . This lets most people at least try something. Very
few Demon Hunters demonstrate a level in a discipline, but it
can come with experience.

The Brotherhood of the Celestial Torch org structure defines five


core disciplines for their operatives and agents. Every chapter has
agents who are specialized in one or more of these fields of activ-
ity in the battle against soul-sucking wickedness. These core disci-
plines are Combat & Tactics, Covert Operations, Mystic Arts,
Research & Design, and Social Engineering.

In the following sections, each discipline is explored in more detail,


giving you an idea what being an Expert, Master, and Grandmaster
typically grants you in terms of broad skill sets, and also suggesting
some discipline aspects that might be appropriate to take.

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Demon Hunters

Combat & Tactics (C&T)


Engaging in violence and tactical operations.

This is the discipline used in almost every conflict designed to


inflict physical harm on an opponent. You use this for shooting
guns, kicking ass, using small unit tactics, shooting big guns, engag-
ing in close-combat violence, shooting even bigger guns… you
get the idea.

Trained: You spend time in the shooting range, or


at a martial arts dojo, or playing a heck of a lot of mil-
itary-themed first person shooters. You’ve got what
you’d consider the basic fundamentals down, even if
you’re not at the level of a professional.

Expert: This is the level of a professional soldier or


member of the armed forces, or a dedicated lifelong
student of close-combat techniques or martial arts.
You’ve got a solid grasp on weapons use and predom-
inant military theory on delivering the smackdown
in the shortest time possible.

Master: You’re one of the top ranking


combatants in the Brotherhood, some-
body the Council and other high-ups
recognize as a clear and present threat
to Evil. You probably know several
different martial arts; you’re inti-
mately familiar with numerous
guns, knives, staves, explosives,
and other tools of mayhem.

Grandmaster: There are few of you in the


world, few enough that you are regarded as a peerless
fighter by anyone who engages in professional violence. Your fame
and skill is widely known outside of the Brotherhood, or spoken
of in hushed whispers, a legend in your own time.

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Approaches, Disciplines, and Stunts

Covert Operations (CO)


Practicing intelligence, spy-craft, and espionage.

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.

Trained: You’re here courtesy of a healthy childhood playing hide


and seek (okay, and perhaps an unhealthy teenhood spent ducking
out to party while keeping your ‘rents none the wiser). You’re
skilled in all the basics of sneaking about, staying alert, using lis-
tening devices, opening locks, and other day-to-day covert activities
those outside of the espionage business think the espionage busi-
ness is all about, even if it isn’t.

Expert: This is the level of a professional covert agent working


for any of various intelligence agencies. You know the ins and outs
of the spy business—more than the civilian world knows—and can
easily use the standard list of tricks and techniques.

Master: You’re one of the top covert operatives in the Brotherhood,


which means they tap you for those missions requiring secrecy,
stealth, intelligence, and information gathering. Since this is the
modern era, it also includes all of that scary deep internet stuff and
tracing ISPs and the works.

Grandmaster: Nobody in the world is at your level. Or at least,


you don’t know who they are, because that’s how good you are
and how good they are. Regardless, you’re the absolute top rung
in spy stuff. You’re practically a ghost in the system.

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Demon Hunters

Mystic Arts (MA)


Understanding the use of magic and related occult phenomena.

This is the discipline used by magical practitioners and those who


use the various cosmic forces that occasionally align with human
ambition. It does not cover being a supernatural creature—that’s a
Fringe discipline—but with magical assets and supernatural activity
being such a central focus of the Brotherhood, it acts as a core
discipline in its own right. Having a or higher probably means
you can use magic in some fashion, so dig into M ag i c an d
M ystici s m (page 143) for more information about that.

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Approaches, Disciplines, and Stunts

Trained: Congratulations, you’ve been around enough magic and


weird stuff that you’ve put two and two together and successfully
arrived at purple. At this degree of proficiency you can talk with
some authority about the basics of how the world of mysticism and
the supernatural really works. You may even recognize spells and
rituals when you see them, or understand the difference between
a yeti and a sasquatch, or carry a toolkit of common remedies to
basic hexes just in case. There’s a good chance you’re also conver-
sant in world religions, occult conspiracies, fringe phenomena, and
own a huge collection of New Age books.

Expert: This is the level of a practicing sorcerer, witch, houngan,


ceremonial magician, cultist, or exorcist. You’ve used magic at least
in some fashion before with success, even if it was purely external
and you relied on artifacts and relics to do the heavy lifting. You’ve
got a magical or religious tradition that you’ve scored some rank in,
and it’s one you default to in most cases. This could mean that you
ignore other ways to get things done in the mystic world, or have
prejudices and capital O opinions on them, but who cares, right?

Master: You’ve risen above the rest of those journeyman sorcer-


ers and nut jobs and achieved the status of being one of the top
magical operatives in the Brotherhood. You’re able to draw on
multiple magical traditions, though rarely at the same time. You’ve
contributed to the body of occult lore that exists in the world and
can name-drop the greats without skipping a beat.

Grandmaster: You’re one of the most talented and learned magi-


cians in the world, part of an inner circle of practitioners that
includes immortal adepts, worldwide cult leaders, and the movers
and shakers of what’s mystic. You cast spells without even thinking
about it, sometimes. You should probably watch that, but then
that’s what acolytes and apprentices are for.

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Demon Hunters

Research & Development (R&D)


Knowing how science and technology work.

This discipline handles everything connected to gadgets, gizmos,


and the theories behind how they all work. It paints with a pretty
broad brush because we’re less concerned about specific scientific
skills and fields than we are about using science—mad or not—as
a tool against Evil, or stopping it when it’s a tool used by Evil.
As such, roll R&D whenever your Demon Hunter’s trying to
figure out something technical, computer-related, or scientific,
and don’t sweat the details too much. For more on the science
that reaches beyond what’s commonly accepted, refer to M ad
S ci e nce (page 163).

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.

Expert: This is the level of a professional scientist, technician, or


engineer. You spend time in tech circles, disappear for days in a
lab or at conferences, and are acquainted with at least one primary
scientific field whether it’s electronics, computer science, physics,
biology, or chemistry. If you need to, you can kit bash something
that gets the job done and know more than just how to look it up
on the internet.

Master: You’re one of the top scientific minds in the Brotherhood.


You’re probably also a little more of a mad scientist than a conven-
tional one, because at this level you realize there’s so much more
to science and technology than what the academic journals dare
to publish. And that’s fine, because the Brotherhood’s been using
mad scientists for years.

Grandmaster: Tycho Brahe, Stephen Hawking, Albert Einstein,


Steve Jobs, Victor Frankenstein…amateurs! Well, not really, but
you’ve got the worldwide reputation and infamy that you can say
something like that with confidence. There are only a handful of
big brains like yours, and some of them are already in jars. Also,
did you not know that about Steve Jobs?

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Approaches, Disciplines, and Stunts

Social Engineering (SE)


Figuring out how others think, behave, and react.

In the absence of standard rules on diplomacy, charm, and


charisma, we present the many-headed beast that is the Social
Engineering discipline. This discipline is for all things social,
whether it’s manipulating others, leading others, fooling others,
or figuring others out. It’s the discipline of sociology, psychology,
neurolinguistic programming, brainwashing, interrogation, and
con artistry. Like R&D, we’re less concerned with the distinc-
tions between these fields and more about how you can use your
understanding of human nature to create change in your social
environment.

Trained: You were probably class president in school, or at least


one of the more popular kids in whatever clique you hung out in.
As an adult, you’ve got the gift of the gab, the social intelligence to
win friends and influence people. It hasn’t gone too much further
than that, but it’s a helpful back-up to whatever else you’re good at.

Expert: You’re the equivalent of a professional politician, top-


level sales executive, grifter, actor, or huckster. You understand
what people really want and can get them to do what you want.
It’s not like you have mind control; you just have the experience
and natural talent that lets you figure out what it would take for
someone to follow your lead.

Master: You’re one of the Brotherhood’s most talented leaders,


even if you’re not currently in a leadership position. Many within
the Brotherhood look up to you for help in managing the nuances
of social situations. You can read somebody’s body language and
behavior like a book. You’re capable of being a social chameleon,
fitting in where others wouldn’t.

Grandmaster: You’re one of the most influential people in the


world, albeit one who operates from behind the scenes. You work
on a macro and micro level, watching whole nations dance with
one another while you convince that guy in the bar to open up
about his criminal contacts. There are few people who are as
plugged into the chaos and clamor of society as you are.

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Demon Hunters

The Fringe Discipline


Using your weird abilities and powers to do things nobody else can do, as well
as things other people can do better.

Fringe is a catchall group that covers all


manner of non-human, super-human,
and meta-human talents. If a Demon
Hunter is some kind of supernat, such
as a vampire or a werewolf or a Cipher,
they have a Fringe discipline that covers
all of the things they can do as that kind
of supernat (in other words, Vampire,
Werewolf, and Cipher, respectively). A
Fringe discipline can be used in place of
one or more of the core disciplines in
situations where it would make sense to
use it. If you don’t have a or better
in a Fringe discipline, you’re not consid-
ered to have it at all, not even at a
Untrained level.

You should only choose a Fringe discipline if you really want to


make being some kind of supernat or weird character a central part
of your Demon Hunter. You don’t have to have one, even if your
character is, say, a werewolf; you can use stunts and your Concept
or Trouble aspects, especially if being weird isn’t such a big deal
for you. However, using a Fringe discipline offers you the flexibility
to switch it out for other disciplines when those disciplines would
normally be the only option (like using Vampire instead of Covert,
or Lycanthrope instead of Combat & Tactics), and lets you use a
discipline aspect instead of your Concept or Trouble aspects to
reflect your weirdness.

Most Fringe disciplines also provide a good explanation to create


stunts that further enhance or accentuate your approaches. Again,
you probably don’t need to have a Fringe discipline to do this,
but it adds extra weight to your Demon Hunter’s range of abili-
ties as a supernat when using disciplines, approaches, aspects, and
stunts together. A good rule of thumb is this: are you a human with
special talents, abilities, or weird things that have happened to you?
Or are you something other than human, trying to adapt to human
society? If it’s the latter, go with Fringe.

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Approaches, Disciplines, and Stunts

Example: You’re recruiting a new Demon Hunter for an upcoming


game. You’re thinking it’d be cool to have a werewolf, but you don’t
want to go all-in and give him a Werewolf discipline to represent it.
Instead, you consider giving him the Concept aspect Third-
Generation Werewolf and leaving it at that. During play, you could
invoke the aspect to add faith dice to actions where being a were-
wolf would help you. However, on further reflection, you think
you’d like it to also be the key to opening up more aspects and
stunts later on in the game, so you go ahead and assign your
to it as a Werewolf discipline.

Trained: Either you tried to suppress your innate supernat abil-


ities, or they’ve been suppressed for you. At this level, you have
powers and abilities ordinary people do not have, but your skill at
using them to do more than basic things is limited.

Expert: This is the level of a mature, fully expressed, or otherwise


standard individual of your supernatural background. In other
words, your basic vampire, werewolf, Cipher, or gill-person, doing
whatever they do best, under the usual circumstances. It comes
with an understanding of the culture, myths, legends, and other
truths and falsehoods about your Fringe background.

Master: You’re one of the more advanced, evolved, or skilled


supernats of your kind in the Brotherhood. You’re better than the
others, either because you’ve accepted your true nature and direct
it in the War against Evil, or because somebody experimented on
you, or because there just happens to be some kind of next step in
supernat evolution and you’re riding that train. However you want
to explain it, you’re probably going to use this discipline in place of
most of the others you have, but be careful—the outcome of your
actions is more than likely going to pivot more on your supernat
nature than anything else, failures included.

Grandmaster: If there’s some kind of grand council of elders


that your kind belongs to, you belong to it. That, or they’re too
afraid of you to let you join it. At this level, you’re one of the
most capable and powerful examples of your heritage in the world,
and while that’s likely not public knowledge, it’s certainly hidden
knowledge among the occult underground.

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Demon Hunters

Examples of Fringe Disciplines


What follows are some examples of Fringe disciplines connected
to the sort of supernatural freaks the Brotherhood likes to recruit.
You can use these to help recruit a new Demon Hunter quickly and
with less muss and fuss. Each has a list of suggested aspects as well
as two sample stunts. You can, of course, come up with alternatives
to all of these.

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.

Suggested Aspects: Impervious Walking Database; Don’t Know


My Own Strength; Plugs Into Anything; Full-Spectrum Optics;
Glitchy Social Interface.

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 con-


nected to the Brotherhood database, I gain +2 when I Cleverly
create information-based advantages for myself and my chapter.

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

Suggested Aspects: Allergic to Cold Iron; Blood of Trolls and


Giants; Friend of the Forest; Gift of Gab; Light-Hearted and
Light-Fingered.

Luck of the Leprechauns: Because I have the luck of the lepre-


chauns, I gain +2 when I Flashily defend against physical attacks,
traps, or hazards.

Speed of the Sprites: Because I have the speed of the sprites,


once per session I can show up in a scene that I wasn’t already in
no matter where I was before.

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.

Suggested Aspects: Howling Mad; 3rd Generation Skinwalker;


Always on the Prowl; Ex-Pound Biker Wolf; Billy Goat Gruff.

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.

Nose for Trouble: Because I have a nose for trouble, I gain


+2 when I Cleverly create a scent-based advantage in pursuit of
my quarry.

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Demon Hunters

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.

Suggested Aspects: Bat-themed Vigilante; Fang-faced and


fabulous; I’m a Creature of the Early Evening; No Sparkles on Me;
Sanguine and Loving It.

Vampiric Vitality: Because I have vampiric vitality, once per


conflict I can spend a faith die and roll: on a 1-4, I clear a mild
condition; on a 5-6, I clear a moderate condition.

Heart-Throb to Young People


Everywhere: Because I am a
heart-throb to young people
everywhere, I gain +2 to Cleverly
create an advantage over
youthful mortals.

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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.

Much like aspects, everyone composes their own stunts. There


are two basic templates to guide you in composing your stunts, so
you do have something to work from. You can also look through
the various pregenerated Demon Hunter profiles in this book for
more ideas.

Stunts that Give a Bonus


The first type of stunt gives you +2 bonus when you use a certain
approach in a certain situation. Use this template:
Because I [describe some way that you are exceptional, have
a cool bit of gear, or are otherwise awesome], I get +2 when
I  [pick one: Carefully, Cleverly, Flashily, Forcefully, Quickly,
Sneakily][pick one: attack, defend, create advantages, over-
come] when [describe a circumstance].

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.

Chimeric Twin: Because I have a chimeric twin, I get +2 when


I Cleverly overcome obstacles when I am confronted by scanning
equipment, biological tests, or aura reading.

World-Class Slam Poet: Because I am a world-class slam poet,


I get +2 when I Flashily attack when engaged in a one-on-one
battle of wits.

Aegis of Thrace: Because I  possess the legendary Aegis of


Thrace, I get +2 to Forcefully defend when I use the aegis as a
shield against magical effects.

Sometimes, if the circumstance is especially restrictive, you can


apply the stunt to both the create an advantage action and the over-
come action. Another variation on this is to switch out the action

109
Demon Hunters

type for a discipline, in which case the bonus is +1 and there is no


required circumstance.

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.

Casino-Famous: Because I am casino-famous, I gain +2 when


I Flashily create an advantage or overcome an obstacle inside a
casino or gambling hall.

Brute Force Brawler: Because I am a brute force brawler, I gain


+1 when I Forcefully use Combat & Tactics.

Improvisational Prodigy: Because I am an improvisational


prodigy, I gain +1 when I Quickly use Research & Development.

Helpful Advice About Stunts for


Players and Demon Masters
These templates exist to give you an idea of how stunts should be con-
structed, but don’t feel constrained to follow them exactly if you have a good
idea. So long as you and the DM agree on the way the stunt is supposed to
work, it should be fine. The biggest danger, in fact, is creating stunts that are
so uninteresting that you never use them. Choose stunts you want to use!
Also, Demon Masters: make sure you’re aware of what stunts your players
have chosen, so that you can ensure there’s at least one or two occasions
during most Missions that the circumstances could align to make the stunts
useful and fun. There’s no point in having Demon Hunters who can Cleverly
defend against cutting wit and mockery if nobody ever uses cutting wit
and mockery. Similarly, if players are choosing combat-heavy stunts, that’s
a sure sign that they want to be involved in conflicts of a physical nature.
Pile them on!

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Approaches, Disciplines, and Stunts

Stunts that Break the Rules


The second type of stunt lets you make something true, do some-
thing cool, or otherwise ignore the usual rules in some way. Use
this template:
Because I [describe some way that you are exceptional, have
a cool bit of gear, or are otherwise awesome], once per game
session I can [describe something cool you can do].

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.

Portal Magician: Because I am an expert in portal magic, once


per game session I can show up anywhere I want to, so long as my
magical power isn’t blocked or restricted.

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.

Mad Scientist Toolkit: Because I have a mad scientist toolkit,


once per session I can come up with some gadget or gizmo to get
rid of one situation aspect.

111
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!

How do you know if you’re successful? Often, you just succeed,


because the action isn’t hard and nobody’s trying to stop you. But
if failure provides an interesting twist in the story, or if something
unpredictable could happen, you need to break out the dice.

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Demon Hunters

TL;DR: TAKING ACTION


1. Describe what you want your Demon Hunter to do.
See if someone or something can stop you.
2. Decide what action you’re taking: create an advan-
tage, overcome, attack, or defend.
3. Pick your approach die and your discipline die.
4. Decide whether to invoke one or more aspects to
add faith dice.
5. Roll your dice.
6. Decide whether to invoke one or more aspects to
reroll your approach or discipline dice or risk using
demon dice.
7. Figure out your outcome, adding any bonuses from
stunts and other sources.

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.

Sometimes this is all the information you need. Wanted to do a


thing? Roll the dice. Success? Okay, you did the thing, the game
moves on. Fail? You didn’t do it, and so now you need to try
something different. Success and failure are fairly transparent
outcomes if you know going in what’s at stake. To handle more
complicated actions, we’re talking about contests and conflicts;
those have a chapter all their own: C halle ng e s , C onte sts , an d
C on f licts (page 125).

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

SETTING THE OPPOSITION


The DM gets to figure out how hard things are, but it’s good for
players to have a sense of how that works.

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.

• If the task isn’t very tough at all: give it a 5—or


just tell the player they succeed without a roll.
• If you can think of at least one reason why the
task is tough: pick 10.
• If the task is extremely difficult: pick 15.
• If the task is impossibly difficult: go as high
as you think makes sense. The Demon Hunter’s
going to have to spend some faith dice, reach for
the demon dice, and get lots of help to succeed, but
that’s fine. They’re part of a team! Many hands
make light work.

SETTING THE OPPOSITION


LEVEL OF OPPOSITION OPPOSITION NUMBER

Easy 5
Difficult 10
Extremely Difficult 15
Impossibly Difficult 20+*

* in increments of 5
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Demon Hunters

ACTIONS
Now that we’ve covered outcomes, we can talk about actions and
how the outcomes work with them.

So you’ve described what your Demon Hunter is trying to do, and


you’ve established that there’s a chance you could fail. Next, figure
out what action best describes what you’re trying to do. There are
four basic actions that cover anything you do in the game: create
an advantage, overcome, attack, and defend.

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

TL;DR: ACTIONS & OUTCOMES


Create an advantage when creating or discovering aspects
Fail: Don’t create or discover an aspect, or you do but your
opponent gets the free invocation.
Success: Create or discover the aspect, and you or an ally
get a free invocation on it.
Success with Style: Create or discover the aspect, and you
or an ally get two free invocations on it.

Create an advantage on an aspect you already know about


Fail: You get nothing. Loser.
Success: You or an ally get one free invocation on
the aspect.
Success with Style: You or an ally get two free invocations
on the aspect.

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

• Create a new situation aspect.


• Discover an existing situation aspect or another
character’s aspect that you didn’t know about.
• Take advantage of an existing aspect.

If you’re creating a new aspect or


discovering an existing one
If you fail: Either you don’t create or discover the aspect at all, or
you create or discover it but an opponent gets to invoke the aspect
for free. The second option works best if the aspect you create or
discover is something that other people could take advantage of
(like Shadowy Basement). You may have to reword the aspect to
show that it benefits the other character instead of you—work it out
in whatever way makes the most sense with the player who gets
the free invocation. You can still invoke the aspect if you’d like, but
it’ll cost you a faith die.

If you succeed: You create or discover the aspect, and you or an


ally may invoke it once for free. Write the aspect on an index card
or sticky note and place it on the table. You can put a on the
card to represent the free invocation (i.e., you can spend that die
on the aspect without using your own faith dice).

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’re trying to take advantage of


an aspect you already know about
If you fail: You don’t get any additional benefit from the aspect.
You can still invoke it in the future if you’d like, at the cost of a
faith die.

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.

If you succeed with style: You get two free invocations on the


aspect, which you can allow an ally to use, if you wish. Again, you
can place on the card to represent your free invocations.

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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 fail: You have a tough choice to make. You can simply


fail—the door is still locked, the thug still stands between you and
the exit, the pack of werewolves is still On Your Tail. Or you can
succeed, but at a serious cost—maybe you drop something vital you
were carrying as you leap from one rooftop to another or maybe
you suffer harm when you land. The DM helps you figure out an
appropriate cost. If you used demon dice to get this outcome and
you failed, it’s always a failure and comes with a cost on top of that!

If you succeed: You accomplish what you were trying to do. The


lock springs open, you duck around the thug blocking the door,
you land safely on the roof, or you manage to lose the pack of
werewolves on your tail.

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.

If you fail: Your attack doesn’t connect. The target dodges your


kick, your shot misses, or your target laughs off your insult.

If you succeed: Your attack connects and you deliver hits to


your opponent.

If you succeed with style: You deliver hits to your opponent and


either gain a boost or add a to the number of hits, your choice.

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 fail: You’re on the receiving end of whatever your oppo-


nent’s success gives them.

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.

If you succeed with style: Your opponent doesn’t get what they


want, plus you gain a boost. That’s a short-term aspect with a free
invocation you or an ally can use on your next action.

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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 are a temptation. If a player rolls and doesn’t get


enough to succeed, she can take one, two, or three demon dice
from the pile and roll them, adding the result to her total. There’s
no cost to do this right up front, but everyone’s going to pay for it
later. Once they’re used, they are handed to the DM.

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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Demon Hunters

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.

Serious Costs vs. Minor Costs


Most of the time, a cost resulting from rolling a 1 on a demon die
is a minor cost. It’s an inconvenience or an annoyance or makes
life uncomfortable for the Demon Hunter. Serious costs are worse:
they last longer, or affect more people, or alter the situation in a
powerful way.

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.

Foreshadow some imminent peril: You shut down the corrupted


NecroMoniSatCom uplink, but you’re pretty sure that black hat
hacker had just enough of a glimpse through the Cipher’s eyes to
know your current location.

Introduce a new wrinkle: You’ve found the Bathsheba Scrolls


in the dusty back acres of the Warehouse, but you hadn’t
counted on them being sealed with Solomon’s own spells of
warding. Now what?

Present the player with a tough choice: Throwing the reagents


together that you found in the dark wizard’s storage unit, you
think you’ve prepared a viable counter-spell. Problem is, you only
have enough to protect you and two of your three friends. Who’s
going to have to go without?

Place an aspect on the Demon Hunter or the scene: Good news,


you sniffed out the trail to the chupacabra’s foul lair! Bad news,
now you’re covered in Chupacabra Crud. Good luck getting that
stink out.

Give a DMC a boost: Even though that was a solid roundhouse


kick to the mad scientist’s solar plexus, you’ve put yourself in an

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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.

Mark off one of the Demon Hunter’s mild conditions: This is


something of a cheese to drop on a player, but in the absence of
anything else, you can just outright hand over some harm. You can
either mark off a mild condition (or a moderate one if you’re step-
ping up the severity of the cost to a serious cost) or roll a and
apply the result as hits ( for a serious cost).

The Demon Master and Demon Dice


The DM gets to use demon dice to activate aspects and stunts
on his DM characters, as well as roll them for more widespread
effects and badness. This is called a badness roll and its effects can
vary from session to session. The DM picks up one or more of his
demon dice and rolls them. An example badness roll table follows.

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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and get a
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12+ Demon H

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.

We break down these multi-action sequences into three major


groups: challenges, contests, and conflicts. Let’s explore all three
of these in great detail, shall we? Yes, we shall.

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Demon Hunters

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.

But sometimes things are a little more complex.

A challenge is a series of overcome and create an advantage actions


that you use to resolve an especially complicated situation. Each
action deals with one task or part of the situation, and you take the
individual results together to figure out how the situation resolves.

To set up a challenge, decide what individual tasks or goals make


up the situation, and treat each one as a separate overcome roll.

Depending on the situation, one character may be required to


make several rolls, or multiple characters may be able to partici-
pate. DMs, you don’t have to announce all the stages in the chal-
lenge ahead of time—adjust the steps as the challenge unfolds to
keep things exciting.

Some Demon Hunters might decide to help out with create an


advantage rolls instead, trusting that the others in the chapter can
use the boosts from this to succeed enough for the challenge. The
only downside to this is that those who fail to create an advantage
may make things worse—the DM can use a failure to implement
a brand-new step to overcome before the challenge is consid-
ered resolved.
Example: The Demon Hunters, including Anti-Tank Sally and
Bijou, are evacuating coastal Maine from an approaching storm of
demonic proportions. Unable to simply shoot the storm to bits or
magic away the infernal winds, they decide to try to get all of the
mundanes out of the storm’s path. The DM suggests this sounds
like a challenge. Steps in resolving this challenge could be:

• Organizing a fleet of transport vehicles, like school buses and


moving trucks

• Keeping hundreds of locals calm in the face of Armageddon

• Getting the population onto the buses and away as the first
rains and gales make landfall

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Challenges, Contests, and Conflicts

The Demon Master assigns standard oppositions of 10 to the first


and third actions, but a 15 to the middle one, because the storm
is already freaking them all out. Anti-Tank Sally’s player decides
to help the others by Quickly using R&D to create an advantage:
she’s repairing a number of junker vehicles in a nearby bus depot,
hoping to make things move faster. Bijou’s player tries to Sneakily
use Mystic Arts to create an advantage, a fear-dispelling ritual to
calm down the population. Together with the two new aspects
Junker Bus Fleet and Bijou’s Rite of Calm Emotions, the Demon
Hunters are ready to take on all three steps of the challenge and
evacuate Maine!

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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Demon Hunters

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.

If there’s a tie: no one gets a victory, and an unexpected twist


occurs. This could mean several things, depending on the situ-
ation—the terrain or environment shifts somehow, the parame-
ters of the contest change, or an unanticipated variable shows up
and affects all the participants. The DM creates a new situation
aspect reflecting this change and puts it into play.

The first participant to achieve three victories wins the contest.


Example: Gabriel has challenged Belphigor, a demon, to a drinking
contest for the fate of the entire US Congress. Gabriel would have
preferred to pass this one over to Wolf, but no luck. For the contest,
Gabe’s going to Carefully use Covert Ops to overcome the toxicity

128
Challenges, Contests, and Conflicts

of the infernal brew on tap. The DM just rolls Belphigor’s


Overcome action dice.

• First Exchange: Gabriel gets a 10. Belphigor gets a 12. Belphigor


scores a victory.

• Second Exchange: Gabriel gets a 9, Belphigor gets a 13. It’s


looking bad for Gabriel, so he grabs a demon die and rolls it, for
a new total of 14. He scores a victory.

• Third Exchange: Gabriel gets an 8, Belphigor gets an abysmal 2.


Gabe succeeded with style because he beat Belphigor’s result
by 5 or more, so that’s two victories.

Gabriel drinks Belphigor under the table!

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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Demon Hunters

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).

There are a lot of conflicts when on Missions, because there are a


lot of Very Bad Things that need to be Very Badly Taken Down.
It’s for your own good that you spend a little time reading up on
what tactical operations look like.

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

Setting the Scene


Establish what’s going on, where everyone is, and what the envi-
ronment is like. Who—or what—are you up against? The DM
should write a couple of situation aspects on sticky notes or index
cards and place them on the table. Players can suggest situation
aspects, too.

Good candidates for situation aspects include:


• The general environment or mood of the scene
• Things that can be thrown, tipped over, or smashed
• Things that can be hidden behind or used as cover
• Things that affect how easy or hard it is to move
around in the scene

Example: A fight in a coffee shop might have situation aspects like


Hot Coffee, Wooden Furniture, Shelves of Coffee Mugs, and Hipster
Vibe. These aspects may all be invoked or endured when a battle
takes place inside the location.

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Demon Hunters

The DM also establishes zones, loosely defined areas that tell you


where characters are. You determine zones based on the scene and
the following guidelines:
• If it’s a relatively small area, like a warehouse, an
office filled with cubicles, or a basketball court, you
can get away with using only one or two zones.
Split the area in half, assign a zone each to different
elevations, or just don’t worry about it.
• If it’s an area where the action could break into
several distinctive places, then use anywhere from
three to five zones. For example, you could assign
every room in an apartment or house to a zone,
as well as the outside. Or maybe you’re thinking
about a battle on board a sailing ship in the harbor,
and divide it into four zones: the main deck,
below decks, the captain’s quarters, and the top
of the mast.
• If it’s more than five zones, consider breaking it
into two separate scenes, or hand wave some of the
movement so that you don’t have to worry about
big distances between the Demon Hunters and
other threats and opponents, effectively condensing
zones down a little for expedience.

Generally, you can interact with other characters in the same


zone—or in nearby zones, if you can justify acting at a distance (for
example, if you have a ranged weapon or magic spell).

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

Determine Turn Order


In a conflict, the turn order—the order in which each participating
Demon Hunter and DMC takes their actions—flows organically.
The first character to act is usually clear from the outset; if your
Demon Hunter initiates the conflict by charging into a room full
of goat-headed monsters, sword drawn, shouting death to abom-
inations, then you’re going to take the first action. In some cases,
it’s not as clear as that. In that case, you can go in order of the
highest discipline that’s relevant to the conflict (usually it’s Combat
& Tactics, but it could be Mystic Arts if it’s a magical duel, or Social
Engineering if it’s a battle of wits). DMCs can use either their own
relevant disciplines if they have them, or (in the case of minor
DMCs) their highest relevant action die (attack, defend, create an
advantage, or overcome).

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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Demon Hunters

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

Full Defense, or Cowering Like a Chump


On your turn, if you’d rather turtle up and avoid being hit, you
can forego your action and use a full defense. This grants you a
+2 bonus to all of your defend actions against attack or create an
advantage actions until your turn comes around again.

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.

Note that this is different from attacking an opponent who hasn’t


had their action yet in the turn order. Most of the time, we’re
assuming participants in a conflict know there’s something going
on, even if they’re not ready to do something about it just yet. Save
this for when an opponent is literally clueless about anything and
has no valid reason to roll a normal defense.

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Demon Hunters

136
Challenges, Contests, and Conflicts

Hits and Conditions


When you succeed on an attack action, you deliver hits to your
opponent. If you opened fire on a guy, the guy takes damage from
bullets (or from twisting out of the way and hitting his head on
a wall, whatever). If you launched a string of verbal abuse at a
guy, the guy becomes insecure or pissed off. If you wrenched the
cosmic forces of the universe together into a spell of force blades,
the guy… You get the picture.

Hits are the outcome of a successful attack action. The number of


hits you deliver to an opponent is equal to how much you beat
your opponent by. If you succeeded with style, you can either add
a boost (page 82) or a worth of additional hits.

If you succeed by matching your opponent’s total so the outcome


is 0, no hits are delivered. Instead, you get a boost. Essentially,
you can describe how the attack didn’t seem to actually penetrate
the opponent’s defenses or was a glancing blow, but may have set
things up for a bigger hit next time.

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.

Unnamed DMCs often have fewer conditions they can mark


off, mostly because they’re not as important to the story and you
should be able to get rid of them faster than more important boss-
type ­villains and bad guys.

If you or your opponent can’t absorb enough hits by marking off


conditions, or if you run out of conditions to check off, you’re
taken out. This is one of the few cases in the game where you no
longer have any control over your character’s fate.

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TL;DR: HITS, CONDITIONS, & CONCEDING


Hits
1. The severity of the attack (measured in hits) = Attack
Roll – Defense Roll
2. If the attack succeeds with style, you can get a boost
OR add worth of additional hits.
3. If Attack Roll – Defense Roll = 0, then the attacker
gets a boost.

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.

Example: Because R.M. succeeded by 3 on her attack against the


ninja vampires, she delivers 3 hits. The DM has set this mob up with
5 mild conditions but no moderate or severe conditions, to repre-
sent that it’s not going to be too hard to take them out (especially
since they need to mark a mild condition every time they take 5
or fewer hits, and multiple mild conditions if they take more). The

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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).

What Happens When I Get Taken Out?


If you get taken out, you can no longer act in the scene. Whoever
takes you out narrates what happens to you. It should make sense
based on how you got taken out—maybe you run from the room
in shame, or maybe you get knocked unconscious.

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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—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.

Recovering from Conditions


As described in T h e B a s i c s (page 33), you make a recovery
action to clear your conditions. If the fight is over and the Demon
Hunters are somewhere safe, regrouping and patching up their
bumps and bruises, you can generally assume the recovery action
has taken place and don’t bother rolling for it. Otherwise, or
during the fight itself, you have to roll.

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.

Each type of condition takes a certain length of time to go away.

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.

Moderate conditions go away either at the end of a session of


play (once the recovery action succeeds), or at the end of the first
scene of the next session (in the case that the last session ends
in some kind of cliffhanger or the last scene is the post-conflict
recovery scene).

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

Mild conditions create problems for Demon Hunters in the current


fight, and moderate conditions create problems for at least one
scene after the conflict in which they’re picked up. Severe condi-
tions linger as a handy reminder that you should shoot first, rather
than letting the monsters kick your ass.
Example: After the battle with the ninja vampires, Bijou rests up in
chapter Omega Fifteen’s makeshift medical suite, which isn’t much
more than a stretcher, some medical supplies, and an IV or two.
The DM decides that she doesn’t need to make a recovery action to
start getting better; the two mild conditions are already recovered,
but her moderate condition (noted down as Anemic) won’t go away
until the end of the current session. If the DM isn’t planning any
more scenes for the evening, Bijou’s moderate condition can be
erased after the first scene of the next session.

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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.

To make it really simple for you to understand, M ag i c &


M e ntali s m is divided into three convenient sub-sections:

Ritual Magic: This is probably what comes to mind when you


think about magic-using magic people. Ritual magicians are known
as mystics.

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.

Quantum Magicians: This is the Grade A cosmic-level stuff you


can’t play, but we’re including here because we feel we probably
should. People with these abilities are quantum magicians (AKA
deus ex machinae).

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But First a Quick Game System Note


Almost everything in the following pages is designed to work cleanly and
easily with the standard rules covered earlier. Doing magic stuff still requires
you to pick an approach and a discipline to carry out one of the four actions.
In fact, that’s really all you need to know, so long as you also read the back-
ground text. If you’re not keen to complicate things, stop right there and play
it fast and loose. For the most part, you can use the standard rules for ritual
magicians casting spells “off the cuff” and for psychics using their special
abilities. Make sure that if you’re recruiting a Demon Hunter with these sorts
of powers, put a or into Mystic Arts and come up with a good stunt and
aspect to pair up with it. You’ll thank us later.

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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.

It all comes down to sacrifice. These timeless, immortal-types


thrive on the stuff. You give up something important, and in return,
they’ll do you a favor. The particular brand of sacrifice varies
depending on which extra-dimensional bigwig you’re calling on.
It might be a sacrifice of wealth or comfort. Devotion. Happiness.
Blood. Blood’s a big one, especially with the darker types. If you’re
lucky, they’ll just want a cat or a lamb or something. But the big
stuff—the big, black, capital-E Evil stuff—that’s when we’re talking
human sacrifice.

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.

So assuming your Demon Hunter mystic is one of these people,


someone with a repertoire and a few trinkets to exploit, the only
thing usually required when performing an off-the-cuff spell or

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magical working is an arcane connection to the desired outcome


in the form of a sacrifice or something that represents that sacrifice
in a ritualistic way. Mystics often live according to weird codes
or taboos precisely for this reason—their lives are full of volun-
tary sacrifices that they save up so they can point at them with
symbolism and ritual to juice the magic whenever it’s needed.
Some examples of lived sacrifices include really weird dietary
restrictions, never wearing certain colors or fabrics or items of
clothing, having to trim your nails every day at sundown and
sunrise while half-submerged in custard, that kind of thing.

Off-the-cuff magic—i.e., spontaneous or quick-cast magic—is what


mystics do when they don’t have time to carry out the entire ritual
and bring down the major whammy. It’s limited for the most part
to the sort of thing a mystic could do if they had an equivalent
piece of technology on hand. Blasting somebody with a gout of
magical fire? Well, sure! You could have done that same thing with
a flamethrower, and the Brotherhood has those. Flying up onto the
roof of a skyscraper? You could have done that with a jet pack or
a helicopter. Or, you know, an elevator.

Generally, when mystics want to cast spells like this, it involves


the Mystic Arts discipline, an appropriate approach (Flashy and
Quick are common), and an opposition of at least 10 (or, if there’s
a target, the standard opposition the target would use against tech
that does the same thing). You don’t need to roll dice first just to
see if you can do a thing, and then to see if you can use the thing
to do something. If you’re going to launch a bolt of lightning at a
dude, the casting of the spell and the direction and targeting of the
spell are considered to all be one action. We can cut out the middle
man and get right to it. That’s why you took the big die in Mystic
Arts to start with, right?

There’s a drawback to off-the-cuff magic, though. When it fails,


it usually fails badly. The trade off to having ready access to
spontaneous wizardry is that the consequence of failure takes
the form of mystic backlash, waves of fatigue, weird side effects,
actual damage (conditions, etc.), or unwanted outcomes. Demon
Masters are encouraged to bring out those demon dice, too, when
mystics screw up.

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TL;DR: OFF-THE-CUFF MAGIC


Use the Mystic Arts discipline with an appropriate approach,
with an opposition of at least 10
If the magic is used against a target, it’s the standard
opposition the target would get against tech that would do
the same thing
If you fail, it’s BAD—the DM may use demon dice, you might
take conditions, etc.

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.

Rituals can be carried out by a single mystic, a mystic with some


non-mystic friends helping out, or a coven (group) of mystics all
working together. The procedure is more or less the same, but the
effects possible with the increased complexity and size of the ritual
are usually much greater and effective. Here’s how it works.

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.

For game purposes, we generally assume you have access to the


ritual if you’ve got Mystic Arts or higher. The Demon Master
might require you to go out and get it, or draw on some contacts
in mystic circles to get it for you. Or perhaps there’s an entire
Mission tailor-made for getting rituals like the one you want.

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We don’t provide a list of rituals, but since you’re probably


wondering what a ritual can accomplish and how big the opposi-
tion is, here are a few handy guidelines. Remember, the opposition
for a full-scale ritual is pretty big, so you’ll need a lot of help in
carrying out the ritual.

TL;DR: FULL-SCALE RITUALS


To cast from a ritual, make an overcome roll using Mystic
Arts (typically) and an appropriate approach.
Determine the opposition using the Ritual Opposition table
or dice (see “Using Dice for Opposition”)
Takes a number of hours = (Opposition/5) rounded up or
number of dice rolled
Can use faith dice, stunts, help from others, and demon dice
to make the roll
Non-mystic assistants can help:
• Each person performs a create an advantage action and
hands over the aspect with its free invocation for the
mystic to use
• If they fail, nothing is added. If they used demon dice
and incur consequences, THEY incur the consequences,
not the mystic performing the ritual
Max number of advantage aspects handed over to help the
mystic is the ritual’s opposition divided by 10, rounded
up—if opposition is 35, 4 aspects created by helpers
can be used.
Mystic assistants can help:
• Can use the create an advantage action (just like
non-mystic assistant), or
• Can make an Overcome action to reduce the ritual’s
opposition:
Overcome action opposition = ½ core ritual opposi-
tion (or half the dice rounded up)
Can have non-mystic assistants help with their roll
Failure: The magic of the core ritual is disrupted. Adds
+5 or another die to the core ritual’s opposition.
Everyone involved in the ritual marks off a mild
condition.
Success: Reduce core ritual’s opposition by
opposition/5.

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Magic & Mentalism

Success with style: As success but can hand over a


boost to help the primary mystic.
No more than half of the core ritual’s opposition can
be reduced.
• Roll dice to cast the actual ritual:
Failure: Ritual does not go off as planned. Nothing
happens (typically). If demon dice were used,
however, there’s always some consequence. DM
should roll on the Mystic Badness table.
Success: The ritual works! Now come the conse-
quences. Demon Masters are encouraged to give
the mystics what they wanted in as black and
white terms as possible, but there should be
consequences.
Success with style: Magical whammy! It works really
well and you get a new advantage aspect with a free
invocation on it for you or anyone who helped you
cast the ritual.

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

Using Dice for Opposition


As the Demon Master, you can substitute increments of 5, including the base 5
opposition, with a single . For example, a ritual that summons an other-
worldly entity into a small area for a few hours has a base of 5, +10 for the
summoning, +5 for the area, +5 for the duration, which is a total of 25 or 5d8.
Then you add up all of the dice and roll them, adding them together, and the
mystic must overcome that opposition.
The fun thing with this is that you can get some wildly different opposition
totals, making major rituals occasionally easier than the mystic expects and
sometimes a bit harder. The not-fun thing with this is that the mystic won’t
have a clear idea of just how much opposition to plan for.

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.

Casting the Ritual


Casting a spell from a ritual is an overcome action against the
ritual’s opposition. It always takes time, approximately a number
of hours equal to the opposition divided by 5 (or the number
of dice the DM’s rolling as opposition, if you’re going with that
mechanic). Suitable approaches are Careful, Clever, Forceful, and
maybe Sneaky. Quick and Flashy are right out. Your choice in
approach helps the DM determine what happens when things
go south. The discipline is always Mystic Arts, unless you’ve got
a Fringe discipline that somehow applies (usually it won’t, since
being a mystic isn’t a Fringe discipline).

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!

The practical limit to how many advantages can be handed over


to help the mystic is equal to the core ritual’s opposition divided
by 10, rounded up. In other words, if the opposition is 35, up
to 4 aspects created by helpers can be used. Additional aspects
are ignored, or can be saved for dealing with the consequences of
the ritual.

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.

No more than half of the opposition can be reduced by lesser


ritual work. Eventually, too many mystics just muddy the ritual
and don’t help. Those other mystics need to sit on their hands and
wait to see if they can help out when the ritual goes bad. (We’re
just saying.)

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DemonBADNE
MYSTIC Hunters
SS
ROLL BADNESS

Create a new situation aspect and get a free invocation


1+
on it reflecting reality bending to resist the ritual
As 1+, but also divide the amount the mystic failed the roll by
4+ as hits among the mystic and any mystic assistants (example:
failed by 12, mystic had 3 assistants, everyone takes 3 hits)
As 4+, but also add an additional
8+
free invocation on the situation aspect.
12+ As 8+, but also add a new permanent Trouble aspect to the mystic

Success and Failure


The mystic rolls the dice.

If the action fails: The ritual doesn’t go off as planned. Usually,


rituals that don’t work just plain don’t work, and fizzle out without
much fanfare. If demon dice are used, however, there’s always
some consequence. The DM should roll the dice and check on
Mystic Badness to see how bad it gets.

Notice how other mystics participating in the ritual stand a chance


of gaining hits from the failure? That’s the price many mystics
have to pay when they sign up to a coven. But it’s also the reason
powerful ritual magicians are often so charismatic—they have to
convince all these acolytes and minor scrub wizards to sign up and
pitch in at substantial cost to their well being.

If the action succeeds: Hey, look at that! You summoned great


power and accomplished something truly awe-inspiring. Good for
you. Now you’re going to have to deal with the consequences of
success. What’s that? What consequences? Chances are you had
to use demon dice to pull of your ritual, or bribe somebody to help
you, or cash in your faith dice in the attempt. Like we said, there’s
always a sacrifice. Sometimes the outcome you wanted also leads to
badness further down the road, since now some entity out there in
the universe knows you’re pulling big strings to get what you want.
That sort of attention has a way of creating problems.

Demon Masters, try to give mystics what they want in as black


and white terms as possible, a clear cut and obvious win. Save
the shades of gray for later. Don’t hesitate, however, to point out
what kind of reaction this sort of thing causes in DMCs and other

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Magic & Mentalism

supporting characters. For example, any mystic assistants present


at the ritual might complain about weird nightmares or hallucina-
tions, or grow hair all over their bodies, one or two days before the
primary mystic gets slapped with similar afflictions.

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.

Suffering for your Magic


There’s an additional option for mystics who really want to pull off a ritual
but they’re afraid they won’t have the resources for it. They can intentionally
bring suffering, pain, or harm to themselves before casting the spell. To do
this, mark off a condition, describe the thing you just did to yourself, and pick
up a bonus die (works like a faith die) to use on your ritual casting action.
If you mark off a mild condition, it’s a single die. If you mark off a moderate
condition, it’s two dice. If you mark off a severe condition, it’s three. You
can’t mark off multiple mild conditions to pick up multiple dice using this
method—pick your poison and live with the consequences. Note that unlike
faith dice, these bonus dice don’t stick around if they come up 1.
Assistant mystics can do this, too, of course. However, their bonus dice only
count for casting actions designed to reduce the ritual’s opposition, not as
additional dice for the primary mystic casting the spell. Non-mystics can’t
mark conditions off this way. Or rather, they can, but they just end up bleeding
all over the floor or crying in a corner, which doesn’t help anyone. Pull
yourself together, Igor!

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The Big Example: Harkadian Raises an Army

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 .

Sparky, being a technomancer, thinks she can do a little more to


amp up the ritual. She plans on working her technomancy to
modify the local Wi-Fi signal into a Technomantic Dome, concen-
trating and amplifying the power of Harkadian’s magic. Even with
half the opposition of the base ritual, she’s looking at an opposition
of 25, and that’s gonna require a couple of helping hands. Gator
salvages a wooden pole from the titular Burning Man and slams it
into the ground at the center of the proposed dome. The Cipher

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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.

Everything’s ready, but Harkadian is uncertain. Even with every-


one’s help, it’s going to be close. Too close. He looks down at the
zombified burners milling around the tattered ruins of their tempo-
rary city. He can’t afford to fail. With a heavy heart, Harkadian pulls
the locket from his neck, looks at the picture of his sister and grand-
mother one last time, and casts it into the fire. As it burns, the
memory of their faces is scoured from Harkadian’s mind, inflicting
a moderate Family Forgotten condition and giving Harkadian two
additional to work with.

This is it. Everything is ready. Harkadian closes his eyes, raises


Balmung on high, and begins to chant along with the Cipher as the
technomantic dome bursts to life overhead and the Warehouse
drone scatters thousands of hydra teeth across the clearing.
Harkadian rolls his Careful approach and his Mystic Arts
discipline, and invokes his Grim Necromancer and Knowledge
Beyond the Veil of Death aspects. With his approach die, discipline
die, two faith dice, two dice for his moderate condition, and six dice
from his assistants, he rolls 41. Wow! The Ol’ Harryhausen is just
barely a success! His skeletal army claws its way up from the desert
sands, ready to kick some zombie hippie ass.

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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.

Coven Leader: Because I am a coven leader, any mystic who


assists me in casting a ritual gains a +2 when they Carefully over-
come or create an advantage connected to the ritual.

Master of the Elements: Because I am a master of the elements,


I gain a +2 when I Flashily attack or create an advantage using
magic with an elemental theme, such as earth, air, fire, or water.

Pain Magician: Because I am a pain magician, whenever I mark


a condition to gain a bonus die on a casting action, the first bonus
die is a .

Quick-draw Mystic: Because I am a quick-draw mystic, I gain


a +2 when I Quickly attack or defend using magic.

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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.

When a person dies, their spirit is supposed to move on to the


next world, but that doesn’t always happen. While there are some
ghosts out there with enough raw, psychokinetic energy to actually
manifest an ectoplasmic body in this plane of reality, they’re the
exceptions. Most trapped spirits just float around, invisible and
unable to affect their environment. That’s where Mediums come
in handy. Mediums are hypersensitive to psychokinetic energy, and
can detect even the faintest traces of spirit activity. Through them,
these trapped spirits can be given a voice and aided in their journey
to the next world. Or they can be tapped for information on our
enemies that would be unavailable to a living agent, which is far
more useful to the cause.

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Telepaths are by far the creepiest of the psychics. At best, these


thought-thieving voyeurs are just reading your mind; stealing
your secrets and rifling through the most private contents of your
mental vaults. Worst case? Some Telepaths are capable of thought
manipulation—altering memories, changing opinions, even full-on
mind wipes. In the right hands (read: “ours”) these are powerful
and completely valid tools in the war on evil. In the wrong hands
(read: “not ours”) they’re a flagrant violation of personal freedom
and those mind#%@#ers must be stopped!

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.

Here are some suggested psychic stunts:

Supportive Seer: Because I’m always watching my friend’s


back with my mind, I gain +2 when I Carefully create an advan-
tage for or defend an ally with my precognitive warnings.

Cetaceokinetic: Because I can move whales with my mind, I


gain +2 when I Forcefully overcome, create an advantage with, or
attack whales and other aquatic mammals.

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Psychic Dagger: Because I can manifest the sum totality of my


psychic power, I gain a +2 when I Quickly attack or defend with
my psychic blade.

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.

When psychics screw up or bad things happen to them when they


use their abilities, the backlash or conditions come in the form
of mental trauma, nose bleeds, periods of dissociation, or acting
really odd. For some psychics, this is a daily cost of using their
abilities anyway. For others it’s a lead-in to a long Mission where
the other Demon Hunters enter the psychic’s dreamscape to hunt
down the psychic construct they inadvertently made that’s slowly
eating their soul-self. Either way, frame those failures in a fun and
interesting psychedelic way that draws on the fact that the psychic
isn’t someone who deals with ordinary problems.

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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.

With time and practice, a QM can achieve complete mastery over


the manipulation of the elementary particles of reality. We’re talking
god-like powers here. Creation. Destruction. Bilocation. Levitation.
Even communicating with animals like freaking Aquaman. No
surprise that QMs tend to build up a following. Some have even
been worshiped as gods. It’s not far from the truth.

There’s only been a handful of quantum magicians since the


dawn of mankind, and consider that a blessing. Fortunately for,
you know, the universe, QMs seem to tend toward benevolence.
The good QMs usually stick with healing the sick and feeding the
hungry. Maybe resurrect a dead body or two on occasion. But
when they go bad, they go apocalypse bad. There’s a reason you
didn’t take a semester off in college to backpack around Mu, and
that reason was a quantum magician.

No quantum magicians are known to be currently living. That


could change any day, and if it does, it’s important that we get to
the child before the other side does. Having a QM on our side

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could be a real game-changer. And not having one could be a


game-ender.

Rules for Quantum Magicians


Ha ha ha. Right. Like we’re going to show you how these guys
work in the rules. Not a chance, recruit! Go find yourself another
patsy! We’re not going to…

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.

Psychic Demon Hunters might worry that they’re becoming QMs


over the course of several Missions. This is a fun hook to a longer
story about the consequences of having a mind open to the mael-
strom of the manifold multiverses, but it’s also one that’s best left to
such stories, not something you come up with when recruiting new
Demon Hunters right off the bat. Hey, why not go with a Trouble
aspect like Quantum-linked Psychic and see what happens?

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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.

Mad Science: How Do I Do It? This section sketches out the


game rules and other fun things you need to know to get your lab
coat mojo on in the game.

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MAD SCIENCE: THE FLIP SIDE OF MAGIC


Mad science and magic are two sides of the same fiercely compet-
itive coin. Anything magic can do, mad science can probably pull
off too—given a big enough budget. We’re talking about channeling
lightning to reanimate corpses! Robots the size of skyscrapers
stomping around in rampant violation of the square-cube law!
Calculating the resonant frequency of the Earth and using it to
build an Earthquake Machine! That last one was good ol’ Nikola
Tesla—one of ours, off and on. I think the Earthquake Machine
happened somewhere between his “Free Energy for Everyone!”
phase and his “Say, That’s One Good Lookin’ Pigeon!” phase.

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.

It’s a bit of a tightrope walk, working with mad scientists in defense


of the Good. If you’ve never had to explain to a hypergenius with
visible brain veins and a bionic eyeball why she can’t just slip an
experimental mutagen into the breakroom coffee pot to see what
happens, consider yourself lucky. But if you’re willing to put in
the effort, the stuff these guys can churn out is incredible. We’re
talking game-changing technologies that are decades ahead of
anything the civilians are producing.

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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.

Internal injuries? With just a cheek swab and a bucket of stem-


cells we can grow you a whole new set of organs. We’ll even toss
in a couple of extras! If the worst happens—you’ve totaled your
body, complete write-off—we can offer you a wide array of options,
ranging from your standard brain-in-a-jar, to a clone body grown
from your own tissue. You may even be chosen to participate in
Herr Doktor’s promising new ReAnimate program. What an
exciting opportunity!

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.

Fine, you want something more useful? How about regenerating


missing limbs like a gecko? We’re in the experimental phase on
that one. Currently you’d just grow big, freaky gecko hands, but
those can be useful too. Just picture yourself scrambling up the side
of a skyscraper like a reptilian version of Spider-Man. Ooh! We
should build web-slingers! Adding that to the list.

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.

We could go on, but the


gist of it is if there’s some-
thing you want, let us
know. Chances are we’ve
already built one and it’s just
collecting dust in the Warehouse. And if not, switch on the Tesla
coils and light up the Bunsen burners, because it’s about to get
sciencey as &#$% in here!

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Mad Science

MAD SCIENCE: HOW DO I DO IT?


Congratulations, recruit! You’ve decided to invest additional
training time in figuring out mad science and all the wonderful
things you can do with a Brotherhood swipe card and access to
our remote, undocumented laboratories around the world. Maybe
you’ve watched some of those training vids where Sparky does
something clever with her technological gizmos, or perhaps
Kincaid just told you that if you don’t come and find out how to
turn your talents to good use he’s going to string you up out back
and have somebody use you for taser practice. Hey, we don’t care,
we’re just glad you’re on board. On to the mad science!

Discipline Choices, Stunts, and So Forth


First things first: every mad science specialist needs mad skills. To
represent that in D e mon H u nte rs , we turn once again to disci-
plines, aspects, and stunts. The R&D discipline is your number one
choice, obviously, because every action you take with mad science
keys off that. Whether you’re doing it Carefully or Cleverly or
Quickly or Sneakily, it’s always Research & Development. The
exception to this is if you’re some kind of artificial construct, like
a Cipher, in which case you’ve assigned your Fringe discipline to
that and there’s a good chance you sub out the Fringe for R&D in
mad science actions.

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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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:

Biological Wunderkind: Because I am a whiz at biology, I gain


+2 when I Cleverly create an advantage or overcome obstacles
relating to biological processes and organic systems.

Turing Tester: Because I am a genius with artificial intelligence,


I gain +2 when I Carefully defend against or overcome an obstacle
relating to sentient machines or AIs and their programming.

Experimental Pharmaceuticals: Because I always carry experi-


mental drugs with me, once per game session I can spend a faith
die to clear a mental, neurological, or perception-based condition
from myself or an ally.

TL;DR: WILD IDEAS


Make a create an advantage roll
Fail: Idea was solid, but the execution was lacking.
Start over.
Success: It works! Establish an aspect with a free invocation.
Success with style: As success, but get two aspects with a
free invocation each, or gain one aspect with two free
invocations on it. You get the most say in the resolution.

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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.

Failure: Blowing a mad science action powered by a wild idea


means that the idea was probably legit, but your implementation of
it just wasn’t. Go back to the drawing board, or replace that gizmo
with another one back at headquarters.

Success: Rolling well with a mad science action means it works! It


works! Pull down the gurney from the ceiling and look upon your
brilliance on display. They wouldn’t believe you, but it works!
Success indicates that you, the DM, and everyone else should play
along with the wild idea—somehow this is now “accepted physics”!
You get an aspect with a free invocation on it.

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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.

Innovations and Breakthroughs


Wild ideas are great, but they’re just temporary and ephemeral.
No, what you want is an innovation, something that sticks around
and applies its own coda to the laws of nature and the universe.
Could be a fantastic apparatus, could be a whole subset of scientific
principles, could be a monster bred in a vat. Innovations are mad
science’s equivalent to magic’s rituals, and here’s how they work.

An innovation is a set of connected aspects and a stunt or two that


you and your Demon Hunter allies can all make use of for the
duration of a Mission. After the Mission, or once the innovation’s
store of faith dice run out, the innovation breaks apart into its
component wild ideas and goes onto your list of breakthroughs
that you can make use of in the future.

Breakthroughs are singular aspects that can be invoked like any


other aspect, and exist in the world of Demon Hunters forever. Some
examples include the Warehouse or Ciphers. They still require
faith dice to invoke, but a mad scientist can use a create an advan-
tage action to recharge them with faith dice before a Mission.
So they’re pretty cool. You’ll probably end up with a short list
of these in any game that spotlights mad scientists as part of the
Brotherhood. The only downside is that for every breakthrough
the chapter comes up with, an equal and opposite reactive break-
through also manifests in the world, which the Demon Master is
free to exploit in future Missions.

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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.

Now the Hard Work


First, decide on your abstract. This is a fairly straightforward
create an advantage action using Research & Development as
the discipline and usually Clever or Careful as the approach,
depending. Whichever approach you use can’t be used on the next
step, so choose wisely. You can spend faith dice, use stunts, get
help from other people (in the form of them creating advantages

ABSTRACT (AND THESIS) OPPOSITION


ELEMENT OPPOSITION MODIFIER

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:

TL;DR: INNOVATIONS & BREAKTHROUGHS


Innovations require a three step process to create, while
breakthroughs represent the lasting effects of your
mad science.
Create the abstract
1. Create an advantage roll with a base of 5
2. Determine the opposition using the Abstract (and
Thesis) Opposition table
3. Creating an abstract takes up an entire day
4. Can use faith dice, stunts, help from others, and
demon dice to make the roll
Failure: Back to the drawing board. You suck.
Success: It could work. Gain an abstract aspect with a free
invocation.
Success with style: It’s awesome! Gain an abstract aspect
with 2 free invocations AND you can use the same
approach on your thesis action.
Develop your thesis
1. Create an advantage roll with a base of 10
2. Must use a different approach than was used on the
abstract (unless you got a success with style)
3. Determine the opposition using the Abstract (and
Thesis) Opposition table
4. Can use free invocation(s) from your abstract
to help out
5. Takes a month to write—add +5 to the opposition for
each week you want to shorten it by (+20 to write
it in a day)
6. Can use faith dice, stunts, help from others, and
demon dice to make the roll
Failure: Disaster. It’s never going to work. Mark off a condi-
tion (mild if failed by up to 10 points, moderate if more
than 10). If you convince the Brotherhood to try again,
start over with a new abstract.
Success: It’ll do. You can proceed with prototype. Gain a
thesis aspect and a free invocation.

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Mad Science

Success with style: Everyone loves it! Gain a thesis aspect


and 2 free invocations. Can use either approach used so
far to make your prototype.
(cont’d)

TL;DR: INNOVATIONS & BREAKTHROUGHS (cont’d)


Create your prototype
1. Make an overcome roll with a base of 10
2. Cannot use the same approach as your abstract or
thesis unless you got a success with style
3. Determine the opposition using the Prototype
Opposition table
4. Can use free invocations from abstract and/or thesis
aspects to help out
5. Takes a month to create— add +5 to the opposition
for each week you want to shorten it by (+20 to write
it in a day)
6. Can hire up to 4 assistants; each makes an overcome
roll (opposition 10) to reduce time by a week; failure
adds +5 to opposition of the prototype roll and does
not cut down the time
7. Can use faith dice, stunts, help from others, and
demon dice to make the prototype roll
Failure: You’re a laughing stock! Start over! And take a
mild or moderate condition (mild if failed by up to 10,
moderate if failed over 10).
Success: You have an innovation! Write up a stunt that
comes with it. Lasts for a single mission. Gain a prototype
aspect with a free invocation.
Success with style: Masterpiece! Write up a stunt, gain a
prototype aspect with 2 free invocations and an addi-
tional free invocation on all other aspects of the invoca-
tion. Lasts for one mission.
Breakthroughs
1. Write an aspect in the form of a principle derived
from your innovation
2. The DM writes a Trouble aspect representing the
downside to your breakthrough
3. The DM can invoke these any time with demon dice
4. You can invoke it with faith dice…at your own risk

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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.

Failure: Back to the drawing board. Change some element or idea


if you want to try again, otherwise give up and move on, you hack.

Success: Hey, that just might work. You get an aspect and a free
invocation on it.

Success with Style: That’s such a good idea it’s bound to be a


phenomenon! Get an aspect and 2 free invocations, and you can
use the same approach again on your thesis action.

Your thesis action is another create an advantage action, this time


with a base of 10, but otherwise all of the same modifiers to the
opposition. You can use your abstract aspect’s free invocation to
help out here, too. The thesis takes a whole month to write. If you
want to write it faster, add +5 to the opposition for each week you
want to knock off the time spent writing it (for a total of +20 if you
want to write the damn thing in only a day). Remember, you have
to use a different approach than your abstract action, unless you
succeeded with style on that, in which case, keep it going, buddy.

Failure: Disaster. It’s never going to work. Never! Mark off a


condition (mild if you failed by up to 10 points, moderate if it was
more than 10) and try to convince the Brotherhood you can give
it another go. Good luck with that. Start over with a new abstract.

Success: The committee isn’t impressed, but it’s a workmanlike


effort, so hooray, now you can move to the prototype. Also you get
that aspect and a free invocation.

Success with Style: Marvelous! A magnum opus! Everyone loves


it. Get two free invocations on the thesis aspect, and you can use
this approach or the approach you used on your abstract to make
your prototype.

Finally, your prototype! This also needs an entirely different


approach, unless you succeeded with style on your thesis. It’s also
an overcome action, not a create an advantage action. It uses an
entirely different set of opposition modifiers, though, so check
the table.

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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

Uses demon dice, not faith dice -5


Has an extra stunt +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.

Failure: As with the thesis, failure in building the prototype (or


preparing the guinea pig, or whatever it is that this thing ends up
looking like or doing) not only means you don’t have an innova-
tion, you take a mild or moderate condition depending on how
badly you screwed up. Pack it in, mad scientist.

Success: You have an innovation! Write up the stunt that comes


with it (see the next section) and it lasts for the duration of a
single Mission. There’s a prototype aspect with a free invocation
on it, too.

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Success with Style: It’s a masterpiece! Write up the stunt, add


the prototype aspect for it, and get an additional free invocation
on all of the aspects on the innovation. Still only lasts for one
Mission though.

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:

Time Jaunt: Because my innovation can transport through


time, I can spend a faith die for my past self to place a critical
item that my future self needs in a place where my present self will
eventually go back in time to place the item. Got that?

Empathic Computer: Because my innovation can calculate


the emotional calculus of humanity, I gain +2 when I Carefully
overcome or create an advantage concerning the emotional states,
feelings, or motivations of others.

Metatronic Amplifier: Because my innovation can amplify the


Word of God, I gain +2 when I Forcefully attack or create an
advantage against a mortal in a social situation using persuasion
and influence.

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.

A breakthrough is the final stage in this whole mad science process.


It’s the lasting effect of introducing something to science that defies
what came before it. It’s an aspect, probably your abstract or thesis
rewritten in the form of a principle, that you can use like any other

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Mad Science

aspect on your Demon Hunter profile. In fact, so can everyone


else involved in the creation of your innovation, or anyone who
saw it in use. If you end up trashing your creation in a blaze of
victory at the end of a Mission, at least be happy that you’ve got
this additional reminder of your success.

However, the Demon Master also creates what amounts to a new


Trouble aspect, but for the whole campaign. It’s the downside to
your breakthrough, the dark mirror of your innovation’s success.
If the breakthrough is Chronal Energy Can Be Tapped then the
dark breakthrough is Cracks Appear in Time. The Demon Master
can invoke these any time with demon dice to mess with you.
Now, to be fair, you can invoke it as well, but we leave that to your
conscience.

The Big Example: Sparky Invents the Akhenaten Bomb

Confronted by a potential Egyptian vampire epidemic from out of


the Valley of the Kings, scheduled on the first night of the next full
moon, Chapter Sigma Seven looks to Sparky, the chapter’s resident
mad science maven, to come up with some kind of technological
solution. Sparky lowers her goggles, cracks her knuckles, and starts
tapping away at her laptop under the shadow of the Pyramids.

First she settles on her abstract: An Explosive Using the Sacred


Power of the Sun to Destroy Heliopolitan Undead. Her thesis
abstract, which is how she imagines pulling off this concept,
is Solar-Spiritual Emanations as Channeled by Sarcophagal
Ankh Conduits into Explosive Force. Her prototype is Mummy
Sarcophagus Topped by Crystal Pylon and Filled with Mirrors,
Diodes, and C4.

To make all of these aspects come together as an innovation,


Sparky needs to use three different approaches unless she
succeeds with style on one or two of the rolls. Since her Flashy is
, this is her best approach, but she also has a in Clever and
Quick. Sparky knows that the thesis is the more difficult roll, so she
decides to lead with Clever, followed by Flashy and Quick. On the
off chance that she does really well on her thesis roll, she can re-use
Flashy for the prototype. She has four faith dice to use in
invoking aspects.

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

but the DM disagrees, because obviously they are. So, that’s a +5


to the base of 5. It affects the supernatural (+5), and it alters energy
(+5), so that’s a total of 20. The DM doesn’t add the “affects matter”
penalty because, while it is designed to blow up vampires, it’s not
actually altering matter to do it.

Sparky has a Clever and a Research & Development. She


invokes her Technological Genius and Dynamic Thinker aspects as
both of those pertain to this create an advantage roll, so that’s an
additional two in her pool. Rolling them, she gets a 13, with no
special outcomes on the faith dice. Sparky knows she needs
another 7 points to succeed, so she grabs two demon dice and
rolls—she gets 9 more, bringing her total to 22. The DM takes the
demon dice and adds them to his collection, and Sparky is down
two faith dice, leaving her with two. She has successfully created an
aspect with a free invocation.

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.

Sparky rolls her Flashy approach and R&D discipline,


describing her thesis as being punchy and full of bold, outrageous
claims designed to elicit some strong reactions from the mad
science community when it’s eventually published. Just like her
grandfather would have wanted! She gets her free invocation from
the abstract aspect, and invokes her Technological Genius as well,
for two additional once again. This time, she rolls really well—
max results on one and on a —and with the +2 from her
stunt she gets a 30. That’s a success with style, and she didn’t even
need any help to get there. Counting her blessings and taking note
of her two free invocations on the thesis aspect, Sparky moves on
to the prototype.

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

178
Mad Science

with mirrors parked in a back street in Cairo. All four of these


members roll to create an advantage to represent this, and each of
them manages it (though Ned burns through three demon dice in
the process). That cuts down the time to create the prototype to a
day, and keeps Sparky from needing to add +20 to her opposition.

The DM figures the opposition with a base of 10, adds +5 because


it’s smaller than a truck, -5 because it explodes when it’s used
(convenient!). Sparky doesn’t need it to have any extra stunts, so
the final opposition is a puny 10. She doesn’t get her stunt on this
one, but she does get to use Flashy, so she rolls her dice and
invokes one of the two free invocations on the thesis abstract to
add a . Her roll of 16 means she succeeds with style in building
the Akhenaten Bomb. That puts a free invocation on the abstract,
thesis, and prototype aspects, which raises the thesis aspect’s free
invocations back up to two. Amazing!

Here’s the final innovation, ready to use against the Egyptian


vampire hordes on the next evening under the full moon.

Akhenaten Bomb

Abstract: An Explosive Using the Sacred Power of the Sun to


Destroy Heliopolitan Undead (1 free invocation)

Thesis: Solar-Spiritual Emanations as Channeled by Sarcophagal


Ankh Conduits into Explosive Force (2 free invocations)

Prototype: Mummy Sarcophagus Topped by Crystal Pylon and


Filled with Mirrors, Diodes, and C4 (1 free invocation)

Beautiful Are the Forms of Ra: Because my innovation summons


the power of the Sun God, I gain +2 when I Forcefully attack or
overcome the unliving servants of Apep.

Although the Akhenaten Bomb is only useful for this Mission,


Channeling Divine Solar Power through Crystals is a Breakthrough
that can be used in the future. The DM decides that this results in a
Trouble of Offended Sun Gods.

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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:

Sessions, Missions, and Campaigns: A brief introduction to


some terms we use a lot.

Five Minutes to Mayhem: This is the quick roll-a-bunch-of-dice-


and-make-things-up method of preparing a Mission when you
have a time crunch.

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.

The All-star Mayhem Threat Catalog: Lots of suggestions of


Threats for when you have five minutes to sixty minutes.

How to Haunt Your Town: Advice for creating a D e mon


H u nte rs RPG setting right in your own backyard—or anywhere
else, for that matter.

Managing the Mayhem: Suggestions for running the game once


you’ve got the Mission all spec’d out and guidelines for creating
Demon Master characters.

Moving On Up: Rules for Demon Hunter advancement and mile-


stones after multiple Missions.

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Demon Hunters

Sessions, Missions, and Campaigns


Chaos! Randomness! Beautiful, exhilarating…and a pretty damn
awful way to organize a story.

Make no mistake; a Brotherhood Mission contains plenty of chaos.


You might even use random tables to create such an adventure. But
that doesn’t mean they’re lacking structure.

The essential elements of D e mon H u nte rs RPG stories are:


• The session: the amount of story a group experi-
ences in one sit-down meeting (2-3 hours is consid-
ered average)
• The Mission: a single adventure or scenario that
can generally be accomplished in 1-3 sessions
• The campaign: a series of adventures that tell
a broader story, often with a definite beginning,
middle, and end

Depending on how much time your group has to play, a single


session can be organized around one or more scenes of investiga-
tion or action. Defeating a group of minions or a single important
foe, thoroughly investigating an ancient ruin, or locating and trek-
king out to a remote location could make for a reasonable session.
When planning a session, give the Demon Hunters a clear goal
that can be accomplished—or failed—in the time allotted, in order
to bookend the session in a satisfying manner. If nothing happens,
players may feel frustrated at the wheel-spinning; if you end the
session in the middle of a fight, negotiation, or other important
moment, the energy will be lost, and many specifics may be forgot-
ten before the next session.

Missions are the core unit of real story-based gameplay. Taking


between one and three sessions, a Mission tells a more complete
tale. Like an episode of a television show, or a monster movie, a
Mission generally introduces a problem, escalates through a series
of conflicts, and allows the Demon Hunters to try to solve it. Lin-
gering complications may ensue, but the central issue is usually
wrapped up within the Mission itself.

Campaigns are a little more complicated. Not all chapters will


engage in campaign style play; individual adventures with little
to connect them together (beyond the chapter itself) can be more

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Missions, Threats, and Mayhem

than sufficient. However, if you want to integrate an ongoing


story arc, there’s some advice in S ixty M i n ute s to M ayh e m
on page 199.

Five Minutes to Mayhem


Sometimes you don’t have time to plot out a full adventure...or
you just can’t be bothered because you know this batch of Demon
Hunters is going to wet their pants and quit the Brotherhood in
a terminal fashion on their first field op. This section provides
Demon Masters with a tool to generate the basic elements of an
adventure quickly. You can flesh out the details once the skeleton
is in place, and afterwards you can be sure you won’t be running
out of skeletons any time soon.

Most chapter Missions follow the same basic structure as any


schlocky, B-grade horror flick, a fact considered by many of
the Brotherhood’s greatest historians to be a side effect of
the [REDACTED] performed in ancient [REDACTED] by
[REDACTED], who later went on to star in the classic film
R etu rn of th e [REDACTED]. What a crazy coincidence,
right? Anyway, what follows is a set of instructions for using these
random tables to generate coherent Missions.

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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Demon Hunters

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).

However, at the Brotherhood of the Celestial Torch, we offer fur-


ther Mission prep with the following steps to develop your primary
enemy, the main nasty the Demon Hunters will be hunting. This
helps you practice thinking like the enemy. When you can get into
your enemy’s motivations and desires, you can adapt your chal-
lenges and sessions to fit your players’ Demon Hunters’ choices.

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Demon Hunters

CREATING THE ENEMY


Looking at your Teaser, decide if you want to grab that Featured
Creature, or roll a new Featured Creature.

If you need a scheme (because nothing’s struck you as appropriate


yet), roll on The Grand Evil Plan table.

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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Missions, Threats, and Mayhem

THE SUPPORTING CAST


Next, determine the supporting cast for the enemy—allies, subor-
dinates or employees, goons, future victims. Roll on the Normals,
Other Interested Parties, or even the Featured Creature tables for
inspiration. Again, give them all names! Think about why they’re
there; what are they getting out of this? Well, except for future
victims. We know what they’re getting, unless the Brotherhood of
the Celestial Torch can step in to save the day!

THE FINAL SHOWDOWN


Now flesh out the location of the final showdown. With this in
place, you know what you’re building up to during both planning
and play. You can roll on the location tables, or work from what
you rolled up in the Teaser.

Looking at the results, particularly within the confines of your plot


so far, determine:
• What exactly is this place? Design or locate a map
or floorplan.
• Who’s here? Maybe there are some Normals as
bystanders.
• Why this location? This may be answered through
gameplay, so if it’s not coming to you, that’s okay.

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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!

To design the Briefing:


1. Roll on the Triggering Event table. Something tips
off the Brotherhood that they need to get involved,
rather than leaving it up to the authorities. Usu-
ally it’s when something bad happens to someone.
Who is it? Either go back and grab them from the
Teaser, or roll on the Normals table to determine
who was involved. Was this person a victim? Did
they witness the event? Twist! Sometimes this turns
out to be the ACTUAL enemy. Double Twist!
Sometimes this person is the RED HERRING for
the actual enemy.
2. Decide if the nature of the Featured Creature
responsible for the mayhem is obvious to the Broth-
erhood’s intel, or roll on the Featured Creature table
to provide an initial Featured Creature suspect. You
may want to do this a couple times.
3. Compare the actual plot as you imagine it to the
information that’s presented so far in the Briefing.
What clues—both accurate and misleading—does
the Brotherhood have? How did the Brotherhood
come to look at the situation like this?
4. Where did the triggering event take place? Fill that
in yourself (see H ow to H au nt Y ou r T own on
page 233 for setting a game in a familiar location),
or roll on the Building Type and Location Type
tables. It’s possible you may even want to roll on

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Missions, Threats, and Mayhem

the Location or US States table if you want to start


the investigation in a much different location than
where the final showdown will take place.
5. Look at your Mission objective from the Teaser or
roll on the Mission Objective table. Based on all the
information so far in the Briefing, determine why
THIS is the assigned Mission. Is there a backup
team or another team that has the assignment to do
the heavy lifting?
6. Use the Normals and Other Interested Parties tables
to help provide known witnesses, key contacts, and
other interested parties if they’re an important part
of the story. Also determine if there’s any special
equipment the Demon Hunters might need. When
you create Threats later, you can decide if these
characters are involved with your Demon Hunt-
ers. Does anyone have any aspects that suggest
connections?
7. Roll a d6. If the result is a 5 or a 6, the team dis-
covers along the way that a much bigger plot is
at hand. Roll on the Big Picture Mission table to
find out what their true Mission is. Decide if you
want to involve a larger enemy like The Pound or
M.O.N.S.T.R.E. Roll on the Big Picture Enemy
table if you haven’t already decided who’s really
behind it all.

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.

189
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

191
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!

THE GRAND EVIL PLAN


N
THE GRAND EVIL PLA
d100
Rule the world
01-07
Destroy the world
08-14
Kill everyone
15-21
Kill everything!
22-28
Cause the apocalypse
29-35
itless power
Become a god/gain lim
36-42 l life
Live forever/gain eterna
43-49
to (roll again)
Steal the artifact in order
50-57
Unleash the Evil
58-65
Vengeance is mine!
66-73
Get rich quick
74-81 y
Create the perfect societ
82-89
Create the worst society
90-97 in)
Save the world by (roll aga
98-100

192
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

193
Demon Hunters

TRIGGERING EVENT
d100 TRIGGERING EVENT

01-06 Weird weather/sudden natural events


07-19 Experienced/reported “strange phenomena”
20-22 Training mishap
23-28 Sudden insanity
29-33 Message(s) received from beyond
34-39 Sole survivor
40-45 Sighting/attack of the [Featured Creature]
46-56 Unexplained/bizarre murder(s)
57-59 Sudden political/religious shift
60-65 Archaeological/scientific discovery
66-70 Industrial accident
71-79 Mysterious appearance or emergence
80-88 Mysterious theft or disappearance
89-92 Bureaucratic error
93-99 Mass death
100 Roll twice!
and there once was a rabbit that needed to be put down before
which is, of course, the most imporatnt thing that a member of the
Brotherhood should remember.
Man, this bit of advice saved my life on more than one
occassion. These are words I live by. Literally.

THE BIG PIC TURE MISSION


d10
THE BIG PICTURE MISSION
1-2 Prevent the _________ apocalypse
3-4 Prevent the opening of a portal to anot
her dimension
5-6 Prevent awakening of an ancient evil
7-8 Prevent horrific Mad Science or Mys
tic Arts plot
9 Prevent destruction of a major city
10 Reroll on [Mission Objective] Table

194
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]

THE BIG PICTURE ENEMY


d10 THE BIG PICTURE ENEMY
1-4 M.O.N.S.T.R.E.
5 Order of the Infernal Scepter
6 Cylch Myrddin
7 MWAHAHA
8 The Pound
9 Esoteric Fellowship of the Crawling Chaos
10 Clan of the Golden Fang

MOTIVES FOR MURDER


MOTIVES FOR MURDER
d12
1 Hears voices/psychosis
Hide a secret
2
3 To achieve or protect their status

4 To protect a loved one

5 Love, sex, jealousy

6 Crime of passion

7 Obsession, frustration, or hate


Revenge
8
Mercy killing
9
Greed
10
11 To defend/survival
Thrill of the hunt
12

195
Demon Hunters
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

01 The Warehouse 50-53 USA (roll on US Table)

02 Antarctica 54-56 India/Sri Lanka

03 Pacific Garbage Patch 57-59 France

04 N. Korea/S. Korea 60-62 Haiti

05 Netherlands/Belgium 63-65 England

06 Argentina 66-68 Ireland

07 South Pacific 69-71 Australia

08 New Zealand 72-74 Romania

09 Bermuda Triangle 75-77 Middle East

10-11 The Congo 78-79 Southern Africa

12-13 The Amazon 80-81 Italy

14-15 Eastern Europe 82-83 Greece

16-17 The Caribbean 84-85 Scotland/Wales

18-19 Thailand 86-87 Southeast Asia

20-21 Himalayas 88-89 Central America

22-23 Iceland 90-91 Spain/Portugal

24-25 The Vatican 92 Brazil

26-28 Russia 93 Cuba

29-31 Mexico 94 The Andes

32-34 Germany/Austria 95 The Arctic Tundra

35-37 Israel 96 Canada

38-40 Japan 97 Turkey

41-43 Egypt 98 The Sahara

44-46 Scandinavia 99 Atlantis

47-49 China 100 Hollow Earth


196
Missions, Threats, and Mayhem

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.”

197
Demon
BUILDI Hunters
NG TYPE
d100 BUILDING TYPE d100 BUILDING TYPE

01-02 Aircraft/airfield/airport 51-52 Oil fields/refinery/platform

03-04 Farmhouse/barn 53-54 Police station

05-06 Bar/diner/restaurant 55-56 Prison/asylum

07-08 Museum/art gallery 57-58 Dam


Movie theater/
09-10 Ski lodge 59-60
concert hall/theatre

11-12 Cruise ship/submarine 61-62 Library

13-14 Hotel/motel 63-64 Mall/super-mart

15-16 Junkyard 65-66 Cult/survivalist compound

17-18 Bank 67-68 Firehouse


Zoo/aquarium/
19-20 Historical monument 69-70
wildlife preserve

21-22 Sports arena 71-72 Construction site


Train/railway station/
23-24 College campus 73-74
subway

25-26 Mansion/chateau 75-76 Film studio


Campground/
27-28 Bomb shelter 77-78
cabin in the woods

29-30 Amusement park 79-80 Warehouse/public storage

31-32 Golf course 81-82 Boat/ship

33-34 Residential house 83-84 Schoolhouse/playground

35-36 Race track 85-86 Sewer/storm drain

37-38 Convention center 87-88 Hospital/nursing home

39-40 Castle/ancient ruins 89-90 Research lab

41-42 Graveyard/burial ground 91-92 Military base

43-44 Office building/high rise 93-94 Shipyard/docks/marina

45-46 Mine/mill/factory 95-96 Power/nuclear plant

47-48 Casino 97-98 Gym/fitness center


Subterranean/
49-50 Church/temple/cathedral 99-100
underwater fortress

wasn’t her—it was the walrus! So keep that in mind when choosing
your pants.

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Missions, Threats, and Mayhem

Sixty Minutes to Mayhem


Now that you’ve got an option for pretty quickly pulling together
adventure parameters, it’s time to consider how to make it look
like you actually know what you’re doing when, as mentioned,
the players pull something you weren’t prepared for. Rather than
letting you jump in without thinking through all the moving parts,
this section helps you get everything to gel into something—some-
thing hideous, amorphous, and burgeoning with thousands of
staring eyes and gaping maws. Something that will re-grow, no
matter how often the players try to kill it.

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.

A Mission is a set of related Threats. Threats are dangers to the


player characters, and whoever or whatever they care about.
Therefore, a Mission is the summation of all the Threats to the
players and the characters around them that come up in a par-
ticular threatening situation. It provides a conceptual framework
that you build up around the seeds of an idea (the results you got
from the tables, or whatever other thoughts occurred), and helps
you make sure there’s always a good way to move forward, even
if your players do things you didn’t expect (like kill the Featured
Creature on day one). A Mission tells you what’s going on in the
background, what the bad guys’ motivations are, and ultimately,
what’s at stake for your agents and their Mission.

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Demon Hunters

To design a Mission, continue on with the rest of the Mission


profile (or grab a notecard) and:
• Choose the Bad Peace and write a sentence about it
• Write the Mission agenda (the enemy’s grand evil
plan, usually)
• Add 1-3 Mission sinistra for the Mission as a whole
(often the agendas of the Threats)
• Write 2-4 stakes questions (optional)
• List the Mission’s cast (optional)
• Create 3-4 Threats, each with their own:
• Category, type, and impulse
• Agenda
• Threat sinistra
• Cast (optional)
• Stakes questions (optional)
• Aspects (optional)

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Missions, Threats, and Mayhem

THE BAD PEACE


The Bad Peace is the uneasy status quo at the start of the Mission.
Something is wrong, but until the triggering event, it’s not quite
something you can fix (hence, no Mission until then). This gives
you a grounding in the characters’ reality at the start of the game.
Even after the triggering event, the theme of the Bad Peace will be
prevalent throughout the Mission.

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.

When building a Mission, consider a short, one-sentence descrip-


tion of the way things are at the start:
• A sense of malaise has settled over Nonesuch Place,
a suburban neighborhood that is, on the surface,
boringly normal…
• There have always been vampire attacks on occa-
sion, even in big cities with bright lights…
• The economic collapse hit everyone hard, but
there’s no relief fund for supernats; ever more are
turning to crime or vigilantism to pay the bills...

Then, as you build your triggering event, you have something to


start with—and even if the players choose to ignore your trigger,
you have some idea of what situation is behind the trigger, and can
build more on the fly.

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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Demon Hunters

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.

The Mission agenda is world-changing; if it happens, nothing will


ever be the same again. If the Mission agenda is fulfilled, it’s a big
deal (or to put it another way, if what happens isn’t a big deal, it
isn’t a good agenda). The world is going to change in some way,
and not for the better. The Mission agenda should go hand in
hand with the Demon Master’s overall agenda for the game, which
we spell out later under M anag i ng th e M ayh e m on page 239.
When establishing the Mission, think about the enemy’s long-
term goals and pick one that you’d be willing to inflict on the
world of the game without automatically ending play and ruining
everyone’s fun.

On the large, Mission-level scale, the Mission agenda is likely what


you rolled up on the Grand Evil Plan table—a specific, long-term
danger. Of course, you can change, add to, or elaborate on that
roll result, and this is where you’d do that.

To make it easier to think of new Mission agendas, if you need to,


consider these options—and remember that, if the vagaries of play
and player decisions leave you needing to change it mid-game,
that’s fine! Just do it.
• World Domination (or township, municipality,
watershed, etc.): The bad guys take over their
small corner of the world/the entire planet/a major
dimensional rift entirely. They literally have the
power now; any good guys there become outlaws,
the civilians side with the bad guys most of the
time (if only out of fear), etc. How the bad guys did
this will depend on their nature; they might have
killed or overthrown the previous rulers, or simply
corrupted them (or replaced them with shapeshifting
lookalikes). Even seemingly benign or well-meaning
individuals or groups may be bent on their own ver-
sion of World Domination, especially if they don’t
truly understand the forces they’re dealing with.

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Missions, Threats, and Mayhem

• Wrack and Ruin: Disease, famine, the collapse


of society...however small. Whatever area was
involved is left in chaos and destruction. The exact
nature of this collapse, and how widespread it is,
will be dependent upon the nature of the menace. If
mind-altering parasites make everyone in America
decide to adopt cats, and said cats serve as hosts for
demons dedicated to peeing on your stuff, this will
look vastly different from a world brought low by a
mad scientist tinkering with smallpox in an effort to
cure all disease forever (this is probably how at least
one zombie apocalypse will be caused, according
to Brotherhood research and probability teams).
Danger zones and scourges (see T h reats on page
206) often result in some form of wrack and ruin.
• The Horrible Truth: Some new piece of knowl-
edge, magic, Science!, or other discovery has been
made or brought to light. The world is going to
change drastically as a result: everyone will need it,
or protection from it; perhaps even having knowl-
edge that this knowledge exists will be enough to
drive people mad. The full ramifications may not
yet be understood, but the early stages are already
bad enough to cause world-altering events as major
powers react to the news. Danger zone and scourges
Threats can lead to this kind of awful discovery, as
they slowly unleash horrors on the world around
them that then draw in explorers and adventurers.

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?”

203
Demon Hunters

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.

Lastly, don’t be afraid to let the effects of sinistra be felt. Small


changes sometimes start chain reactions; let logic and player action
take hold once the portent kicks in.

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Missions, Threats, and Mayhem

STAKES QUESTIONS (OPTIONAL)


Stakes questions are, essentially, a way to keep track of points of
interest. They’re the questions you as the DM don’t already know
the answer to, and are genuinely interested in finding out. These
questions typically have something at risk or something to poten-
tially lose. “Will Ash defeat the Deaders?” “Will Gabriel face his
fear of failure when confronted by the ghost of an old teammate?”
“Will we be able to find Ned’s hand and reattach it? Again?”

If there are DMCs whose survival, loyalty, or actions matter to the


plot or the players, questions about their fates may be appropri-
ate. If there are side-quests whose outcomes won’t change the end
result, but which could add to the drama and tension (or comedy)
of a scene, questions about them might fit.

While these are an optional extension, and more or less serve as


notes about things you haven’t yet decided, consider writing one
or two while creating a Mission, and resolve to let the answers
play out during the Mission. You can highlight the action related
to a stakes question if you need something to fill a scene or move it
along, but you can also just let player impetus guide things.

Because these are meant to highlight moments of high importance,


and because the purpose of a Mission is to let play unfold organ-
ically, the best stakes questions often don’t occur to anyone until
the middle of a session. If a player asks the table at large, “Hey, I
wonder what happened to the bartender when the poltergeist set
our bar on fire? I hope he made it out,” then you know exactly
what they’re interested in finding out. Add it to the questions, and
keep going!

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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Demon Hunters

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.

To create a Threat, continue to those boxes on the Mission profile


(or grab a notecard for each Threat) and, either by choosing or
rolling an appropriate die:

206
Missions, Threats, and Mayhem

• Select a category of Threat, and choose a subtype


• Write down the impulse of the subtype you chose
• Write 3-4 sinistra specific to the Threat
• Write the Threat’s agenda (be specific to the Threat,
but this may be used as a Mission’s sinistrum)
• List/describe the Threat’s cast
• Write 1-3 stakes questions (optional)
• If necessary, write out any aspects that are unique to
this Threat

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

Subtypes & Impulses


Each category of Threat, fortunately, includes more descriptive
subtypes each with a unique impulse—the driving force that makes
the Threat actively dangerous. While we suggest sticking with
these six categories and subtypes, ambitious agents may at their
option add new subtypes and impulses in order to account for
discoveries or truly bizarre baddies.

Overlords: An overlord Threat includes the overlord and the


organization, allies, or others that the overlord has control over.
Overlords have high ambitions, resulting in schemes that often
threaten large populations, or even the entire world or reality itself.
Overlords typically act through the people or things they control.
OVERLORDS
TYPE AMBITION
1 Collector to own specific kinds of things
2 Destroyer to unmake, to ruin everything, to tear down
3 False prophet to foster fear or doubt, to remove hope
4 Idol to gather and enthrall followers, to seduce away
5 Misguided visionary to beat the impossible, no matter the cost
6 Puppetmaster to possess and control from the shadows
7 Sorcerer to tame or control dangerous forces
207
8 Tyrant to rule completely, to have ultimate power and authority
Demon Hunters

Brutes: A brute-style Threat can come in many shapes and sizes;


but the thing they have in common is that they’re aggressive and
highly dangerous. Brutes often have much more narrowly focused
agendas than overlords—usually something like, to kill and eat
you! This kind of Threat may be an entire group, or an individual.

Conspirators: As the Threat category name implies, these schem-


ing a-holes make life difficult. Conspirators may not really have
violent intentions. They just want to mess up your plans, to create
a giant stumbling block, to be a thorn in your side.

Civilians: A civilian Threat is someone or a group of someones


who are just being themselves. They might be bystanders who
got involved somehow. They might be law enforcement officials
doing their job. Civilians often have no idea about what lurks in
the night (and if so, you’re doing your job right!), so it’s a fine line
how you address this kind of Threat.

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

1 Con artist to gain trust in order to betray


2 Coward to save their own skin at any cost
3 Freak to be satisfied or become whole at the expense of others
4 Renfield to push victims towards their master
5 Saboteur to sabotage

6 Spindoctor to conceal or misdirect, to discredit


7 Spy to gather information and report, to learn or steal secrets
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8 Thief to steal or abduct
CIVILIANS
Missions, Threats, and Mayhem
AMBITION
TYPE

1 Detective to discover truth, to rule out explanations


2 Helper to join the hunt

3 Innocent to do the right thing

4 Official to maintain the status quo (Bad Peace)


5 Scuttlebutt to pass on hearsay, to tell and embellish, to deceive
6 Skeptic to deny supernatural explanations
7 Victim to put themselves in danger
8 Witness to reveal information, to expose the truth

Danger Zones: Offing one vampire doesn’t help much if your


sunny little vale is located on top of a Hellgate, and getting lost
inside an interdimensional dungeon can be just as painful as engag-
ing in combat. Danger zones are important locations, dangerous
places, or other areas that present some kind of specific challenge.

Scourges: A scourge is not a person. Scourges are conditions or


circumstances that are threatening. They’re often systemic threats,
or things that people are doing or have done that are threatening.

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.

Stakes Questions (Optional)


Regarding this Threat, what’s at stake here? Will the Hunters get
trapped in the labyrinth? Will a victim evade harm? What does
this crossroads want to bring together and for what purpose?

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 POINT OF ALL THIS


Whether the idea of a Mission comes naturally to you or not
depends largely on your training and play styles. Regardless of
how strictly you follow these guidelines, though, the real purpose
is this: You use these guidelines to guide the creation of scenes during the
actual play session.

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.

At the top of your Mission profile is a Mission Framework, a


timeline of things that tend to happen in a story that follows the
conventions of film or television. Using this, you can plot out
where scenes may fit. Sketch out the general potential story, and
keep in mind timetables for the enemy’s plot. Is there a clock tick-
ing toward their agenda? What’s the schedule? This helps keep
the pressure on.

Below is the outline of the Mission Framework. You’re in no way


restricted to this flow, but refer to it as a guide from Point A (the
Briefing) to Point B (the final showdown).

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THE SETUP & BRIEFING


“There’s never been a good war or a bad peace.”–Benjamin Franklin

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.

The Briefing: This is the presentation of the triggering event.


Something bad has happened and it’s broken the Bad Peace.
The Brotherhood calls the agents into action, and their Cipher
or another agent (or someone else entirely) tells them what they
“should” do.

Introduce a Character Connection: This is the main subplot (or


B-Story). It supports and intersects with the overall Mission plot.
This may introduce a new character or element to the story and
could be an unrelated plot that turns out to be tied to the larger
plot. Typically, the character connection is a relationship conflict
(romantic, platonic, workplace, or familial). Using aspects and
other player character background, establish the B-Story conflict
plot; if one of your Demon Hunters has an aspect like Black Sheep
of the Family or My Ex Stalkerbooks Me, you have some obvious
fodder. This B-Story resolves typically prior to the final showdown.

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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INVESTIGATION: CHEW GUM & KICK ASS!


Walking in slowmo, facing forward while things explode in the background.

Introduce a Threat: Everything is amazing and the heroes are


kicking ass, having left the Bad Peace and chosen to engage the
adventure. Exciting new stuff is encountered here, and something
is obviously a Threat (consider the Threats developed on the Mis-
sion profile), but it isn’t taking down anyone too badly.

Identify Suspect & Make Contact: The Featured Creature sus-


pect (or the actual one) is located and confronted. The cast associ-
ated with it are almost certainly present.

Introduce Party Conflict: This is a secondary subplot (the


C-Story) and typically takes the form of a relationship conflict
between at least two PCs.

NOTE: This is an advanced element to use in the adventure. As


the Demon Master, you need to discuss with the players if this
is something you all want to use and if everyone agrees it will
enhance the play and the story. Conflict within the party often
happens organically, so this may be unnecessary. However, if you
wish to proceed with this element:
1. First, be sure that it won’t ruin anyone’s fun or
derail play.
2. Second, check out the aspects and character ele-
ments of the party. If there are any obvious grudges
or contradictions (A Reformed Vampire and a
person whose Family Was Killed by Vampires, for
example), start with those!
3. Third, work with the players to ensure there’s a
scene to initiate the conflict here, and then another
opportunity to evolve or resolve the conflict before
the final showdown is over.

Acquire New Information about the Enemy: This may or may


not be a scene the players saw coming. If they were initially cor-
rect about the nature of the Featured Creature, then perhaps they
just discover some of its weaknesses, goals, or hiding places; if
they were wrong, they might discover that here. But this discovery
seems good, or helpful, at least at first. Then...

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Missions, Threats, and Mayhem

Twist! Or Introduce a New Threat: The tide turns! This is when


EVERYTHING CHANGES! The stakes are raised. Events take
a huge and often dark turn. The Demon Hunters discover they’re
in a completely different story than they originally thought; either
the Featured Creature is much more dangerous than they thought,
or another Threat is introduced that actually causes serious prob-
lems (or a Threat advances towards completing its agenda).
• In S tar W ars , this is where Luke watches Obi-
Wan die (Darth Vader’s agenda is fulfilled).
• In T h e M atrix , this is where Cypher betrays the
group, Morpheus is kidnapped, and the Oracle
tells Neo he’s not the One (Cypher is revealed as
a Threat).
• In T h e W izard of O z , this is where the Wizard
refuses to help Dorothy until she murders the
Wicked Witch (more information about the Fea-
tured Creature’s goal has been revealed).

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TRYING NOT TO DIE


Oh crap! This is actually really bad!

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.

Introduce a Threat/Discover Red Herring: All hell breaks loose.


Potentially literally. This is the moment when your chapter is at
their lowest. They’re surrounded and overwhelmed. The chapter
is faced with a choice: evolve or die. “Death,” if not meant literally,
might be forsaking the Mission to return to the Bad Peace as a
failure. This moment is often caused by the introduction of a new
Threat, the advancement of a Threat’s agenda or the Mission’s
sinistra, or something similar. It could also be the moment when
things turn for the worse as a red herring lead from earlier sud-
denly dries up. Nothing is worse than dried herring.

Everything You Know Is Wrong!: Things start to unravel;


betrayals by former friends and allies strike at their hearts, even as
big monsters strike at their faces. Resources dry up, abilities stop
working, ammo runs out. Basically, nothing can be relied upon or
guaranteed. The Demon Hunters should be forced into a corner.

Character Connection and Party Conflict Resolve: This is


when the B-Story and C-Story, if present, should resolve. Differ-
ences fall away or pale in comparison to the current challenges,
and those about to die often seek reconciliation (or the final word
on their ongoing conflict). This is where we find out that the ship’s
doctor really did want to bang the ship’s engineer after all, giving
her the motivation she needs to grit up and face the space-canni-
bals… Of course, they all still might get eaten, but at least we have
our answer!

Muster? Cavalry? Hail Mary?!: In the face of death, do you roll


over and give up? Never! You are members of the Brotherhood
of the Celestial Torch. Death is your job! The chapter will NOT
go quietly into the night. They rise from the ashes and take a last
stab at victory. Hey, if you’re going to go out, why not take as
many of the bastards down with you as possible? This might be

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Missions, Threats, and Mayhem

thought of as a resurrection, either literally (if someone was taken


out early on), or in terms of resolve. The chapter is ready for the
final showdown!

THE FINAL SHOWDOWN


Time for the Smackdown!

Final Encounter with the Enemy: This is the climactic confronta-


tion that’s been promised from the very beginning. This moment
provides the emotional payoff of the Mission. It combines the
excitement of chewing gum & kicking ass with the stakes of trying
not to die!

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!”

Wrap-Up & Consequences: Flush with victory (or pale with


blood loss and defeat), the chapter returns to base and reflects on
or celebrates their Mission. The consequences and aftermath of all
the plots (A, B, and C) are revealed and played out. The chapter
debriefs, gets the in-game rewards (money, fame, a sweet new ride)
or shame (demotion, disbandment, summary execution) they’re
due, and then you...

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:

Tabitha’s new chapter is a problem. Every time she tries to run


them through a training simulation, they manage to “ruin” it by
slaying the wrong thing, or the right thing at the wrong time. So, in
an effort to break the cycle, she turns to the Brotherhood training
documents and grabs a Mission profile…

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!

Turning to creating the enemy on the Mission profile, Tabitha


keeps the cursed mansion and the coast guard unit from the Teaser
and rolls up a Grand Evil Plan: get rich quick. This doesn’t sound
like something the manor house itself could do...but with a few
mind-controlled Coast Guard officers under its spell, it becomes
more feasible. The Motives for Murder then fills itself, with no roll:
greed, or even obsession. In other words, to keep itself and its min-
ions safe, in order to accumulate wealth.

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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Missions, Threats, and Mayhem

ings? That sounds right. And what does it hate? The person who
murdered the previous owner? Also a good bet.

Now, the supporting cast. Allies, henchmen, and minions could


be locals who are already under its control. Tabitha rolls a writer
and a worker. The worker is probably a groundskeeper, and the
writer...is probably a famous horror writer who lives in Maine.
Tabitha decides just to call him Stephen and see how long it takes
the recruits to figure it out. Other Interested Parties turns up cor-
porate spy/insurance investigator (can a haunted mansion commit
insurance fraud in order to gain more money? Maybe!), and future
victims… another roll on the Normals table results in a grifter, who
will wander onto the grounds in hopes of stealing valuables at
some point after the chapter arrives.

Moving on to the final showdown, Tabitha keeps all the informa-


tion that’s relevant from the Teaser, but then goes on the internet
to search for “coastal mansion floorplans” and “small Maine towns.”
The Normal bystanders she can come up with pretty easily on her
own: tourists, the people already rolled up, and any locals the char-
acters need to interact with. Why this location? Well, that’s already
been answered. The location IS the problem.

Finally, Tabitha tackles the Briefing, again carrying forward every-


thing she can. The triggering event she rolls first is sighting/attack
of the [Featured Creature], but that doesn’t feel right, so she rolls
again and gets missing/kidnapped. Much more appropriate! And
better for the Coast Guard than weird murder/mass death would
have been… So a unit of the Coast Guard is reported missing in
the area of the cursed mansion, but how does the Brotherhood
get involved? Tabitha decides the Briefing will cover the fact that
they disappeared in a mysterious fashion, leaving behind a drifting
cruiser, and that the Brotherhood pinged it because of other mys-
terious disappearances in the same area, or perhaps their Cipher
picked up some odd signals on the NecroMoniComSat.

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!

Moving on to the broader Mission generation, Tabitha considers


the Bad Peace. What’s wrong with the chapter’s situation? Well, as
an Omega chapter, they clearly lack prestige. Perhaps they’ve been
on the rocks recently, in danger of being disbanded due to a series
of failures; the first scene might even be them failing to capture a
monster, or having their almost-victory snatched away by another
chapter? She writes, “The chapter is threatened with dissolution if
they can’t prove their worth, and is presented with one last chance
to do just that when they hear reports of disappearances in the
locale of a dark cult.”

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.

Tabitha decides to come up with two stakes questions to start,


and keep track of others during play. First, she wants to know,
“What will happen to the man who murdered the house’s owner?”
Second, “Will the chapter save the grifter who wanders onto the
property later?” The Coast Guard are a primary part of the plot but
the grifter might serve as a turning point for the group’s morale.

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.

Thinking through Threats can take a while, but Tabitha wants


to start out with three: the dark cult, the mind-controlled Coast
Guard, and the haunted mansion itself.

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?”

The mind-controlled Coast Guard are a more serious issue. As a


Threat, they’re essentially a group of civilians, so Tabitha writes
that down, the subtype victim and their impulse to put themselves
in danger, and then considers what their sinistra might be. The
house is going to be using them as tools, so she thinks through
how that will go. First, they’ll likely be convinced to run errands for
the house, and then be forced to kidnap someone for the house
to take over. Then they’ll fight for the house (probably against the
players), and while at first they’ll try not to hurt people, they will

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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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The All-Star Mayhem Threat Catalog


Need more ideas? Consult this handy alphabetized list of threats
and hooks and see what shakes out. It corresponds to the Featured
Creature table (page 191) but offers more detail and inspiration.

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...

Related Topics: Civil War Pterosaur, Moberly-Jourdain Incident,


Mokèlé-Mbèmbé, Urashima Tarō

Angels & Other Divine Beings


They’re supposed to be the good guys, but when they fall, they
fall hard. Divine powers in the wrong hands can do all kinds of
damage. A traitorous Archangel laying waste to the city with its
flaming sword. A rogue Cupid firing randomly into the crowd
with no regard for compatibility. A renegade Shoulder Angel
giving out blatantly terrible advice. This kind of thing makes the
Brotherhood look bad. Clean it up!

Related Topics: Fravashi, Loa, Nephilim, Tennin

Animals & Vermin


Things aren’t always as complicated as we expect. Sometimes the
noise from the cellar is just a raccoon. Sometimes the chupacabra’s
really a mangy dog. And sometimes a mad biologist splices arach-
nid and gorilla DNA to create a colossal, venomous spider. “You
all dared to laugh at me?” she screams into the night. “Now I am
the one who laughs! Flee! Flee before the might of Gargantula!”
Okay, sometimes it’s still complicated.

Related Topics: Alien Big Cats, Rat King, Sewer Alligator,


T h e m ! (1954)

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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.

Related Topics: Galatea, Golem of Prague, Tsukumogami, Tulpa

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.

Related Topics: Black Orlov Diamond, Lord Carnarvon, Mary


Celeste, Larzac Tablet

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!

Related Topics: Aokigahara Forest, Bermuda Triangle, La Isla De


La Muñecas, Los Feliz Murder Mansion

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.

Related Topics: Drop Bear, Hodag, Loch Ness Monster, Sasquatch

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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!

Related Topics: Bohemian Grove; Crawling Chaos, LLC; Grand


Thelemic Order of the Fulminated Genius; Ordo Templi Orientis

Demons & Other Infernal Beasts


These are the baddest of the bad guys. The denizens of the Pit.
The whole reason we have a job is to keep these nasty bastards
from clawing their way up from the Underworld and taking
over the earth. It’s a demon. You’re a Demon Hunter. You’ve got
this handled.

Related Topics: Daeva, Gremlin, Gozu and Mezu, Succubus

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!

Related Topics: Fáfnir, Feilong, Saint George, Xiuhcoatl

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.

Related Topics: Cherufe, Madremonte, Naiad, Raijū

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Demon Hunters

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!

Related Topics: Domovoi, Huldufólk, Redcap, Tomte

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.

Related Topics: Flying Dutchman, Gef the Talking Mongoose, La


Llorona, Thomas Carnacki

Gods & Godlings


Gods and mortals used to rub elbows all the time. The Treaty of
Acheron mostly put an end to that, but not every god signed on
to that thing. Especially the older ones. Unworshipped. Forgotten.
Pissed off at the world and looking to get some payback. Gods and
mortals used to rub something else all the time too, and the planet
is lousy with their bastard, half-breed offspring. Godlings are long-
lived and superpowered. With great superpowers usually comes
great irresponsibility.

Related Topics: Anti-Tank Sally, Dyēus, Gilgamesh, Zoolatry

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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!

Related Topics: Black Shuck, Kalki, Mothman, The Wild Hunt

Horrors From Beyond


There are things outside this universe. Terrible things living in
the space between dimensions. Things that eat sanity for breakfast
and crap out multiversal apocalypses. Also they’re real big on ten-
tacles for some reason. These things have acolytes here on Earth,
working to bring these horrors into our universe. Those people are
objectively assholes. Seriously. Dick move, guys.

Related Topics: Atmospheric Beasts, The Bloop, The Great


Pumpkin, Shub-Niggurath

Lycanthropes & Shapeshifters


The werevirus-afflicted Lycanthropes are the most familiar, but
there are any number of shapeshifting supernatural species out
there. Creatures who can change in an instant into a feral beast or
a perfect mimic of a loved one or a cute little animal with way too
many tails. Seriously, Japan. How is that supposed to be useful?

Related Topics: Ijiraq, Popobawa, Peter Stumpp, Yee Naaldlooshii

Madmen & Psychopaths


We hunt demons. That’s our job. But most of the death and
destruction in the world isn’t caused by demons. It’s just people.
No special powers or dark magic or anything. Just a messed up
brain and a desire to make somebody hurt. It might not be our job
to stop these psychos, but I’d be lying if I said it didn’t feel good
when we do.

Related Topics: Bloody Benders, Ed Gein, Gilles De Rais,


H.H. Holmes

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Demon Hunters

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!

Related Topics: Vladimir Demikhov, Victor Frankenstein, Nikola


Tesla, Unit 731

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!

Related Topics: Day of the Triffids, Mkodo Tribe, Ophiocordyceps


Unilateralis, Ya-Te-Veo

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.

Related Topics: Mokomokai, Siberian Ice Maiden, Sokushin-


butsu, Summum

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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?

Related Topics: Alp, Bed Monsters, Sam Hell, Shadow People

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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!

Related Topics: Edgar Cayce, Lactokinesis, Mother Shipton, The


Stargate Project

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.

Related Topics: Dullahan, Grim Reaper, Guédé, Valkyrie

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!

Related Topics: Boston Robot-


ics, Cipherwerks, Jābir Ibn Hayyān,
Roomba with a Knife Taped to It

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.

Related Topics: Ahuizotl, Deep Ones, Mermaids, Zuiyō-Maru Carcass

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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!

Related Topics: Human Resources, Inhuman Resources, Abhu-


man Resources, Iota

Urban Legends & Local Folklore


You know this story. It actually happened to someone you know!
Well, you don’t really know them, but you know their cousin and
she told you all about it. Every town’s got these friend-of-a-friend
stories. The hook on the door and the clown in the room and
the maniac in the back seat. They used to stay local, but these
days anyone with a WiFi connection can share a local story with a
global audience. Get enough people believing in a story and any-
thing’s possible.

Related Topics: Bloody Mary, Paul Bunyan, Kuchisake-Onna,


Slenderman

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.

Related Topics: Manananggal, Master Wu, Jiangshi, Petar


Blagojevich

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Demon Hunters

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.

Related Topics: Djinn, Leprechaun, Monkey Paw, Wishing Well

Zombies & Ghouls


The dead don’t always stay dead. Sometimes they come back.
Sometimes they come back hungry. Most forms of corporeal
undead aren’t too big of a deal. They’re doing most of the work
for you by being mostly dead already. It’s the zombies, with their
transmissible infection, that you really need to worry about.
Granted, it’s not like you’ve got the time to take a full medical
history when you’re out in the field. Best to just double tap and let
the cleanup crew worry about the specifics.

Related Topics: Clairvius Narcisse, Draugr, Revenant, Ro-Langs

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!

Related Topics: Dracula Vs. Frankenstein, Mothra Vs. Godzilla,


Sharktopus Vs. Pteracuda, Roe V. Wade

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How to Haunt Your Town:


Demon Mastering at its Finest
Not every agent with a batch of green recruits will find themselves
located next to a conveniently disturbed burial ground, a recent-
ly-released Earthwalker, or the locus of preternatural energies.
This can put a damper on the usual routine of engaging in tacti-
cal simulations located on ground you can actually cover in field
exercises. The easiest solution is, of course, to simply lie to your
recruits and tell them that they’re based in an area desperately in
need of their protection.

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?

Fortunately, we’ve got you covered! If you want to design a train-


ing simulation set in a particular locale, near or far, this section
provides some tips and examples to get you started.

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.

Finding a few rumors might be enough to spark some ideas for


you to work with—but don’t be afraid to broaden your search.
If you go to just the state name rather than looking at one town,
you’ll not only find more stories, but more of them will appear
significant or famous.

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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MAKE IT LOOK GOOD


Whether or not you’re going to base your Mission design on
“real” local haunts, it may pay dividends to put some work into the
props you use. Working with a large area? Will your group need
to orienteer through wilderness or navigate a maze of city streets?
Printing out a good set of maps can help. Using your web-based
map and direction site of choice, locate the target zone and either
print them out as they are, or copy-paste the image into editing
software and manipulate it.

For maximum effect, the Brotherhood recommends using satellite


images rather than simple street-maps. The slight ambiguity can
make the images feel more authentic, and lend itself to arguments
over whether or not the speck on a rooftop is a horrible monster
or merely a busted air-exchange unit.

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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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.)

With a few of those images in hand, I can provide a creepy shot


of the old building itself to my chapter at the outset as a surveil-
lance image, and reserve the ruined altar to turn up during their
in-person investigation. Since there aren’t a lot of interior pictures
available, I do new searches for “ruined asylum” and “abandoned
school interior.” They turn up plenty I can use to generate the
right atmosphere.

DO LESS WORK
This is less a step and more a suggestion to alter all of the previous
steps. Consider it a meta-step.

Every training chapter will want to approach things differently, but


if you have a particularly tech-savvy group member, or the Cipher
is spending half the session in Sleep Mode, make THEM create
the maps and pictures of targets.

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.

Alternately, it can work just as well to tell the recruits to research


a town of their choice and try to find out if there’s anything super-
natural amiss there. If they identify a local haunting or other
rumor, you can create an Infernal Scepter-worthy backstory to go
along with it!

DO MORE WORK, SO YOU CAN THEN


DO LESS WORK
The key to slacking is, oddly enough, to do more work than strictly
necessary—though it’s worth noting that, as we just mentioned,
you can potentially force your recruits to do this part themselves!

Regardless of whether your hometown is a veritable hotbed of


supernatural activity, or simply an empty and godsforsaken
backwater scorned by man and beast alike, you can create a vast
number of adventures set there simply by using F ive M i n ute s to
M ayh e m , starting on page 183.

However, in order to tailor your adventures more specifically to


your locale while still maintaining the benefits (laziness, inepti-
tude) of reliance upon a random generation system, you can create
Location tables to match your hometown.

While the tables in F ive M i n ute s to M ayh e m have quite a few


entries, and they divide things into several steps, don’t be intim-
idated. You can make tables just as detailed eventually, but let’s
start a little smaller. Because you’ve already narrowed things down
to one town or city, you’ve essentially taken care of the first part of
the Location rolls; now, you just need to produce one more table.

Start by listing possibilities; be as specific or general as you like.


You can use institutions (The Hospital, The University, The Jen-
kins’ Farm), geographical features (Makeout Point, The Swimming
Hole), local landmarks (The Standing Stones, That Field Where
We Had That Party Where Bobby Got So Drunk he Flashed the
Minister), or neighborhoods and even specific buildings.

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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.

In order to jumpstart some ideas, here’s a 20-place table with sug-


gested categories for each blank; fill in an appropriate local spot for
each, if you need the help:

LOCATION,
LOCATION, LOCATION

1 Restaurant 11 School

2 Bar 12 Sports field

3 Vet’s office 13 Factory or plant

4 Doc’s office 14 Warehouse

5 Big box store 15 Graveyard

6 Grocery 16 Radio station

7 Pharmacy 17 Theater

8 Apartments 18 Town hall

9 Nice neighborhood 19 Diner outside town

10 Adult store 20 House of worship

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.

Be warned, however; down this path lies madness. The madness


of endlessly recursive tables, one rolling on the next, rolling on the
previous, rolling on one you’ve yet to create.

Pretty soon, you’ll need one just for the tentacles.

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Managing the Mayhem


So, you—and here we’re speaking directly to you, the Demon
Master—have all the basic rules down. You know about the four
types of actions and their outcomes; you’ve figured out challenges,
contests, and conflicts; you know aspects, stunts, faith dice, and
demon dice. You know how the players recruit new Demon Hunt-
ers. You’ve got a Mission ready to run, either one you spent hours
on or one you came up with in five minutes. But it’s not enough.

Interestingly, it also might be too much.

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.

As you should know by now, the Brotherhood of the Celestial


Torch based these training protocols on the form of traditional,
mundane entertainment known as the roleplaying game, of
which there are many varied examples. If you’re familiar with
these older systems, you might already have a good idea of what
works for your style and for your chapter of recruits. Nonethe-
less, we suggest you read through this section, which will help you
learn how to use DM actions as God and Saint Peter intended (at
time of publication). Not all training simulations are made equal,
and some systems treat the Demon Master rather differently.

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THE ROLE OF DEMON MASTER: THAT GUY


As you are responsible for getting as many recruits as possible
through basic training and into the field, it’s vital you understand
your role in these simulations.

You, as DM, are to assess the strengths and weaknesses of your


recruits. Carefully consider the challenges they’re prepared for,
the foes they expect, and the difficulties they understand how
to overcome…

...And then kick ‘em in the junk.

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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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.

Given how important this is, a little more explanation might be in


order here.

Make the Unreal into the Real


Most mortals would flatly dismiss the issues of a Brotherhood
chapter as “fantastical” or “the ravings of a madman” (or they
would just ask where they could buy whatever you’re on, since it
must be the real stuff), but there’s nothing you can do about that.
What you can do, however, is make the Missions as real as possible
for your recruits.

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.

If this sounds difficult, don’t panic. You don’t have to be a master


wordsmith or a dedicated researcher of building floor plans in
order to fulfill this tenet; what you need, above all, is to mon-
itor and react to player interest and expectations in a way that
feels lifelike.

Speaking of lifelike, that brings us to the next tenet.

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Play to See What Happens


Plain and simple: Get comfortable with not knowing how every-
thing falls into place! As the DM, remember that you are also
playing. Leave yourself plenty of questions you don’t know the
answer to.

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, sometimes the natural evolution of a Mission means


that a given bad guy is actually defeated. In fact, if it doesn’t
happen eventually, someone is probably going to call foul. As long
as things were interesting, don’t worry. It’s all good, right?

Crank the Danger Up to Eleven


This is where you kick them in the junk.

The Brotherhood of the Celestial Torch isn’t an organization


whose members often survive to retirement age; in order to pre-
pare them for their terrific (literally terror-inspiring) career, you have
to ensure that they face problems worthy of their attention. When
the problems aren’t truly worthy, they aren’t really problems;
resolve them and move on. A couple syphilitic vamps giving their
waitress a hard time about the bill? Let the players narrate a satis-
fying solution and move on.

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!

Crank the Funny Up to Ludicrous Speed


After all this talk of drama, reactivity, and danger, you can’t afford
to forget the final tenet. Leave this out, and all you have left is
another bog-standard world of GrimDark Urban Horror.

Life in the world of the Brotherhood is inherently prone to comedy.


It’s how we deal with the stress and danger of being a member of
the Brotherhood. A simple way to add the funny is to grab some-
thing and exaggerate the crap out of it.

Look at a location or a character or an item, choose one thing


everyone expects, and turn it upside down. Reverse the expecta-
tions. Find one thing about it, and turn it up to ridiculous.
• Could be a way a sinister character talks.
• Perhaps you have a haunted house? Make it
an outhouse!
• Dealing with a werewolf? Maybe instead, it’s a were-
poodle with a FABULOUS coat!
• Maybe the signature drink of a specific DMC
is a Shirley Temple, and they are VERY spe-
cific about it.
• If everyone is dying, make sure at least one death
involves a yak. What? It’s well established that yaks
are funny.
• Car chase scene? Make sure someone’s driving an
ice cream truck, and kids are racing after it. Actually
that could turn into tragedy real quick. Never mind,
don’t do that one.
• The kids are godlings and nigh unkillable and they
want their goddamn ice cream! Never mind, use
that ice cream truck chase scene again.

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 MASTER PRACTICAL ADVICE


You’ve probably already read the whole section of this book on pre-
paring and setting up exciting Missions for your Demon Hunters,
so this isn’t about that. No, this is about some nuts and bolts time-
tested advice on how to manage the rules of the game and keep
things going smoothly. While keeping your DM tenets in mind and
having a fairly workmanlike knowledge of the rest of the rules gets
you confident enough to start, it’s information like this that you
likely need to know in order to actually be the Demon Master rather
than a really smart player who probably owns this copy of the game.

Using Demon Dice


Yes, yes, the players are the ones using demon dice most of the
time, but when they spend them on their rolls, they have to hand
them over to you. So they become your resource for enacting your
brutal Demon Master powers for real.

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.

Let’s be clear. Invoking a DMC’s aspect, or invoking an aspect


on a Demon Hunter for the benefit of a DMC, costs a demon
die that you already have in your hand. In this sense they work
exactly the same way faith dice work, but the description of why
the DMC is getting a benefit should be framed in a way that’s
more in tune with Hell than Heaven, if you get our drift. Whether
it’s luck or Infernal influence, take a moment to think about what
nasty, devious implementation of your DMC’s aspect comes from
you invoking it with a demon die. You can also use a demon die to
reroll one of your DMC’s dice.

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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 tables are always structured like this:

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

01-03 The chapter is caught in a time loop.


Random piece of Warehouse equipment
04-06
carried by the PCs has been lost or stolen.
Earthquake, volcano eruption, flooding, zombie
07-09 apocalypse, etc., delays the PCs.
Normal must be rescued from [Other Interested Parties]
10-12
with no connection to [The Big Picture Villain].
13-15 The chapter’s ride is booted, towed, stolen, or searched.
At an inconvenient moment, a family member, friend, or
careless agent from another chapter blows a PC’s cover. Use logic
16-18
or dice to determine if it’s accidental or intentional—if intentional,
is it a grudge, an infiltrator, or for personal advancement?
19-21 A Normal assisting PCs is really working for [The Big Picture Villain].
22-24 Security mooks (traitors, enemies, or just plain dumb) show up.
An accident with [Scientific/Arcane] energy causes a serious but
23-27
temporary disability (blindness, deafness, face-tentacles, etc.).
A completely mundane person is mistaken by the PCs for
28-30
an agent of the Brotherhood or [Big Picture Villain].
31-33 Normal goons attempt to rob the chapter.
A leakage of [Nuclear/Magical/Scientific!] radiation from Broth-
34-36 erhood equipment mutates a [Featured Creature] into a
[giant/gluttonous/evil genius/totally stoned] variant.

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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.

247
Chapter 11
BROTHERHOOD DATABASE

Whatever kind of Demon Master Character (DMC) you’re


looking for, the Brotherhood database has you covered. You can
use these in your training simulation or tweak them to suit your
needs. They’re grouped by the organizations they belong to.

The Brotherhood of the Celestial Torch: on page 254


Supernats: on page 262
The Order of the Infernal Scepter: on page 302
Crawling Chaos, LLC: on page 312
The Pound: on page 319
Clan of the Golden Fang: on page 328
Sisters of Divine Retribution: on page 339
Denizens of Hell: on page 348
M.O.N.S.T.R.E.: on page 361
Cylch Myrddin: on page 386
Mad Workers of America in Harmonious Alliance for
Humanistic Advancement (MWAHAHA): on page 392

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Demon Hunters

CREATING DEMON MASTER


CHARACTERS
Seriously? None of those character profiles will suit your particular
purposes? We spent weeks putting this together! Fine. Here are the
guidelines for creating your own from scratch.

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 .

Anything your DMCs do outside of these things gets a . This


die is your basic “they’re not bad, they’re just not that good” die
for disciplines.

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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.

But I Need a Really Kick-Ass DMC


Of course you do. We all know that no matter how awesome
our Demon Hunters might be, there’s always something bigger,
badder, and scarier out there. You can always bump up disciplines
and approaches using the same guidelines as the Demon Hunters
use to advance (“S te p p i ng U p A p p roach e s an d D i sci p li n e s ,”
on page 59) except that you don’t have to wait for a mile-
stone to do it.

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

But What About Minions?


Minions are the unnamed thugs, gangsters, cultists, or whatever
that show up on the scene. They might offer some opposition,
but they’re unlikely to have much impact on the plot (if a minion
surprises you by becoming important to the plot, give them a
name and fill out their profile to become a full DMC). Minions
have some things in common with named DMCs, but they’re
even quicker to create and quicker for your Demon Hunters to
take down.

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?

So you might have a Demon or a wannabe Vampire .

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

Everything else is a . If your minion is pretty wimpy, you can


give them two disciplines at and one at . If they’re super
tough, consider giving them one at , one at , one at ,
and one at .

All minions should have a Concept aspect and a Trouble aspect.


These aren’t major DMCs, so you don’t need to spend time
coming up with something clever. Something like I’m a Vampire!
and Sunlight Is Fatal will work just fine. You can add another
aspect if something comes to mind, but you don’t need to.

Minions don’t get stunts.

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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.

You can quickly create a mob of minions by tweaking an existing


profile for a minion. All mobs have a single approach called Mob
of [X] where X is whatever they’re a mob of. They use that
approach to do things a swarm of minions could do, like trample
Demon Hunters or gang up on them. You might also alter a disci-
pline to reflect a group tactic, like Swarming .

Replace the conditions in an individual minion’s profile with a


bunch of mild conditions. If you mark a condition, the mob is
whittled away, one or two minions at a time. Use the standard
minion rules for the ability of the mob to harm the Demon Hunter.

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

“But wait a minute!” you say. “That means that an individual


minion might be harder to take down than a mob!” Well, yeah.
That’s the point. Mobs are the masses of indistinguishable bad
guys that fill the space around their more distinctive minion
leaders. Mobs hit as hard as regular minions, but their strength
is in numbers—each individual member of a mob is pretty easy
to take out.

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Demon Hunters

If you want to make your mobs more dangerous, creating a few


mobs is more effective than giving one mob eleventy billion condi-
tions. Each mob gets one action per round, regardless of how many
conditions they have, so multiple mobs are more dangerous than
one really huge mob.
Let’s say your Demon Hunters are getting attacked by a bunch of
gnomes. The nameless hordes are represented by a mob or three.
The leaders or other individual gnomes who stand out in some way
are statted as minions. That huge nasty looking gnome king in the
back? He’s a full DMC.

FILES FROM THE


BROTHERHOOD DATABASE
It’s all here. Knowledge is power, but it’s also really freaking dis-
turbing sometimes. Proceed with caution.

The Brotherhood of the Celestial Torch


Kentucky Blue Clay
Kentucky’s good fortune fell right in his lap. Actually, that would
have hurt a lot. It fell slightly in front and to the left of his lap,
destroying his coffee table. It was—well, used to be—a dude in a
sweet-ass duster, clutching a shiny, slightly damaged device that
turned out to be a time machine. Kentucky figured this guy wasn’t
gonna miss either of those things, and set off on the adventure of
several lifetimes. From the prehistoric past to the far-flung future,
all of space-time is his playground. He’s never looked back.

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

Kentucky Blue Clay


Brotherhood of the Celestial Torch
ASPECTS
Concept: Clock-Hopping Con Man and Brotherhood Historian
Trouble: No Idea How this Time Machine Works
Discipline: Wikipedic Knowledge of Secret History
APPROACHES DISCIPLINES
Careful Action Archaeology
Clever Time Travel
Flashy Secret History
Forceful Honesty
Quick Loyalty
Sneaky
STUNTS
Paradox Schmaradox: Because the fourth dimension is my playground, I
gain +2 when I Cleverly create advantages by jumping back to a previous
point in my timeline.
Indiana Who?: Because George Lucas owes me some royalties, I gain +2
when I defend or overcome obstacles inside an ancient tomb, temple,
catacomb, or other appropriately archaeologicky location.

Chronus Interruptus: Because it’s easy to uproot a family tree, once


per session I can roll a demon die to open a portal to the moment of my
enemy’s conception. If I roll a 2-4, I am unsuccessful in my efforts, and play
continues normally. If I roll 5-6, my presence is enough of an interruption
to kill the mood, ensuring that my enemy will never be born. Any condi-
tions inflicted upon myself or my allies during conflict with my newly
unmade enemy are cleared, as the conflict never happened. Time travel is
always tricky though, so if I roll a 1, something I’ve done in the past causes
my enemy to be born with a twin sibling, and I return to a world where I’m
facing two opponents instead of one. My enemy’s twin is an exact
statistical duplicate of its sibling with a rhyming name.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

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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.

Today, Kincaid serves the Brotherhood as the North American


Regional Director, in addition to his work as the Brotherhood
Tribune—defender of diversity, tolerance, and equal rights for all
Brotherhood agents. In his time as Tribune, recruitment of super-
natural agents, once considered taboo, has become commonplace.
His most recent success is the introduction of vampiric field agents
in the Brotherhood. As for what’s next, he’s got some ideas. Some
crazy ones. The Brotherhood may not be ready for a demonic
Demon Hunter, but they’ll get there, and he’ll help them along.
He’s in no rush.

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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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Demon Hunters

The Purple Ninja


The Purple Ninja. The greatest Demon Hunter of them all. He
is an enigma, wrapped in a mystery, draped in a violet gi. Some
say a demon hides beneath that mask. Others, a god made flesh.
There are those who claim to have watched him die, only to have
him reappear in a time of great need. Could he be a god? Or is he
merely a mortal with incredible skills unlike any other? Only the
Purple Ninja can say for sure, but he is not talking. Not about that,
at least. He actually talks quite a lot for a supposedly silent assassin.

There is another theory. Some say that there’s a place on Earth


that few men have had the honor of seeing. A secluded village,
in an unmapped valley, high in the Himalayas. The Dojo Arigato:
the secret training center for the Purple Ninja. Here, hidden from
the world, the most promising martial artists of a generation meet
to train with the Purple Ninja, mastering
the seven essential forms of martial arts:
the Crane, the Monkey, the Django Django
Django, the Chopper, the Dicer, the Sweeper,
and Tai Shu—the rarest and deadli-
est form of all. One day, the
unthinkable will happen.
The Purple Ninja will die in
battle. On this day, it will
fall to one of these students
to rise up and take the
place of their master. To
don the violet robes and
become the Purple Ninja.
Perhaps this theory is true.
But maybe it’s the demon
thing though. That’d be
pretty cool too!

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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!

Undefeated!: Because Purple Ninja never loses, Purple Ninja cannot be


harmed by mere henchmen. Unnamed and minion-level enemies are
unable to inflict conditions upon Purple Ninja. Like a hedgehog nibbling at
a narwhal, so too are the efforts of lesser foes fruitless against Purple
Ninja’s mighty skills.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

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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!

260
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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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.

That said, fear begets fear.


An overfed Nightmare can
change. Become something
scarier and more dangerous.
The Brotherhood performs
periodic checkups to make
sure this doesn’t happen. We
need to stay on our toes to
make sure a Bed Monster
doesn’t overeat its way to
full-on Boogeyman.

262
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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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)
264
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.

Cambions are usually orphans. Human mothers are incapable


of surviving a demonic birth, and demon fathers aren’t exactly
the stay-at-home dad types. The passable ones enter the adoption
system and some get lucky and others don’t, same as humans.
There are half-demons out there living perfectly normal lives with
the nine-to-five job and the house in the suburbs and the loving

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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spouse and the quarter-demon kids. You could be married to one


and you’d never even know. Hell, you could even be one without
knowing; the signs can be subtle.

The truly horrifying cambions tend to have a darker fate in store.


They’re usually stolen away by cultists of one stripe or another
to be raised to fight against the forces of Good. But just because
a child is half-demon, that doesn’t mean they’re inherently bad.
Nurture plays a much larger part in everyone’s lives than Nature
ever could. The Brotherhood even has a small number of cambi-
ons in our employ. They’re pretty handy to have around, consid-
ering they’re crazy strong and completely fireproof. It’s going to
be an uphill battle for acceptance, but we’ll get there. We did it for
mystics, we’re just about there for supernats, and some day, fingers
crossed, we’ll even get there for full-blood demons. Everybody
deserves a chance to be Good.

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)

266
Brotherhood Database

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.

How death-metal-album-cover is that? Plus the only way to get


these guys to stop raining fiery death on your village is to offer up
a little human sacrifice in exchange. They’ve got a particular fond-
ness for virgins; I know, so cliché. So obviously these guys have
to be stopped, but how do you take down a magma elemental?
I don’t know. Top of my head I’m thinking…fire extinguisher?
Look, we don’t always have the answer! Sometimes you’re gonna
be up against a creature so rare that nobody in recorded history
has ever defeated one. In that case, it’s up to you to figure it out on
your own. Maybe you’ll be the one to make an edit to this entry
in the Brotherhood database. Or maybe you’ll be the sacrifice that
shuts the Cherufe up for a little while longer. We’re starting a pool,
so let us know how it goes.

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.

No weapon exists that is capable of harming the djinn, but there


are rituals and spells that can banish a djinn back to its own realm.
Or imprison them. Throughout history, a number of brave/evil/
foolhardy people have managed to trap a djinni inside a vessel: a
variety of bottles, oil lamps, jewels, talismans, and once in the late
1970s a pretty bitchin’ lava lamp. Bound in servitude to whoever
holds their vessel, these creatures of phenomenal, godlike power
are reduced to catering to the whims of small-minded mortals by
granting wishes. The only way to free an enslaved djinn is by
wishing for its freedom. Based on what you know about human
nature, guess how often that happens.

268
Brotherhood Database

[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.

Omnipotent: Because I am an all-powerful djinni, I cannot be harmed


by conventional weapons.
CONDITIONS
Mild (5) Moderate (2) Severe (1)

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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.

Note: When investigating reports of a doppelgänger, be sure to


check whether the victim has an identical twin. The Brotherhood’s
tired of paying for all of these wrongful death lawsuits.

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)

270
Brotherhood Database

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.

BFG: Because I am a massive freaking dragon I gain 3 bonus to use


when I wreak destruction on lesser beings. Each severe condition I mark
off, I lose a bonus die. Discover and invoke my Trouble aspect to use these
dice against me, puny humans.
CONDITIONS
Mild (5) Moderate (3) Severe (4)

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.

So how do you defeat a dragon? Depends on what your “dragon”


actually is. European dragons are pretty much your typical savage
beasts. Wear something fireproof and hit it with everything you’ve
got. Slaying a European dragon is actually a lot easier these days,
what with satellite targeting and attack drones and ground-to-air

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missiles. Asian dragons should probably just be left alone. They


almost never hurt anybody, and there’s no telling what killing one
could do—anything from causing a massive drought to toppling an
empire. Hands off! The American “dragons” are problematic in
their own way, as they’re usually aspects of some greater power.
Even if you manage to take one down, all you’ve done is brought
the wrath of a Mesoamerican god down on your team.

So remember, kids, do your homework and slay responsibly.

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.

Science to the rescue! Defeating a ghost is a fairly simple matter of


disrupting its psychokinetic energy. This can be accomplished in
a variety of ways, but the most common method was invented by
Brotherhood agent Thomas Carnacki and recently improved upon
by his granddaughter. It involves using beams of electric current to
disrupt the ghost’s energy field in a process so dangerously close
to one shown in a series of popular films on the subject that I am
legally forbidden from describing it. Once the psychokinetic field is
disrupted, the spirit can easily be banished from the material plane
through any number of rites, rituals, and incantations.

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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.

Godlings, by their very nature, tend to be heroic figures. Hercules,


Gilgamesh, Achilles, Hanuman. They’re the sort of people who
get epics written about them. Being a godling is a genetic jackpot.
It’s not just the longevity and superstrength, but godlings can
sometimes get a smidgen of their parent’s powers. Nothing close
to full-strength, but even a fraction of omnipotence is pretty damn
potent. So while Indra’s offspring may not be able to hurl thun-
derbolts from on high, there’s a good chance they’ve got a touch
of electrokinesis.

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)

274
Brotherhood Database

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.

Statue Collector: Because it’s time to add another statue to my


collection, once per round of combat I follow up an attack by rolling a
demon die to direct my petrifying stare against my opponent. If I roll 1-3, I
inflict a mild Pins and Needles condition; 4-5, a moderate Partially
Petrified condition; 6, a severe Rock Solid condition.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

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Horrors from Beyond


There are things that dwell outside the boundaries of this reality.
Terrible beings of an unimaginable nature, pressing against the
walls of our universe, looking for a way in. There’s no telling
what they would do if they made it through, but chances are
they’re not looking to shower the world with cupcakes and Netflix
subscriptions.

There are weak spots in the membrane of reality. Places that


need to be protected. Occasionally something will manage to tear
through, and it’s up to us to shove it back in and duct-tape the hole.
Only one of these creatures has ever made it all the way through
to our side, and thankfully that one decided to turn around and go
back all on its own. The Brotherhood, Alpha One in particular, has
managed to stop the rest of them while they were still just a mass
of writhing tentacles or a shapeless, undulating mass, or a single,
unblinking eye staring hungrily into our universe.

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!

276
Brotherhood Database

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.

ProtoDivision: Because you didn’t think it would be that easy, did


you?, upon my defeat I can choose to spend a demon die to cause the
remains of my corpse to divide into an average mob of Mini-Shoggoths.
CONDITIONS
Mild (5) Moderate (2) Severe (1)

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.

Over time, improvements have been made to the Karloff process.


Dr. Madeline Hatter recently managed to successfully reanimate
herself and keep her intellect largely intact, with the sole exception
of her memories of the actual process. Thanks for nothing, Dr.
Hatter! In a more well-documented instance, Herr Doktor modi-
fied the Karloff process using custom, vat-grown body parts and a
partially bionic brain to create a fast, strong, intelligent animate in
what he has called Project Victoria.

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.

In 1735, Carl Linnaeus, in his S yste ma N atu rae , classified the


Kraken as a cephalopod, naming it Microcosmus marinus—an octopus,
larger by far than anything else that has ever lived. So far, that
description seems to fit what we know about the creature: the ten-
tacles, the beak, the oversized mantle. Surprisingly, the advent of
submarines, sonar, and unmanned submersibles hasn’t done much
to aid our hunt for the creature. We don’t even know if it’s a single,
long-lived monster, or a breeding population of multiple Krakens.
For something so large, it’s found one hell of a hiding place.

Historically, the Kraken rarely rises to the surface, choosing instead


to lie in wait on the sea floor to devour entire schools of fish at a
time. However, sightings have been on the rise in recent years, cor-
relating with reports of overfishing in the Greenland Sea. No ships
have been lost so far, but it’s possible that by stealing the Kraken’s
food source, we will soon become the Kraken’s food source.

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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.

BFG: Because I am the Kraken I gain 4 bonus to use when I wreak


destruction on lesser beings. Each severe condition I mark off, I lose a
bonus die. Discover and invoke my Trouble aspect to use these dice
against me.
CONDITIONS
Mild (5) Moderate (3) Severe (5)

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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.

There’s a lot of misinformation out there regarding lycanthropes.


For one, it’s not just werewolves (I know, “lycan-” is Latin for wolf,
but “therianthrope” doesn’t exactly roll off the tongue). They
might be the most common form of lycanthrope, and they defi-
nitely get the most press, but any mammalian species can pass on
the werevirus. This means you could find yourself up against any-
thing from a menacing werecougar or werebear, to a more exotic
weregiraffe or wereorca, to an ineffectual and downright adorable
werekoala or were-red panda.

A lycanthrope’s first transformation, usually occurring within four


hours of initial infection, is a violent, uncontrollable, and traumatic
event that results in a vicious, hulking, feral hybrid of human and
beast. Newly infected lycanthropes are extraordinarily dangerous
and will kill without hesitation.

Upon transforming back to their human form, a young lycan-


thrope retains no memory of the event or what transpired while
in their “werestate.” It can be months before they even realize any-
thing’s wrong, explaining away their waking state as the result of
sleepwalking or blackout drinking.

Transformations have nothing to do with the phase of the moon.


In the beginning, they can be triggered by extreme emotional
states, especially anger. But with time and practice, a lycanthrope
begins to retain the memories from their werestate, and the trans-
formation becomes voluntary.

Lycanthropes exhibit a variety of abilities, depending on the


source-species of their infection, but all exhibit extremely rapid
healing and regenerative abilities. They also develop a severe
adverse reaction to silver, capable of counteracting the regenera-
tive ability.

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The Brotherhood has developed a partial vaccine to counteract the


effects of the werevirus. If a victim is vaccinated before their initial
transformation, the virus never fully matures. The vaccination
completely prevents an infected individual from undergoing the
dangerously feral change. It does, however, leave the victim in a
transitory “half-human” state characterized by a voluntary, stunted,
partial transformation. The partial transformation includes minor
alterations to bone structure and musculature, and frequently
involves rapid hair growth over the entire body. In this state, the
lycanthrope still exhibits all sensory, emotional, and regenerative
traits of the source species, despite the incomplete transformation.

Vaccinated werecreatures are considered inferior by many fully


developed werecreatures. They are banned as “half-breed race
traitors” from the ecoterrorist organization known as The Pound
(on page 319).

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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.

Ladies and gentlemen, we’ve


got a dinosaur! Best guess
is an apatosau—wait, screw
that! You read the news
lately? The brontosaurus
is back, baby! And that’s
what we’re dealing with
here, an honest to anach-
ronistic goodness bronto-
saurus alive and kicking in
the modern Congo! Now,
nobody’s suggesting that a
relict population of bronto-
sauruses somehow survived
until the present day without
ever being officially discov-
ered. The dinos died out 65
million years ago, with no
exceptions. No, this is most
likely a timeslip situation. A
hole in space-time must have
opened up a few hundred
years ago, and stayed open
long enough for a breeding
population of brontosau-
ruses to wander through.
Sure, it might have been
done intentionally, but what
kind of moron would be
crazy enough to do some-
thing like… Wait a minute.

Anybody seen Kentucky


Blue Clay? We’ve got some
questions for him.

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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.

BFG: Because don’t piss me off, I’m a living dinosaur! I gain 1


bonus to use when I feel threatened. If I mark off a severe condition, I
lose the bonus die. Discover and invoke my Trouble aspect to use this die
against me; when confronted with ants, spider, weird beetles, and the like,
I will retreat in terror rather than continuing to attack.

Thick Skinned: Because your bullets can’t pierce my thick, leathery


hide, I am immune to all small-arms fire.
CONDITIONS
Mild (5) Moderate (3) Severe (2)

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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.

Mummies aren’t super difficult to defeat. They’re strong, but


they’re slow as hell. Especially the naturally-occurring ones. We’re
not really sure why these guys wake up, but
it does happen from time to time,
and they tend to be more confused
than anything. The intentional
mummies are trickier. Either they
were meant as sacrifices to the
gods, in which case disturbing
one means pissing off a histor-
ically bloodthirsty deity,
or they were a person
of significant power,
which means their
tomb was probably
protected with some
nasty curses. We’re talking
locusts, vermin, disease—your
basic Moses special.

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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.

Much like with cambions, the human mother of a nephilim is


unlikely to survive the child’s birth—and unlike the cambions, the
angelic father is likely in a boatload of trouble. The Brotherhood
keeps a close eye on these divine pregnancies, and snatches them
up as soon as they get the chance. Nephilim inherit a number of
features from their fathers. The most impressive are probably the
wings. Less majestic than an angel’s wings, they’re still capable of
short-distance flights. Good for getting you across town during
rush hour, but you’d be better off buying a ticket in Business
Class for that trip to Hawaii. Though they look and feel solid, the
wings are a purely metaphysical construct, and as such are easier
to conceal than you might think. Any sort of symbolic binding will
do the trick, from a bandage around the chest to a strip of tape
running down the spine.

Every divine being has a halo, a conduit for channeling divine


energies into the body, and nephilim are no exception. Their halos
are invisible to the naked eye, but glow like the sun in the infra-
red. Unfortunately, divine energy and human anatomy don’t play
well together, and every nephilim has a bald spot as a result of
the halo’s low-level radiation. Even the females. It’s a small price
to pay for the ability to heal injury or illness with a touch. Some
nephilim have even been reported to have resurrected the recently
deceased in this manner, though doing so seems to drain their
energy reserves, drawing from the nephilim’s own soul to make
up the difference.

Overall, there’s not a lot of downsides to being part-angel. Sure, the


orphan thing sucks, and certain supernats with expanded fields of
vision can pick a nephilim out of a crowd by spotting their halo,
and a large number of suuuuuper dark magical rituals involve
nephilim being impaled, dismembered, or crucified upside down to
summon some terrible evil into this world, but that sort of stuff is
par for the course in this line of work. For the most part it’s fighting

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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.

“Fae” is an umbrella term for a wide variety of creatures native


to Faerie—from elves and trolls and leprechauns to redcaps and
goblins and domovoi, to pixies and nymphs and sprites and of
course the eponymous faeries. Regardless of type, the fae are
almost always humanoid in appearance, though their sizes vary
wildly. You could fit a fistful of pixies in your pocket, whereas a
troll could potentially be the size of a mountain. Regardless of size,
they all have similar weaknesses to cold iron and certain herbs.
Also, names hold power in fae society, and learning a fae’s true
name allows you to wield that power.

The fae seem to be fascinated by humanity. Their interactions


with humans tend to either be helpful or playful. Helpful is good.
Helpful fae find the remote when you’ve lost it in the cushions and
make a crapload of shoes while the cobbler is asleep. It’s the playful
fae that are a problem, because their version of playful is brutal.
Like stealing your baby and swapping it out with a fairy duplicate,
or guiding a traveler deep into the woods and leaving them for
dead, or dragging you under the water to watch you struggle for
breath. It’s all fun and games to the fae.

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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Brotherhood Database

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.

BFG: Because I am the Welsh God of the Underworld I gain 4 bonus


to use when I engage in a conflict. When I mark off a severe condition, I
lose a bonus die. Discover and invoke my Trouble aspect to use these dice
against me, but I will so psychopomp your ass when your time comes.
CONDITIONS
Mild (5) Moderate (2) Severe (5)

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.

Secondly, they’re not repelled by crosses. Not really. The cross is


just a symbol. It’s the faith a person has in that symbol that drives
them away. They can’t stand the stuff. A Catholic priest wielding a
cross will mess a vamp up, whereas a rabbi with a cross would just
make for a tasty, Kosher snack. Swap that cross out with a mezuzeh
or a Star of David though, and the rabbi’s suddenly a force to be
reckoned with. Hell, I once watched a Scientologist e-Meter the
crap out of a drac. It doesn’t even have to be religious faith either.
Give Neil deGrasse Tyson a copy of Carl Sagan’s C os mos and
that badasstrophysicist could blast some bloodchuggers back into
star-stuff.

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.

The Vampire Rose clearly lives up to its name. Unlike most


plants, which use chlorophyll to convert sunlight to energy, these
night-blooming black-stemmed roses extract all of the energy they
need from the blood of their victims. Utilizing an enhanced variant
of heliotropism—the process that allows a normal
plant to follow the sun over the course of a
day—the Vampire Rose exhibits rapid
hemotropism, tracking and quickly
ensnaring potential sources of blood
in its vicinity. In the wild, they are
often found surrounded by mounds
of withered, exsanguinated corpses.
That’s right, we said “in the wild.”
Unfortunately, the scientist responsible for
these plants is still at large, and seems to
fancy herself some sort of demented
Johnny Appleseed, sowing the
seeds of Rosa sanguiphagia across
Central and North America. No
matter how many of these things we
destroy, more pop up every day. Until
we figure out who she is and shut her
down for good, the Vampire Rose will con-
tinue to thrive.

297
Demon Hunters

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)

Grove of Vampire Roses


ASPECTS
Concept: Bouquet of Beautiful Bloodthirsty Blooms
Trouble: Fire: Nature’s Weedkiller
Discipline: Vampiric Vines
Impenetrable Wall of Thorns
APPROACHES DISCIPLINES
Mob of Vampire Roses Exsanguination
Entangling
Forming Barriers
Mobility
CONDITIONS
Depends on size of mob, see on page 253.

298
Brotherhood Database

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.

This so-called “Abominable Snowman” has never been known


to attack unprovoked. If you encounter a yeti on the rampage,
someone else threw the first punch. There is a brisk, black market
trade in yeti parts for use in folk medicines, which has lead to wide
scale poaching of the few remaining yeti communities.

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.

BFG: Because I am the Abominable Snowman I gain 2 bonus to use


when I engage in a situation where I need my strength. When I mark off a
severe condition, I lose a bonus die. Discover and invoke my Trouble aspect
to use these dice against me, but you might be the biggest jerk of all time.
CONDITIONS
Mild (5) Moderate (2) Severe (3)

299
Demon Hunters

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.

Zombies are insanely infectious. The slightest tooth-scrape, and


you’re done for. Once that crap gets into your bloodstream, your
countdown clock starts. You’ve got about fifteen minutes left to get
your affairs in order before your heart stops. But you won’t stay
down for long.

Left to their own devices, a zombie will shamble* around aimlessly,


attacking anything that moves. They don’t have any purpose or
drive beyond their insatiable hunger. The darker practitioners of
Haitian Vodou have found a way to change that. A bokor is able
to mystically bind a zombie to his or her will, tasking it to perform
simple manual labor, or directing its focus on a specific target. More
powerful bokors have been known to control dozens of zombies at
a time, forming their own personal undead horde army.

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.

300
Brotherhood Database

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.

301
Demon Hunters

The Order of the Infernal Scepter


The Five Scions
The Order was led by the Five Scions, the half-human offspring
of Lucifer. One of their number was destined to lead the forces
of Evil to Earth to wage war against the powers of Good, before
ascending to their father’s throne. The prophecy wasn’t exactly
clear on which one it would be, though. This omission would be
kinda really important later.

Each of the Scions led a faction of the Order dedicated to their


particular brand of villainy: Mayhem, Hatred, Murder, Terror, and
Despair. Together, they united the minions of Evil on Earth in
coordinated assaults on the Brotherhood of the Celestial Torch.

The Scions excelled at spreading chaos. Under their leadership,


the Order proved to be well-matched against the Brotherhood. For
thousands of years the two groups fought each other to a standstill
time after time. But it was clear that Evil was gaining a foothold.
Slowly but surely, the tides were turning. By the early-twentieth
century, it seemed that the forces of Good were up against the
ropes, all but beaten. Soon Evil would claim victory, and one of the
Scions would ascend to their father’s throne to wield the Infernal
Scepter. One of them. That’s when it all fell apart.

The Scions descended into infighting and backstabbing as they


scrambled over each other to claim their birthright. One after
another, the leaders of the Order died at each other’s hands, until
only one remained. Now vulnerable, the last of the Scions was
killed by Brotherhood forces in 1962 during the Battle of Centralia.
With their leadership gone, what remained of the Order soon
fell apart.

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

302
Brotherhood Database

Novus Ordo Grunt


Order of the Infernal Scepter
ASPECTS
Concept: Zealous Evil Supremacist
Trouble: Got Something to Prove
Discipline: Any Weapon Will Do
APPROACHES DISCIPLINES
Novus Ordo Grunt Good Ol’ Fashioned Violence
Rally Rhetoric
Empathy
CONDITIONS
Mild (2)

Gang of Novus Ordo Grunts


Order of the Infernal Scepter
ASPECTS
Concept: Zealous Evil Supremacists
Trouble: Got Something to Prove
Discipline: Any Weapon Will Do
APPROACHES DISCIPLINES
Mob of Novus Ordo Grunts Good Ol’ Fashioned Violence
Rally Rhetoric
Empathy
CONDITIONS
Depends on size of mob, see on page 253.

big on the “hook ‘em while they’re young” philosophy, recruit-


ing a lot of angry, disaffected teens from outside high schools
and shopping malls. Novus Ordo’s membership roster is almost
entirely human—the Order’s supernats mostly joined up with
M.O.N.S.T.R.E. (on page 361) after Centralia—with a smattering
of mystics, but most of the real talent found work elsewhere or
went solo.

Right now, the Brotherhood doesn’t consider Novus Ordo much


of a threat. At least, not so far. They’re big on rallies and rheto-
ric, but not so much on the follow-through. To date they’ve done
nothing of note, but their heritage means they merit observation.
Will Novus Ordo ever reclaim the power and infamy of the Order

303
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.

Johnny “The Demon” Ossesso


As an enforcer for Capone’s Chicago Outfit, Johnny had buried
his share of bodies. He had a knack for inflicting pain that could
almost be considered artful. So when Gronthar the Devourer took
possession of his body, it took a while for anybody to notice the
difference. But there were subtle changes, like how his executions
had become more brutal and needlessly torturous, or the linger-
ing scent of sulfur around him, or the fact that he hadn’t aged in
about twenty years. Johnny’s gleefully violent antics began to draw
more attention than the mob was comfortable with, and Capone
let him go.

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.

Today, the Ossesso crime family runs Chicago. Johnny’s slowed


down a bit in his old agelessness, but he still enjoys handing out
a good beatdown from time to time. Breaking some thumbs.
Shattering some kneecaps. Tearing the life out of some punk who
thought he could make a play for Johnny’s kingdom. Johnny or the
Demon, some days it’s hard to say which one’s in charge.

304
Brotherhood Database

Johnny “The Demon” Ossesso


Order of the Infernal Scepter
ASPECTS
Concept: Demon Possessed Capo of the Ossesso Crime Family
Trouble: Bound by the Oath of Omertà
Discipline: Infernal Enforcer
APPROACHES DISCIPLINES
Careful Violent Retribution
Clever Mob Business
Flashy Torture for Fun and Profit
Forceful The Big Picture
Quick Impulse Control
Sneaky
STUNTS
Former Capone Enforcer: Because I came up under Capone, I get +2 when
I Flashily attack using a Tommy gun, Lupara, or other appropriately old-
school firearms.
Clever Intimidation: Because ”What am I, a clown to you? I agree, clowns
are terrifying”, I get +2 when I Cleverly create an advantage by intimidat-
ing an opponent into submission.
Fear Is the Great Motivator: Because I have built my organization upon
fear, all of my enforcers get +2 to their attacks when they are in my pres-
ence, lest they disappoint me.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

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!

Notice how none of that actually happened? Us too. It’s been


over fifty years, and nothing. Wizards have got a few tricks for
life extension, but they’re not immortal; he might be dead already
but that’s not likely. Based on the fact that his fortress is still pro-
tected by a ring of enchantments, curses, and mystical tripwires
five miles wide, Dankworth is still out there. Maybe he’s got some
huge master plan in the works that he’s about to set in motion.
Maybe he’s been driven mad by fifty years of life as a sea hermit.
Maybe both! All we know is we can’t get close to him. As long as
he’s content to live out his life in quiet, self-imposed exile, we’re
happy to let him.

306
Brotherhood Database

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)

307
Demon Hunters

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.

Everything we know about La Bricoleuse comes from the autom-


atons she sends into the city above to do her bidding. Intricate
clockwork creations of scrap metal and garbage, stamped with
the Order’s infamous sigil, and operating in concert to strip the
city bare. La Bricoleuse is a klepto, and she lets these machines
do her dirty work. Each is designed to perform one specific task.
Removed from the swarm, any single unit is useless. But working
together, her machines can strip a Peugeot down to the frame in
a matter of minutes, carrying the various pieces back through the
maze of catacombs to her subterranean hideout. Or a construction
site. Or a power plant. All of it gets carted back down into the
tunnels. What she’s doing with all of this random crap? Your guess
is as good as ours, but it can’t be good.

308
Brotherhood Database

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)

309
Demon Hunters

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.

310
Brotherhood Database

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)

311
Demon Hunters

Crawling Chaos, LLC


Randall Powers
Randall Powers is a visionary. Since the very first edition of the
RPG, the world of Crawling Chaos has fascinated its players. It’s
such a twisted and profane idea that should never have caught on.
Vast, extradimensional intelligences dwelling at the boundaries of
our reality that threaten to destroy the universe; who comes up
with this stuff!? Randall Powers does. Not only does he come up
with it, but he makes you believe in it. Makes it a world that you
want to spend time in. The guy’s just a born storyteller, and a
natural spokesman. Listening to him speak, it’s no wonder that
he’s taken Crawling Chaos so far in such a short time. He’s got
this indefinable weird charisma that draws people in. Some say
it’s physically impossible to disagree with the man when you’re in
his presence. He’s just so animated and full of life! And now with
the MMO coming out, he’s been hitting the convention circuit
to drum up buzz for the game. He’s just so passionate about it
all! Listen to the man talk for five minutes, and you’ll come away
convinced that Crawling Chaos Online will be the next World
of Warcraft.

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.

312
Brotherhood Database

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)

313
Demon Hunters

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!

314
Brotherhood Database

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)

315
Demon Hunters

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)

316
Brotherhood Database

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)

317
Demon Hunters

The Dev Team


It’s crunch time, and the Dev Team is not to be bothered! They’ve
got enough to do as it is. In fact, stay out of the basement alto-
gether. Ignore the monotonous chanting and sounds of self-flagella-
tion that drift up through the HVAC system. The burning incense
that almost, but not quite manages to obscure a more sinister,
earthy scent. The muted, muffled screams, as though they were
being forced through lips sewn shut. Just send someone down to
feed them once a day. One of the temps would be best. Someone
expendable. Just have them leave the pizza boxes and sodas outside
the door, knock three times, and run for the elevator. Run fast.
Do not hesitate. Do not look back. Do not turn around until the
elevator doors have closed behind you. It’s crunch time, and the
Dev Team is not to be bothered!

The Dev Team


Crawling Chaos, LLC
ASPECTS
Concept: Self-Flagellating Acolytes of the Crawling Chaos
Trouble: Fueled by Caffeine and Terror
APPROACHES DISCIPLINES
Mob of Software Developers Techno-Eldritch Rituals
Code Anything, ANYTHING!
Coordinated Terror Stabbing
Self-Preservation
CONDITIONS
Depends on size of mob, see on page 253.

318
Brotherhood Database

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.

Yet somehow, “Odin” manages to cheat death every time. So Wolff


and his raving-mad raiding party ride the highways in search of the
Lord of the Aesir’s latest incarnation. They fight with a vigor and
brutality that borders on the extreme—even for the Pound. But you
can’t hold back when you’re up against a god! One of these days
the cycloptic old bastard will go down for good. And on that day,
the world will burn.

319
Demon Hunters

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)

320
Brotherhood Database

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’s given some serious thought to “recruiting” some new


weredholes on her own to beef up her ranks, but the werevirus
is a nasty, uncontrollable thing in a new lycanthrope. If a freshly
changed weredhole got loose in a city this size, it could draw a lot
of unwanted attention. Not just to the Pound, but to supernats in
general. She’s not sure that’s a battle she’s ready to fight.

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)

321
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.

D-Dog hates lumberjacks. Greedy


humans who live to destroy everything
he loves. The Pound hates lumberjacks
too, for more practical reasons, and
when the BC pack needs to throw some
dumb muscle at a problem, they turn to
D-Dog. He’s killed his fair share of treecut-
ters—no axe or chainsaw can pose a real
threat to a wolf his size—but that’s just heat of
the moment stuff. It’s never the Plan.

The Plan is sheer elegance in its simplicity.


If lumberjacks don’t eat, they’ll starve
to death. If they starve to death, they
can’t cut down trees. Thus, logically,
D-Dog will eat all of their food!
No lunch, no lumberjacks, no
dead trees!

In case you hadn’t guessed, D-Dog’s


not the smartest puppy in the
litter (and taking a blast of silver
buckshot to the brainpan hasn’t
helped). So far the only change has
been to D-Dog’s waistline, but he believes in the Plan. It’s just
gonna take some time. And some lunches. Lots of lunches.

322
Brotherhood Database

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)

323
Demon Hunters

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.

Sure, the death of the country’s auto industry played a significant


part in his achievements, but it wasn’t all luck. Devil’s Night? His
idea. Making an annual tradition out of wide-scale arson was a
brilliant move on his part. Why make the werewolves do all the
hard work of tearing apart human civilization when you can get
the humans to do it for you? The fight’s not over yet, though.
Developers are starting to drool over all of that dirt-cheap real
estate. It’s up to Detroit and his pack to make sure that crime stays
up, industry stays down, and the city continues its slow, steady
reversion to its natural state.

324
Brotherhood Database

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

Flashy Industrial Sabotage

Forceful Blackmail

Quick Praising Others

Sneaky Laying Low

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)

325
Demon Hunters

Kigun “Blackwolf” Wrex


Members of the Long Island pack broke into the research laborato-
ries of Oak Island Scientific, expecting to free some lab animals and
burn the place down. That’s when they smelled it. Another were-
wolf, but…wrong somehow. Nothing could have prepared them for
what they found behind the door labeled “Blackwolf.”

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.

326
Brotherhood Database

Kigun “Blackwolf” Wrex


The Pound
ASPECTS
Concept: Werewolf Rescued from a Mad Scientist’s Lab
Trouble: Post-Traumatic Science Disorder
Discipline: Meaner Than Your Average Werewolf
APPROACHES DISCIPLINES
Careful Devil Dog
Clever Tracking
Flashy Scheming
Forceful Stealth
Quick Memory
Sneaky
STUNTS
Mad Science Nightmares: Because the things they did to me in that
lab haunt my dreams, I gain +2 when I Quickly attack practitioners of
mad science.
Super Scents: Because I can smell your soul, I gain +2 when I Cleverly
create an advantage using my powerful sense of smell.
Enhanced Celerity: Because Oak Island put something inside me; some-
thing powerful, I can spend a demon die to take two actions per round of
combat instead of one as I move and attack with unnatural demonic speed
and strength.
CONDITIONS
Mild (5) Moderate (2) Severe (1)

327
Demon Hunters

Clan of the Golden Fang


Master Wu
Lenny Wutarski was in trouble. Time was, if you were in Atlantic
City and looking to learn some martial arts, the Golden Wing
Dojo was the only game in town. That’s the way Lenny liked it.
He’d dedicated his life to the ancient and deadly art of ninjutsu, and
any money he had left after visiting the dog track went right back
into the dojo. Until Dave’s Heavenly Cheesecake Delicatessen and Celestial
Kinjutsu School opened a franchise right across the boardwalk from
the Golden Wing. He stayed open as long as he could, but there
was just no way Lenny could compete with Dave’s low, low prices
and delicious New York style cheesecake samplers.

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.

328
Brotherhood Database

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)

329
Demon Hunters

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)

Mob of Ninja Vampires


Clan of the Golden Fang
ASPECTS
Concept: We Are the Bloody Vengeance of Master Wu
Trouble: My Life for the Clan
APPROACHES DISCIPLINES
Mob of Ninja Vampires Ninjutsu
Vampire
Self-Preservation
CONDITIONS
Depends on size of mob, see on page 253.

330
Brotherhood Database

Syphilitic Ninja Vampires


The students of Master Wu are formidable warriors. With the
skills and reflexes of a ninja, they can deflect arrows and blades.
With the strength and speed of a vampire, they can dodge bullets.
However, there seems to be one thing they are unable to avoid: a
nasty case of crotch-rot.

There’s nothing particularly special about a syphilitic ninja vampire,


compared to the other warriors in the Clan of the Golden Fang.
They theoretically should have all of the same skills and abilities
as the rest. They’re just really bad about practicing safe sex. And
man, that vamp venom does not play nice with Treponema pallidum.

Syphilitic Ninja Vampire


Clan of the Golden Fang
ASPECTS
Concept: Ninja With Syphilis and Vampirism
Trouble: My Ninja Focus Is Unshakab—ooh! Butterfly!
Discipline: Bela Lugosi Is My Muse
APPROACHES DISCIPLINES
Careful Breaking and Entering
Clever SMOKEBOMB!
Flashy Social Interactions
Forceful Being Vampire Ninjas
Quick Safe Sex
Sneaky
STUNTS
People Person: Because I’m sort of a people person I gain +2 when I
Quickly overcome an obstacle by talking a civilian into helping me out.
SMOKEBOMB!: Because I like to make a memorable exit, I gain +2 when I
ever so Sneakily create an advantage by disappearing via smokebomb.
SNV STD: Because Ninjutsu is an STD too, if I can manage to get a civilian
NPC alone in a private space, I can spend a demon die to turn them into a
syphilitic ninja vampire minion, ready to obey my orders. Whoa, hey, not
like that! I just bite ‘em, you perv! Unless they’re really into me, in which
case… yeah, like that.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

331
Demon Hunters

Syphilitic Ninja Vampire (Minion)


Clan of the Golden Fang
ASPECTS
Concept: Sort of Ninja With Syphilis and Vampirism
Trouble: Can’t Stop Scratching This Itch
Discipline: I Saw Part of a Jackie Chan Movie Once
APPROACHES DISCIPLINES
Syphilitic Ninja Vampire Getting in the Way
Being Creepsters
Being Ninja Vampires
CONDITIONS
Mild (2) Moderate (1)

Mob of Syphilitic Ninja Vampires


Clan of the Golden Fang
ASPECTS
Concept: Sort of Ninjas With Syphilis and Vampirism
Trouble: Can’t Stop Scratching This Itch
Discipline: We Saw Part of a Jackie Chan Movie Once
APPROACHES DISCIPLINES
Mob of Syphilitic Getting in the Way
Ninja Vampires Being Creepsters
Being Ninja Vampires
CONDITIONS
Depends on size of mob, see on page 253.

332
Brotherhood Database

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.

Claudius has also been tasked with the orientation of newly


turned students. Were Master Wu simply training
his students in the art of ninjutsu, the transition to
this life would be difficult. But they’ve also
become eternal creatures of midnight with
a thirst that can only be sated by the
blood of the living—that’s a lot
to handle! Claudius does his
best to help the students get
settled into their new lives.
Ice breakers, meet and greets, game
nights, tutorials on hunting people for
food, that sort of thing.

Now if Master Wu could just talk


him out of that hairdo. Soooo
not ninja!

333
Demon Hunters

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

Flashy Vampiric Ninjutsu

Forceful Social Gatherings

Quick Dealing with Stress

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)

334
Brotherhood Database

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.

So now he’s a vampire, but hon-


estly, it could be worse! Sure he has to
drink blood now (and lately he’s been
feeling a little…itchy…down there), but he’s
made a bunch of new friends, and he’s
learning to be a ninja! How cool is that?!
He used to only be able to LARP on the weekends, but now his
whole life is a LARP. Well, maybe not the “L” part anymore. More
of a DARP, really.

335
Demon Hunters

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)

336
Brotherhood Database

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.

337
Demon Hunters

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)

338
Brotherhood Database

Sisters of Divine Retribution


Reverend Mother Mary Dillinger
Since she was called to become Mother Superior to the Sisters of
Divine Retribution, you’d expect that the Reverend Mother Mary
Dillinger would have taken a less active role in the Sisters’ battles.
More strategy and administration, less actual fighting. Not godb-
lessed likely! Mary’s been in the fight for a long time, and she’s
not planning on leaving anytime soon. Even after that gremlin took
her eye back in ‘82, she’s still the best sniper the Sisters have. She
can take a whisker off a werewolf from a mile away, and plug a
vamp right under its widow’s peak during a windstorm. There’s
still plenty of fight left in the old girl, and she’s planning to wring
out every drop of it.

Reverend Mother Mary Dillinger


Sisters of Divine Retribution
ASPECTS
Concept: Mother&$#%er Superior
Trouble: Gremlin Took My Eye
Discipline: The Lord Is My Spotter, I Shall Not Miss
Preach It, Sister!
Bible Thumping Badass
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Path of Righteousness: Because I walk the path of the righteous, I gain +2
when I Forcefully defend against supernatural opponents.
Suffer Not a Witch to Live: Because I suffer not a witch to live, I gain +2
when I Cleverly attack witches, warlocks, and other practitioners of the
dark arts.
Blessed by the Lord: Because the Lord is pleased with my work, once
per session I can spend a demon die to be divinely healed of all mild and
moderate conditions.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

339
Demon Hunters

Sister Constance Oakley


This pistol-packing penguin is a footsoldier in the Sisters’ army of
Righteousness. Battling the forces of Evil through prayer, ministry,
and raw firepower, Sister Oakley isn’t known for her mercy. She
considers it her holy duty to cleanse the world of abominations,
and she’s doing a bang-up job of it. She and her six-guns have
punched the holiest of holes in more monsters than she can count.

Sister Constance Oakley


Sisters of Divine Retribution
ASPECTS
Concept: Gunslingin’ Nun
Trouble: Not So Great at the Vow of Celibacy
Discipline: Quickest Hands in the Convent
Ammo Anointed With Holy Oil
Everyone Gets a Warning Shot
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Fighting with Faith: Because the Lord guides my hand, I gain +2 when I
Flashily attack an opponent from cover without looking.
Peacemaker Is the Name of My Gun: Because you’d be surprised how
helpful folks get with my Peacemaker pointed at ’em, I gain +2 when
I Forcefully overcome an obstacle through intimidation and the threat
of violence.
Righteous Ricochet: Because ’tis a sin to waste a bullet, once per session
I can reroll all my dice on a missed attack and attempt to nail ’em with
the ricochet.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

340
Brotherhood Database

Sister Helene Mochizuki


When bullets won’t do the trick, the Sisters of Divine Retribution
call in the Nunjas. Nunjas are the Sisters’ most elite fighting force,
and Sister Mochizuki is one of the best. Trained in the deadliest
of the papal martial arts, Sister Mochizuki is holy vengeance per-
sonified. She and her shuriken-slinging sisters pulse with a righ-
teousness powerful enough to repel vampires at fifty feet and burn
out a demonic possession with a touch. Or, more likely a flying
kick to the solar plexus. She is feared by all who oppose her, and
most who are allied with her. She is a Nunja; a reverent warrior
beyond compare.

Sister Helene Mochizuki


Sisters of Divine Retribution
ASPECTS
Concept: Ninja + Nun = Nunja!
Trouble: Marked for Death by the Pirate Monks of
St. Blackbeard’s Abbey
Discipline: Sleeveful of Cruciform Shuriken
Swift. Silent. Sanctified.
Permitted to Study the Five Forbidden Gospels
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Trained in Irae Dei: Because I have been trained by the Swiss Guard in Irae
Dei, the secret, Vatican martial art, I gain +2 when I Flashily attack super-
natural creatures and practitioners of the dark arts.
Blessed Obscurance: Because the Lord hides my approach from the eyes
of the unworthy, I gain +2 when I Sneakily create an advantage or over-
come an obstacle with my Nunja speed and agility.
My Cup Runneth Over: Because I shine with the divine radiance of my
faith, whenever I invoke an aspect, I can roll an additional free demon die
when attacking or defending against demons, vampires, and other crea-
tures that are repelled or injured by the power of faith.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

341
Demon Hunters

Sister Carmen Nacht


She fights. She fights because she has to. She fights because she
can’t not fight. She fights because her mind refuses to let her stop.
Because that’s when the panic sets in.

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.

The Sisters raised her in their convent,


doing their best to counsel her
through her recovery, but there’s
only so much they can do. She’s
found ways to make her compul-
sive behaviors manageable. Crafts
help. And hobbies. Keeping her
hands busy, whether by cooking
meals for her Sisters, knitting
herself a new wimple, or tearing
through an undead horde with her
cruciform daggers and
rosary bead whip.
She’s really good at
that last one.

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.

342
Brotherhood Database

Sister Carmen Nacht


Sisters of Divine Retribution
ASPECTS
Concept: Crafty, Stab-Happy Nun
Trouble: OCD Habits
Discipline: Detail-Noting Analyst
Charity/Fundraiser Organizer
Concealed Weapon Inventor
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Hidden Weaponry: Because I don’t forget the important things, I gain +2
when I Sneakily attack enemies with odd items hidden on my person.
Master Chef: Because I am a master chef, I gain +2 when I Carefully create
advantages by mixing food items to create snacks and meals to recharge/
cure/heal my fellow Sisters.
Sparing No Rod: Because I do not believe in sparing the rod, I get +2 when
I Forcefully attack unguarded or unaware enemies with my rosary whip.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

343
Demon Hunters

Sister Angelika Metzger


The vampire slaughtered everyone in the club. Everyone but her.
Angelika had improvised a garrote out of a length of piano wire
and popped the bloodsucker’s head right off. She’d saved herself,
but she hadn’t saved her friends.

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.

In time she found herself increasingly at odds with


a Brotherhood that was growing soft. Inviting the
monsters she had been fighting her entire life into
the organization. The vampires were the last straw.
An organization willing to work with those
murderous, neck-biting abominations
had clearly lost its way.

She has since found a home with the


Sisters of Divine Retribution. They
are kindred spirits, devout in their
worship and secure in their convic-
tions that mankind alone has dominion
over this earth. The Brotherhood taught
her well, but the time had come for her
to trade in her piano wire for rosary beads.
They work even better on vamps with the
fire of her faith flowing through them. Today
she is Sister Metzger, and it feels right. This is
who she was meant to be all along.

344
Brotherhood Database

Sister Angelika Metzger


Sisters of Divine Retribution
ASPECTS
Concept: Terror of the Neckbiter Community
Trouble: Burning Hatred for Bloodsuckers
Discipline: More Like Blunderhood of the Sputtering Torch
Up Close and Personal
Know Your Enemy
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Bloodsucker’s Bane: Because I’m what the vampires have nightmares
about, I gain +2 when I attack or defend against vampiric enemies.
Oh God, It’s The Butcher!: Because my reputation precedes me, I gain +2
when I overcome an obstacle through intimidation and fear.
Fang Fighting Frenzy: Because once you pop, you can’t stop, when fighting
vampires, if I manage to take one down, I can immediately make another
attack against a vampire with an extra bonus die (2 if I succeeded
with style). This stunt can be repeated for as long as I can keep up my
killing streak.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

345
Demon Hunters

Sister Eirwin Flanagan


She’s never been sick. Never broken a bone. Not even a papercut.
Neither had anyone in her family until she went away for college.
That’s when Eirwin realized that she had a gift. A healing touch.
It’s nothing flashy, but it gets the job done.

A career in healthcare was the obvious move, but Eirwin didn’t


have the patience for med school, or the empathy for nursing.
EMT training was a decent compromise, and she was doing a lot
of good out there, but she wasn’t satisfied. She wanted something
different.

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.

So she goes through the motions and


kneels and stands and prays the
prayers to fit in with the others. It’s
one of the weirder forms of peer
pressure, but it lets her live this
exciting life. Fighting monsters,
saving lives, keeping the world
safe. Sure, the vow of celibacy
wasn’t really a perk of
the job, but she
wasn’t doing such
a bang-up job in
that department
in her old life, either.
And her old life didn’t
involve shooting zombies
in the face.

346
Brotherhood Database

Sister Eirwin Flanagan


Sisters of Divine Retribution
ASPECTS
Concept: Faithless Healer
Trouble: Hiding a Supernatural Power
Discipline: Kali Master
Adept Infiltrator
Healing Touch
APPROACHES DISCIPLINES
Careful Battle
Clever Subterfuge
Flashy Miraculous Acts
Forceful Technology
Quick Communication
Sneaky
STUNTS
Everybody Trusts a Healer: Because everybody trusts a healer, I gain +2
when I Cleverly create advantages by gaining the trust of other people.
Defanging the Snake: Because my Kali instructor has trained me to
Defang the Snake, I get +2 when I Quickly overcome an opponent by dis-
arming them, either physically or verbally.
Laying On of Hands: Because I have a natural healing ability, twice per
conflict I can remove a condition from a teammate, either by sacrificing a
demon die, or by selflessly taking on their pain, in which case I must mark
off a condition of the same level (mild for mild, moderate for moderate,
severe for severe).
Heal Thyself: Because my healing powers extend to myself, I can mark off
2 extra mild conditions and 1 extra moderate condition.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

347
Demon Hunters

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.

Following the Diluvian Battle, Lucifer was forced to abdicate his


throne as a condition of the Treaty of Acheron. He did so, reluc-
tantly, swearing that one day a child of Lucifer would once again
wield the Infernal Scepter, and on that day, Heaven would fall.

According to Lucifer’s publicist, the King of Hell is enjoying his


forced retirement. He spends his endless days traveling the under-
worlds, fishing in the Lake of Fire, and plotting revenge on those
who have robbed him of his kingdom. Also, backgammon.

348
Brotherhood Database

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.

The Morningstar: Because my body is Evil made flesh, I cannot be


harmed by mortal weapons.
Dark Angel: Because my angelic powers have been twisted in my
Creator’s absence I can spend a demon die to inflict a Corrupted con-
dition on my opponent through the laying on of hands. Roll the die: 1-3,
inflict a mild condition; 4-5, a moderate condition; 6, a severe condition.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

349
Demon Hunters

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.

Though the classic image of a demon is of a red-hued humanoid,


usually with horns and a pointy tail, in reality demons take on a
myriad of corporeal forms. Any size, shape, and number of append-
ages imaginable can be found among the demonic hordes of Hell.

Demons traffic in chaos, and their methods are as varied as their


appearances. Some choose to take the direct route, possessing
human beings and working their evil on Earth through their host.
Others are more subtle about it, making deals with mortals in
exchange for their immortal souls, corrupting them slowly over a
span of years.

A demon’s notoriety is measured in honorifics: a list of quali-


ties and achievements that follow the demon’s name. Things
like “Render of Flesh” or “Leaner of the Tower of Pisa” or “(R)
Alabama.” The longer and more impressive the list, the stronger
and more notorious the demon tends to be.

Demons aren’t inherently evil. Evil is a choice, but demons do tend


to be a product of their environment. When you grow up being
told that Good is the enemy of everything your world stands for, it
does tend to color your perceptions. To date, there has never been
a demonic Brotherhood agent. Could be that neither side is ready
for that yet. But maybe one day that can change.

350
Brotherhood Database

Secticulag the Well-Honed


Denizens of Hell
ASPECTS
Concept: Hack n’ Slasher Demon
Trouble: Compensating for Something
Discipline: Disemboweler of Demon Hunters
Decapitator of Innocent Bystanders
Keyer of Toyota Corollas
APPROACHES DISCIPLINES
Careful Hack n’ Slashing
Clever Scaring
Flashy Skittering
Forceful Fine Motor Skills
Quick Operating Vehicles or
Heavy Machinery
Sneaky
STUNTS
MegaSlasher: Because these arms can slice through any material made by
man, I gain +2 when I Forcefully attack robots, cyborgs, Ciphers, and other
artificial opponents.
Shock & Ah Crap!: Because I am the thing from your nightmares, I gain +2
when I Flashily create an advantage by terrifying my opponents.
I Will Bathe in Your Blood: Because my chitinous exoskeleton is razor-
sharp, any living opponent who comes into physical contact with me takes
on a minor Bleeding condition.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

351
Demon Hunters

Gluttozaphage the Ever-Hungering


Denizens of Hell
ASPECTS
Concept: Gluttonous Demon Ball of Arms & Teeth
Trouble: What About Second Breakfast?
Discipline: Render of Flesh
Devourer of Souls
Speaker With-er of Full Mouths
APPROACHES DISCIPLINES
Careful Devouring
Clever Defiling
Flashy Defying Gravity
Forceful Loyalty
Quick Strategy
Sneaky
STUNTS
Open Wide!: Because watching me eat is seriously gross, I get +2 when I
Flashily attack an opponent by attempting to consume them.
Demonic Deflection: Because I’m just a big ol’ floating wad of arms and
teeth, I get +2 when I Quickly defend against an attack by hovering up
out of reach.
Just One Thin Mint: Because some of my eyes are bigger than my stomach,
upon my defeat my bloated corpse will explode, spattering my opponents
with caustic stomach acid and partially-digested mystery meat, inflicting a
minor “Ew! Ow! Ew!” condition upon them.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

352
Brotherhood Database

“Raalf” Raalfamulax the Blue-Collared


Denizens of Hell
ASPECTS
Concept: Garbage Man From Hell. Literally.
Trouble: Squeamish When It Comes to Evil
Discipline: Hauler of Refuse
Avoider of Conflict
Builder of Friendships
APPROACHES DISCIPLINES
Careful Heavy Lifting
Clever Camaraderie
Flashy Cowardice
Forceful Portion Control
Quick Doing Evil
Sneaky
STUNTS
Blue Collar Tactics: Because Evil? Nah, I’m just a garbage man, I get +2
when I Cleverly overcome an obstacle via manual labor.
Conflict Conversationalist: Because I’d rather just talk this out over a
beer, whaddaya say?, I get +2 when I Sneakily create an advantage by
befriending a potential opponent.
Union Rules: Because this is a union gig, I’m takin’ my fifteen minutes,
once per session I can spend a demon die to bow out of a danger-
ous situation by taking my union-mandated coffee break. Mmmm…
Cobbler’s Crystals.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

353
Demon Hunters

Belthazuron the Corruptor


Denizens of Hell
ASPECTS
Concept: Spreader of Plagues
Trouble: Avoider of Dander
Discipline: Exile of the Infernal Pit
APPROACHES DISCIPLINES
Careful Destruction
Clever Pestilence
Flashy Invulnerability
Forceful Mystical Bindings
Quick Pet Allergies
Sneaky
STUNTS
Too Scary for Hell: Because I am too scary for Hell, I gain +2 when I
Cleverly create an advantage or overcome an obstacle through intimida-
tion and fear.
Infectious Attack: Because sickness follows in my wake, I gain +2 when I
Flashily attack with diseases and infections.

BFG: Because I am an Earthwalker I gain 6 bonus to use when I


engage in destruction. When I mark off a severe condition, I lose a bonus
die. Discover and invoke my Trouble aspect to use these dice against me,
but prepare to be itchy.

Dander Is My Weakness: Because I have only one weakness, I clear all


conditions at the end of each round of combat. The one exception is if I am
exposed to my one weakness: animal dander. In that case, all bets are off
and I am no longer able to clear my conditions.
CONDITIONS
Mild (5) Moderate (2) Severe (7)

354
Brotherhood Database

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.

Thankfully, the Brotherhood already did the heavy lifting on


these guys for you. Battling them through the centuries and across
continents, Brotherhood soldiers eliminated the Earthwalkers
one by one. It’s been over a thousand years since the last of the
Earthwalkers was slain*. You’re welcome, humanity!

The Prince of Darkness


With Lucifer gone, Hell was faced with a power vacuum. No one
dared to risk their fallen King’s wrath by claiming his throne. A
new position was created to rule over Hell in the King’s absence:
the Prince of Darkness. The currently reigning PoD is given a unique
honorific. One not shared by any other creature in Hell. The Satan.
The ultimate Adversary to all that is Good.

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.

355
Demon Hunters

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.

They’re My Dice: Because demon dice are mine, whenever a Demon


Hunter uses a demon die against me, the DM gets two of them
instead of one.

Pretty Much Impossible to Defeat: Because I’m the Prince of Darkness


I gain 4 bonus to use when I engage in destruction. When I mark off a
severe condition, I lose a bonus die. Discover and invoke my Trouble aspect
to use these dice against me (hint: it’s probably some of those usurping
wannabe Princes of Darkness-in-Waiting).
CONDITIONS
Mild (3) Moderate (2) Severe (5)

356
Brotherhood Database

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.

The Fallen, though angelic in nature, have had their powers


twisted by their time in the underworld. Rather than healing, their
touch now brings pestilence and rot, and their once luminous white
wings have turned black as pitch.

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)

357
Demon Hunters

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.

But imps don’t often travel alone. There’s strength in numbers,


and I’m not sure what number a “horde” is, but it’s a big one.
One imp by itself might nip at your ankle, but an imp horde can
skeletonize a full-grown man in a matter of minutes. Fortunately,
they’re pretty easy to kill. They’re weak against faith, bullets, blunt
instruments, and particularly heavy shoes.

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.

358
Brotherhood Database

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.

Okay, so it wouldn’t be winning at Westminster, but it wouldn’t be


a pure Evil killing machine either. Unfortunately unlike your theo-
retical Hellpuppy, most Hellhounds are pure Evil killing machines.
They’re expert trackers too, and they never lose a scent. Once they
get a whiff of a soul, they’ll hunt it down across dimensions and
realities. Once a Hellhound is on your trail, you might as well just
give up. You’re not getting away.

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)

359
Demon Hunters

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.

360
Brotherhood Database

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.

A few decades back, seeing his fellow supernats struggling against


the tyranny of the Brotherhood, Mr. Stag had an idea. He would
unite the members of the various factions of the supernatural
world into a fighting force capable of holding their own against the
agents of the Brotherhood. Now, as the head of M.O.N.S.T.R.E.,
his people come to him begging for help, which he is happy to
provide in exchange for their money. Their labor. Their sacrifice.
It’s not quite worship, but it’s damn close, and it feels so good. For
the first time in millennia, he is powerful, and he’ll do whatever it
takes to hold on to this power.

361
Demon Hunters

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.

Fire Is My Bane: Because I am a nature god, I cannot be harmed by any


means, except fire. Kind of obvious. If I am destroyed by fire, I will return in
due season.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

Gerhardt Graf Nielsen von ZÄhlen


Von Zählen is Old Money. Really old money. Like, Roman denar-
ius old. He has survived for centuries on his wits and his money
and the blood of countless generations of peasants. Time was, a
nobleman could get away with offing a few hundred peasants on a
whim. Not these days. Von Zählen employs a small army of assis-
tants, aides, secretaries, stylists, housekeepers, gardeners, guards,
accountants, advisors, publicists, personal shoppers, toadies, yes-
men, and the occasional Renfield to keep him un-staked and living
the lifestyle to which he’s become accustomed.

362
Brotherhood Database

The modern world is loud and


bright and confusing for a vampire
who’s lived through the entirety
of the second millennium, and von
Zählen’s feeling the effects. His arith-
momania is back with a vengeance,
usually popping up at the worst pos-
sible times. He thought he’d kicked
that particular compulsion back in
the 12th century! 13th century. 14th.
15th. 16th...

Gerhardt Graf Nielsen von Zählen


M.O.N.S.T.R.E. Claw
ASPECTS
Concept: Thousand-Year-Old Vampire Billionaire
Trouble: Creepy Arithmomaniac
Discipline: Surrounded by Renfields
You Don’t Live this Long by Being Careless
APPROACHES DISCIPLINES
Careful Money Management
Clever Enthralling
Flashy Faking My Own Death
Forceful Fighting
Quick Mundane Tasks
Sneaky
STUNTS
Let’s Make a Deal: Because there’s no need for violence, I’m sure we can
make a deal, I get +2 when I Cleverly defend against an attack by bribing
my way out of the situation.
Cat & Mouse Conversationalist: Because a flashy vampire is a dusted
vampire, I get +2 when I Sneakily overcome an obstacle by using my centuries
of wisdom.
My People Will Call Your People: Because Renfields are a dime a dozen,
and I’ve got a $#&@-ton of dimes, twice per session I can call in my
bodyguards (small mob). Oh, and have Your People stat these bodyguards
out. I’m busy.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

363
Demon Hunters

Valencia Rojas HuamAn


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.

Now, five hundred years later, she is the


CEO of a thriving, multi-generational
business empire, and the werevirus is
working for her, not the other way
around. Building her fortune on gold
from the lost ransom of Atahualpa,
she’s sought vengeance against the
Spanish in her own particular fashion.
Buyouts. Forced mergers. Hostile take-
overs. Not to mention the strange coin-
cidences of her major business rivals fre-
quently being found mauled to death by a
wild animal.

It was the deaths that did it. Valencia


found her business tactics drawing some
unwanted attention from the newly re-fo-
cused Brotherhood. In light of this,
Mr. Stag’s proposal seemed
like a wise investment.

364
Brotherhood Database

Valencia Rojas Huamán


M.O.N.S.T.R.E. Claw
ASPECTS
Concept: Inca Empress Turned Werejaguar Turned Titan of Industry
Trouble: Married to Vengeance and Greed Is My Paramour
Discipline: Cutthroat Business Practices
Blessed by Ekkeko, God of Abundance
APPROACHES DISCIPLINES
Careful Really Hostile Takeovers
Clever Skull Chomping
Flashy Fast Cars
Forceful Science
Quick Suppressing Bloodlust
Sneaky
STUNTS
Vengeance of the Incas: Because I am the living vengeance of the Inca
people, I gain +2 when I Forcefully attack an opponent of Spanish descent.
Literal Catlike Reflexes: Because I have the reflexes of a jungle cat, I gain
+2 when I Quickly defend against a surprise attack with my werejaguar
abilities.
I Always Get My Way: Because merely defeating you is not good enough.
You must be destroyed, I can spend a demon die to automatically turn any
successful roll into a success with style.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

365
Demon Hunters

Mikhail Aleksandrovich Denisov


A former researcher in the USSR’s top secret Novosibirsk-31
science city, Denisov had his pioneering work in cross-species
genetics and radical neuroenhancement suppressed by the Soviet
government. Cut off from his funding, he changed course, selling
prototype bioweaponry on the black market to fund his terrible
experiments. He couldn’t have picked a better time to get into
the exotic weapons trade. The Cold War was in
full swing at the time, and Denisov raked in
the rubles as everybody stockpiled for the
apocalypse. Soon he had cornered the
Mad Science arms market. Then the
Brotherhood started cracking down
hard on folks like him. That’s when
Mr. Stag showed up with an inter-
esting offer.

With M.O.N.S.T.R.E.’s limitless


resources at his disposal, Denisov
has been wildly successful as
the head of the M.O.N.S.T.R.E.
R&D division. Sure, his body died
a long time ago, but he hasn’t let
that slow him down. If any-
thing, freed from the demands
of operating an inefficient
meat-body, he has become
even more brilliant as his
mind rewired itself to focus
entirely on innovation.

366
Brotherhood Database

Mikhail Aleksandrovich Denisov


M.O.N.S.T.R.E. Claw
ASPECTS
Concept: Hyperintelligent Brain-in-a-Bottle
Trouble: Not Just Drunk…Russian Drunk
Discipline: Behold, My Terrible Doomsday Device!
APPROACHES DISCIPLINES
Careful Superscience
Clever Mad Mechanics
Flashy Alcoholism
Forceful Heavy Lifting
Quick Buggy Software Updates
Sneaky
STUNTS
Swift Science!: Because I have outwitted Death itself, I get +2 when
I Quickly create an advantage by throwing together a mad scientas-
tic device.
Robot Brain Jar: Because I am no longer encumbered by a weak, rotting,
meat-chassis, I get +2 when I Flashily defend by activating a feature of my
cybertronic cerebral support matrix (robot brain jar).
Dead Man’s Switch: Because I have activated my dead-man’s switch,
upon my defeat I can choose to spend a demon die to roll on the Featured
Creature table (on page 191) and the Featured Creature Modifier table
(on page 192), as my demise unleashes a terrible, new evil upon my foes.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

367
Demon Hunters

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.

But there’s always tomorrow to think about.


Morgan is the youngest and newest member of
the M.O.N.S.T.R.E. Claw, and she was thrilled
to be selected for the position by Mr. Stag. For
too long mystics have kept themselves to their
dungeons and swamps and castle keeps. The mys-
tical community needs to get with the times, and a
media-savvy witch like Morgan is the perfect person
to take them there.

368
Brotherhood Database

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)

369
Demon Hunters

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.

That’s why he joined M.O.N.S.T.R.E. This Stag guy gets it. He


knows how it feels when the worship slows to a trickle. How hard
it is to keep going. You need to stay relevant. Terrifying mortals
into submission just doesn’t work anymore. They’re too damn
desensitized. He’s had to get crafty. Subtle. A gentle nudge in the
wrong direction can be all it takes to damn a soul for eternity.
Hand them just enough rope and let them do the hard work of
hanging themselves for you.

While he’s happy to fight them on M.O.N.S.T.R.E.’s behalf,


Ahriman’s got no beef with the Brotherhood. His true adversaries
are those bastards over at Crawling Chaos, LLC. He’s fought their
kind since they wore crimson robes and danced around like idiots
under the blood moon. Spreading chaos is his thing, dammit, and
he’s not gonna have these cretinous cultists inviting some transdi-
mensional trespasser over to jump his claim.

370
Brotherhood Database

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)

371
Demon Hunters

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.

He didn’t stay down.

Chapter Tau Nine had been dispatched to investigate reports of


a sea monster off the coast of Jamaica. What they found instead
was the wreck of the Black Damnation, and one pissed off ghost
pirate who proceeded to crawl inside one of the agents. The exor-
cism rituals for spirit possession almost always work. Almost. The
leader of Tau Nine had made the rookie mistake of recruiting a
stuttering exorcist, and instead of banishing MacHardy, the agent’s
own soul was cast out of his body, leaving
the ghost pirate in charge.

Armitage MacHardy died a long time


ago. Today he’s taken on a more fitting
sobriquet: Arr MiHardies, scourge of
the skies. With his (literal) skele-
ton crew he sails the tradewinds in
command of M.O.N.S.T.R.E.’s airship
fleet. Bombing Brotherhood outposts.
Raiding Brotherhood aircraft. Just
making the world a more interesting
place. After all, everything’s better
with sky-pirates.

372
Brotherhood Database

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)

373
Demon Hunters

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.

These avenging amazons cruise the highways of America, seeking


out the scum who prey on their suffering sisters. Rapists. Wife
beaters. Adulterers. Those god-awful Pick-Up Artist douchebags.
If we’re being honest, the DoH’s intentions are pretty decent, but
their methods are off-the-charts extreme. We’re talking castration
on a good day. Or a light scourging if you’re lucky. A bad day?
That’s when they bust out the arc-welder. They’re their mothers’
daughters, and their fury knows no bounds.

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.

374
Brotherhood Database

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.

What we do know is that there’s a Jericho Cain in M.O.N.S.T.R.E.


right now, and he is bat$#&@ crazy. Several Brotherhood agents
have encountered him in the field, and report
that, while he’s not especially strong or fast
or magical or supersciency, he fights with a
lunacy like nothing you’ve ever seen before.
He’ll charge heavy artillery head-on, dive
naked into a river teeming with piranhas to
escape capture, and spend months planning
the most harebrained, idiotic, kamikaze
assaults against heavily fortified Brotherhood
targets that couldn’t work in
even the wildest of dreams,
all with zero regard for his
own safety and wellbeing. But
no matter how much damage he
takes—and we’ve seen him get beat/
stabbed/shot/exploded to hell—he
always seems to bounce back. Maybe he’s an
immortal who’s lived too long, looking for a
way out. Or maybe he’s just super crazy and
super lucky. Or maybe he’s twelve different
guys. How the hell are we supposed to know?
Just take your best guess!

375
Demon Hunters

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)

376
Brotherhood Database

Queen Cornelia the Wicked


She’s not from around these parts, which might explain why you
never hear about the country with the wicked queen on the news.
Cornelia is one of the fae. Once a powerful despot, she was cast
out of Faerie for crimes against her people and exiled to the Earth
realm. Bad news for us, she arrived with her powers intact.

The fae wield incredible magic, and Cornelia is no


exception. She has used these powers to rebuild
her palatial estate within the cramped studio
apartment she’s rented on the bad side of
town. It’s a lot roomier than it looks from
the outside, but it’s not enough. It’s not
real. Cornelia is obsessed with finding
a way back to Faerie, and has joined
forces with M.O.N.S.T.R.E. to make
use of their mystical resources. She
will find a way back to her kingdom,
and she will make them pay. Every last
one of them.

Many who have been in the queen’s pres-


ence have witnessed Cornelia talking to
herself. A one-sided conversation that
frequently leads the queen to distrac-
tion. She claims to be speaking—or
more frequently arguing—with the King and
their son, the Prince, back in Faerie. And
maybe she is; she’s certainly got the power to
pierce the veil between worlds. Then again,
she’s supposed to be completely locked out of
that realm. There’s no question that the queen
is insane, but is she just insanely evil, or full-on,
bat$#&@, hide-the-knives bonkers?

377
Demon Hunters

Queen Cornelia the Wicked


M.O.N.S.T.R.E.
ASPECTS
Concept: Exiled Monarch of the Faerie Realm
Trouble: I Will Get Back What They Took from Me!
Discipline: Mad Queen, Emphasis on the Mad
Even in Faerie They Fear My Power
APPROACHES DISCIPLINES
Careful Faerie Magic
Clever Commanding Allegiance
Flashy Vengeance
Forceful Rational Conversation
Quick Telling the Truth
Sneaky
STUNTS
Fae Spite: Because I will have my revenge against those who have
wronged me, I get +2 when I Flashily attack fellow creatures of the Fae.
Unseelie Knowledge: Because I’m not talking to myself, I’m taking
counsel with the King, I get +2 when I Cleverly overcome an obstacle using
knowledge that I shouldn’t have had.

Sore Loser: Because a queen of Faerie simply DOES NOT lose, twice per
session I can succeed with style, regardless what the roll was.

Wicked Might: Because I am the Wicked Queen of Faerie I am immune


to harm from your conventional weapons. Except iron. So there’s that.
CONDITIONS
Mild (5) Moderate (3) Severe (1)

378
Brotherhood Database

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.

Friggin’ pucks, man!

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)

379
Demon Hunters

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.

The queen’s mood in regards to


her daughter was quite changeable,
and much of the actual raising of the
child fell to Kyridel. From a young age he
instilled in her a love of dance that borders
on the obsessive. As she grew, he trained and
shaped her body, pushing it past its physical
limitations. Thanks to this torturous training,
Griselda can twist and bend her body into
impossible shapes, and can sprint a quarter
mile while en pointe.

Seeking to gain her mother’s favor,


Griselda now serves as the queen’s royal assas-
sin. Kyridel has shaped her into a dancer of death.
Her lithe, seemingly boneless contortions allow her
to gain access to the most impossibly secure of areas,
and she can take a man’s head off with a kick of her
bladed ballet slippers. She’s sure that every throat
slit brings her one step closer to her mother’s love.

380
Brotherhood Database

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)

381
Demon Hunters

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.

She knows she’s not the


first. There were others
before her. The shoes
they put on her had blood in
the toes. Old blood. Griselda is
rough with her toys.

The jester is the one pulling her


strings. He forces her to entertain
the queen and her terrible
daughter. To joke. To play
the clown. To kill. To spin
and twirl and dance in the
blood of the queen’s enemies.
She laughs as she dances, but that’s
Kyridel’s doing. There’s no laughter in
her eyes. Inside, she’s screaming. She’s
always screaming.

382
Brotherhood Database

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)

383
Demon Hunters

Drazuul the Deathbringer


Queen Cornelia has a pet. A little plaything she summoned from
the depths of the Pit. Were he left to his own devices, Drazuul
would run wild, annihilating all who stood in his way for the glory
of Death itself. Instead he is bound in servitude to the queen and
must do as his mistress commands.

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.

You know, maybe we should be thanking Cornelia for keeping this


thing on a leash.

384
Brotherhood Database

Drazuul the Deathbringer


Court of Queen Cornelia
ASPECTS
Concept: Consort of Oblivion
Trouble: Evader of Holy Water
Discipline: Commander of Husks
Herald of the Great Swarm
APPROACHES DISCIPLINES
Careful Death Magic
Clever Slaughtering
Flashy Sowing Fear
Forceful Enduring Torture
Quick Defense Against Magic
Sneaky
STUNTS
Obey the Deathbringer: Because pitiful mortals dare not defy the will of
the Deathbringer, I get +2 when I Forcefully attack a human opponent’s
mind, compelling them to obey my commands.
Lord of the Flies: Because I am the true Lord of the Flies, I get +2 when I
Flashily create an advantage by calling forth a swarm of insects.
Army of Husks: Because death would be a mercy, and thus I will not allow
it, once per session I can roll up to three demon dice to summon an army
of husks to fight by my side, equal in number to the result of the demon
dice roll.
Hide in Plain Sight: Because I am the stillness of death, I am invisible to
mortal eyes when I stand still.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

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Demon Hunters

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.

Chwaer Blaidd is a master of mesmerism and illusion. There’s not


a security guard in the business she couldn’t talk her way past,
leaving him convinced that letting her in was the best idea he’d
ever had. Or maybe she’ll strut right in under a fog of impercep-
tibility, masking her presence from even the cameras. Of course
she’d only use these powers for the good of Cylch Myrddin, never
for personal gain. It’s just a coincidence that her personal quarters
back on Avalon are three times the size of everyone else’s.

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Brotherhood Database

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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Demon Hunters

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.

Transmutation is a delicate art. It requires precision, patience, and


a deeply flawed understanding of the laws of chemistry. Brawd
Arth’s got all three, and he’s damn good at what he does. You
name it, and he can turn it into something completely different.
Were he not so devoted to Cylch Myrddin he could make a killing
in the lead-to-gold game, but he’s chosen to use his talents for
a more noble pursuit: stealing every magical item he can get his
hands on to wake up a slumbering wizard.

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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Brotherhood Database

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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Demon Hunters

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.

She doesn’t just do exits. She’ll explode you an entrance if you’re


just doing a quick smash-and-grab job. And if you’re no fun at all
she can dial things down a bit. Conjure just enough flame to torch
her way through glass or metal without triggering any alarms.
She can hold her own in a fight, too, in case the security guards
don’t fall for Chwaer Blaidd’s bull$#&@, but she’d rather not if
it can be avoided. She can control the flames, but it’s still fire, you
know? It’ll mess a dude up! Your average rent-a-cop doesn’t get
paid enough to deal with the likes of her.

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)

390
Brotherhood Database

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.

Technomancy is a relatively new discipline, but Brawd Draenog


is one of the best. Using a variation on astral projection, his con-
sciousness leaves his body, becoming one with the digital signal.
Becoming zero with it too. He has to become both or it doesn’t
work. He flows through the system, disabling the mark’s security
infrastructure from within. Worming his way deeper and deeper
into the network and leading his team to their prize.

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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Demon Hunters

Mad Workers of America in


Harmonious Alliance for Humanistic
Advancement (MWAHAHA)
Professor Aldous Mentalus
There’s no missing Professor Mentalus. He’s the one up at the
podium. The one with the enlarged, throbbing cranium. The one
floating three feet off the ground. This whole MWAHAHA thing
was his idea. He was tired of the legitimate sciences getting all of
the respect. It was time for the world to take Mad Science seri-
ously. Or else!

He was a supergenius well before he started the self-experimenta-


tion, but he always knew he could do more. Be a better version of
himself. Not aesthetically—no haircut known to man could mini-
mize that forehead—but intellectually. He started with a hypothesis:
An increase in brain matter will result in a higher IQ. And he was
right. His experiment yielded an exponential increase in his intel-
ligence. The side effect was unexpected, but a pleasant surprise.

He calls it Induced Telekinesis—the ability to manipulate matter


with the unprecedented power of his gargantuan mind. It’s made
getting around significantly easier. No more shuffling around on
a couple of hinged sticks like the rest of you bipedal chumps.
Professor Mentalus is taking to the skies! Well, maybe not as far
as the skies; he’s a little afraid of heights. But a couple feet off the
ground oughta do it. Take that, gravity!

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Brotherhood Database

Professor Aldous Mentalus


MWAHAHA
ASPECTS
Concept: Macrocephalic Master of the Mind
Trouble: Quit Staring at My Obsolete and Atrophied Limbs!
Discipline: Induced Telekinesis Via Genetic Manipulation
APPROACHES DISCIPLINES
Careful Telekinesis
Clever Radical Self-Experimentation
Flashy Hubris-Science
Forceful Resisting the Urge
to Monologue
Quick
Fitting Through Doorways
Sneaky
STUNTS
Brain Like a Supercomputer: Because I have a brain like a supercomputer, I
get +2 when I Quickly create an advantage using my incredible intellect.
Intellectual Paragon: Because I am the apex of human potential, I can
spend a demon die to inflict an In Awe of His Genius condition on an
opponent who witnesses my brilliance. Roll the die: 1-3, inflict a mild
condition; 4-5, a moderate condition; 6, a severe condition.
Evil Genius Monologue: Because this was all part of my Master Plan,
anyone in my presence who has taken an In Awe of His Genius condition
must make an overcome roll each round against an opposition 10 in order
to act, as their body is gripped with astonishment. On the first failure, the
opposition becomes 15 for the following rounds.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

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Demon Hunters

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.

This monkey is a mathematical genius, and he’s in high demand.


Mad scientists from around the globe are stepping over each other
to enlist this primate prodigy for their pet projects. You haven’t
lived until you’ve seen a theoretical physicist straight coldcock an
aerospace engineer to get first dibs on hiring a monkey.

Straight talk though, this is one smart goddamn monkey. Plus he


holds the dry erase markers with his little prehensile tail when he’s
solving equations, which is just friggin’ adorable!

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)

394
Brotherhood Database

Dr. Saskia Oosthuizen


MWAHAHA
ASPECTS
Concept: Gene-Splicing Supergenius
Trouble: Sick With Humanity
Discipline: Good With a Scalpel
Army of AbomAnimals
Genome Thyself
APPROACHES DISCIPLINES
Careful Biological Warfare
Clever Veterinary Surgery
Flashy Animal Training
Forceful Human Interaction
Quick Ethical Research
Sneaky
STUNTS
Loyal Minions: Because I have bred my creatures to obey, I gain +2
when I Flashily create an advantage or overcome an obstacle using my
AbomAnimal minions.
Ethically Unimpeded: Because “Ethics? Never heard of ‘em!”, I gain +2
when I Forcefully attack an opponent using biological weapons.
The Island of Mr. Hyde: Because I have a fridge full of DNA, once per
session I can inject myself with mutagenic DNA from an animal of my
choosing. I will take on a level “Mutant” Fringe discipline for the
duration of play that gives me the powers of my chosen animal.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

Dr. Saskia Oosthuizen


Look, just because two species haven’t had a common ancestor
in the past hundred and fifty million years doesn’t mean they
shouldn’t be able to breed! They just need some help, and Dr.
Oosthuizen’s the one to give it to them. From her hidden lab deep
inside a South African nature reserve, Saskia bends genetics to
her will in an effort to help Mother Nature fight back against the
plague of mankind. Just imagine it! Flocks of wildebeest-vulture
hybrids soaring overhead, out of harm’s way. Elephant-octopus
hybrids hiding from poachers by blending perfectly with their sur-
roundings. Lions, but, like, tiny, housecat-sized ones. Okay, so that
one’s just for her, but oh my god how cute would that be?

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Demon Hunters

She’s released a handful of her creations into the wild, to varying


degrees of success. But she’s found her work hampered by all of
these laws about conservation and endangered species and not
being allowed to operate a sinister lab out of a nature reserve.
Don’t these morons get it? She’s on their side! She’s just trying to
help before it’s too late!

Archibald Slotter, DDS


MWAHAHA
ASPECTS
Concept: Orally-Augmented Orthodontist
Trouble: Underinsured
Discipline: Interchangeable Chompers
Pretty Sadistic, Even for a Dentist
APPROACHES DISCIPLINES
Careful Crafting Prosthetic Teeth
Clever Gnashing of Teeth
Flashy Inflicting Pain via Dentistry
Forceful Malpractice Lawsuits
Quick Rational Behavior
Sneaky
STUNTS
Overbite: Because I’ve got a drawer full of deadly dentition, I gain +2
when I Forcefully attack or defend against an opponent using special-
ized dentures.
Dental Interrogation: Because you think this hurts, wait’ll you see the bill,
I gain +2 when I Quickly create an advantage by extracting information
from an opponent via dental tool torture.
Pain-Fueled Frenzy: Because pain just means you’re still alive, any time I
mark off a physical condition, on my next action I can roll an additional
without spending a demon die. Additionally I can choose to take a mild
Self-Inflicted Wound condition to gain this benefit.
CONDITIONS
Mild (5) Moderate (2) Severe (1)

396
Brotherhood Database

Archibald Slotter, DDS


They said he was crazy. They said man was not meant to wield
a weapon such as this. They said, “I really don’t think it’s a good
idea to replace your mandible with a solid-steel replica of the jaws
of a shark. I mean, how would that even work? Wouldn’t it be way
too heavy for your jaw muscles to operate?”

Morons! Fools! Weak-minded idiot know-nothings with their sad,


limited vision! Who’s laughing now through multiple rows of
razor-sharp, serrated teeth? Those pathetic weaklings with their
forks and their steak knives will never know the thrill of devouring
an entire rib-eye in a single, determined chomp! He has taken his
rightful place at the top of the food chain. A fisherman no longer,
he has become the deadliest catch!

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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Demon Hunters

Eleanor “Laser” Raye


The doctors couldn’t identify it, but it was some sort of motor
neuron disease. They told her she’d be dead inside a decade.
Eleanor Raye, roboticist extraordinaire, told them where they
could shove it.

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.

The government! The One-World Government! They did this to


her. They conspired with the Bilderberg Group and the Reptiloids
of the British royal family to take her out. She’d gotten too close
to the truth! Their secret military bases. Their radio telescopes.
Fluoride. Reality TV. Hot Pockets! She knew too much, so they
silenced her. Stole her voice. Well, they’re about to hear her loud
and clear. Weapons System: Online. Safeties: Disengaged. Target
Lock: The White House. No, the REAL White House. Run
for cover, android duplicates of the First Family! Laser Raye is
going to war!

398
Brotherhood Database

Eleanor “Laser” Raye


MWAHAHA
ASPECTS
Concept: Paranoid Pilot of a Walking Weapons Platform
Trouble: Paranoid Doesn’t Really Cover It
Discipline: Experimental Radioactive Power Source
Two Tons of Titanium Terror
APPROACHES DISCIPLINES
Careful Exoskeletal Warfare
Clever Robotic Engineering
Flashy Conspiracy Theories
Forceful Distinguishing Fantasy
Quick from Reality
Sneaky Stealth
STUNTS
Faraday Mind Cage: Because the Faraday cage in my helmet blocks
their satellite mind-control rays, I get +2 when I Quickly defend against
psychic attacks.
Kill All Reptiloids: Because it doesn’t count as murder if I’m just killing
Reptiloids, I get +2 when I Forcefully attack supernatural foes.
War Machine: Because I have weapons you can’t even imagine, I get +2
when I Cleverly create advantages using my weaponized exoskeleton.
Systems Still Online: Because my exoskeleton has multiple redundant
backup systems, I can reroute critical functions to clear a moderate condi-
tion by spending a demon die.
CONDITIONS
Mild (3) Moderate (2) Severe (1)

399
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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Demon Hunters

BUT FIRST A WORD ABOUT TIME TRAVEL


Ever feel like you missed out on all the cool stuff? I mean, sure,
the present’s pretty great. We’ve got antibiotics and the internet
and those blankets with sleeves in them and stuff. But the past had
cowboys and Aztecs and the Order of the Infernal Scepter and
freaking dinosaurs! If only there was a way to go back and live
through that cool stuff again.

Unfortunately, while most scientists agree that time travel is theo-


retically possible, they also agree that the technical requirements
necessary to actually do it are astronomically unfeasible. We’re
talking about stuff like cosmic strings and negative energy space-
craft and stabilizing and transporting black holes across multiple
light-year distances. Purely theoretical, and utterly impractical.

We call these people quitters.

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.

Timeslips aren’t a rare occurrence. Most are only open for an


instant before the universe repairs itself. The only time they really
get noticed is when someone or something goes through one. Fun
Fact: Every time you see a bird flying around someplace it’s not
supposed to be, like a grocery store or an airport terminal, it came
in through a timeslip.

The hardest part of traveling via timeslip is finding one. There


are certain locations on Earth where they seem to be more prone
to appear (Machu Picchu, Stonehenge, the Bermuda Triangle),

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Time Travel and a Brief Secret History of the World

but the appearances are still intermittent and fleeting. These


locations are known to be points of ley line convergence, though
whether this affects the likelihood of a timeslip has yet to be proven
conclusively.

There’s no guarantee of a return trip when you’re working with


timeslips. They’re inherently unstable. Here one instant, gone
the next. The Brotherhood has had some degree of success with
widening the slips, extending the time it remains open via mystical
or (mad) scientific means, but it’s still sort of a crapshoot.

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.

The downside of both of these forms of magical time travel is


that they’re one-way streets. Past to future only, there’s no going
back. Two-way mystical travel is trickier. There’s usually portals
involved—sort of an artificial timeslip. A doorway carved in the face
of reality, linking the two time periods. The problem with portals is
that they’re indiscriminate. As long as they’re open, anything can
pass through in either direction. Leave a portal untended for too
long and you’ll have woolly mammoths rampaging through the
financial district.

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Demon Hunters

In any case, when dealing with chronomancy, you’re putting your


ultimate fate in the hands of the god, monster, or miscellaneous
higher power that you’re drawing from to work your time magic,
and those guys are not known for being super reliable. Sure, you’ll
probably get where you’re going and make it home safely, but
there’s always a chance that your power source gets distracted and
closes your return portal early, or thinks it’d be funny to drop you
off a few thousand years past your intended destination.

Reliability is kind of important when you’re dealing with time


travel, and magic is anything but reliable. For that, you need
science. But like we said, according to science, time travel is simply
not possible. Fine, in that case, we turn to...

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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Time Travel and a Brief Secret History of the World

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.

The problem with all cutting edge devices—and time machines


definitely qualify as cutting edge—is that they’re prototypes. You
just want to hop around in time a little, not beta test some bulky
experimental contraption that might crap out on you in the middle
of the Renaissance. You just want something compact and easy to
use. Shiny and pocket-sized and idiot-proof, like if Apple made a
time machine. Too bad something like that hasn’t been invented.

FutureTech
Yet.

At some point in the far-flung future, time travel tech becomes


commercialized, and time tourism becomes big business. We figure
a good three percent of the crowd at any major historical event is
probably made up of looky-loos from the future.

But you know how some people can’t manage to go to Disneyland


without falling out of the Jungle Cruise boat and drowning? Time
tourists are no different, and their unidentifiable, anachronistic
corpses are a great source for portable, easy to use time machines.

These FutureTech time machines have the benefit of being way


more reliable than anything mad science can cobble together,
and they run on batteries instead of whatever kind of crazy
blood magic a mystical time portal requires. The tricky part is
finding one. There’s no telling where these future folks are gonna
show up, much less where they’re gonna drop dead. Fortunately,
there’s a thriving black market in these types of things. If you’ve
got the cash—and you probably don’t, these things ain’t cheap—a
FutureTech time machine can be yours!

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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!

“But what about grandfather paradoxes and the butterfly effect


and time loops?” you ask, your voice rising to a hysterical screech.
“We could break the universe!”

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!

Yeah, yeah. I know what you’re thinking. It’s what everybody


thinks when they find out about time travel. Come on, all together
now. “We need to kill Hitler!” Welcome to the club. Here’s the
problem though. For every one of us who thinks about heading
back in time to kill Hitler or Hitler’s parents or the guy who didn’t
let him into art school, there’s an equal number of godawful,
racist-ass, future Nazis who get their hands on some time travel
and think, “We need to protect Hitler!” A small army of anachro-
nistic anti-Semites keeping guard over everything Adolf and Adolf-
adjacent. The dude is locked down tight. It’s unfortunate, but none
of us are getting anywhere near Hitler.

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!

1 Exact quantity of remaining future subject to change. Probability waveforms


may collapse during shipment.

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TIME TRAVEL AT YOUR TABLE


Demon Hunting with time travel? No problem! But where do you
start? What are the rules?

Before You Begin


When you’re dealing with time travel, you’ll want to think through
a few things first. How are the Hunters supposed to get back to
their own time? What OTHER ways can they get back if their
primary mode isn’t available? What Threats lurk in their destina-
tion time period?

Then, consider which time travel method you should choose.


Remember, there are 4 methods of time travel:
• Timeslips
• Magic
• Mad science
• FutureTech

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.

Your choice of time travel method is very situational. Your team


is good at magic, or knows someone who is, you choose magic.
They’re good at tech, go with tech. They know where Kentucky
Blue Clay keeps his spare key, sneak into his office while he’s
napping and swipe his fancy FutureTech dealie. A timeslip opened
up? Go fix it.

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The Rules of Time Travel


Haven’t you been paying attention? There really aren’t any.
Remember, space-time is pretty damn resilient and can take care
of itself. So quit worrying about paradoxes, grab your method of
time travel, and go stop your enemy.

Oh wait, you want to change a major event in history? Yeah, good


luck with that. I know I just said there aren’t any real rules about
time travel, and that’s true. It isn’t so much that the universe keeps
certain events locked in time…unless of course that’s how your
time machine works. More like, there are more forces at work
than just your team, and several of them want to keep things just
as they’re supposed to be.

That said, as the DM you need to be prepared to dole out conse-


quences. The players want to time travel and gather up an army
of themselves to beat your final enemy? Totally fine. What’re the
consequences going to be? Do they all go insane? Does their army
turn on themselves? Does history or the future change? Bottom
line, you want to have some consequences ready to go, especially
if demon dice are involved. Can’t think of any? You can always
ask your players and go from there, or consult the Time Travel
Badness and/or the Time Travel Costs tables.

TIME TRAVEL BADNESS


RESULT
BADNESS
Create a new situation aspect and get
1+ a free invocation on
it reflecting reality bending to resis
t the time travelers
4+ As 1+, but also each Demon Hunter
marks off a condition
8+ As 4+, but also create a new situation
aspect
and get 2 free incations on it
12+ As 8+, but also the Chapter adds a
new permanent Trouble aspect
16+ As 12+, but also add a new permanen
t
Trouble aspect to each Demon Hun
ter

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TIME TRAVEL COSTS


d100 COSTS

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
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Example Time Travel Methods


You should come up with your own ways of time travel, but in case
you’re too lazy, here are a few ideas we totally didn’t crib from stuff
in that movie we saw.

Transtemporal Telephone Booth


Power Source: Tachyons and air guitar

Aspects: Dial-a-Date, This Phone Book’s Missing Some Pages

Stunt: Doctor…Somebody: Because there’s a phone number


scrawled next to the coin return, a Doctor...somebody—I don’t
know, I can’t make it out, once per session I can spend a faith die
to call up another time traveler for backup.

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

Stunt: Timesharp: Because the River of Time flows through


this blade, once per session when I Forcefully attack with the
dagger, I can spend a faith die to inflict a Rapidly Aged condition
upon my opponent. Roll the faith die: 1-3 for a minor condition,
4-5 for a moderate, and 6 for a severe. This sacrifice also recharges
the dagger, readying it for time travel.

Calendromatic Transpositator
Power Source: Crystalline resonance and coal

Aspects: Victorian Voyager’s Vessel, Takes a Ton of Coal


to Recharge

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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Time Travel and a Brief Secret History of the World

Mel’s Hole
Power Source: Telluric currents along ley lines

Aspects: Bottomless Abyss of Endless Eons, Got a Long


Climb Back Up

Stunt: Pit of Plot Devices: Because you wouldn’t believe the


sort of things people throw in a bottomless pit, once per session
I can spend a faith die to produce a useful item as an aspect that I
grabbed out of the air while falling down or climbing up the hole.

Chronoporter
Power Source: Dying suns in alternate universes

Aspects: Pocket-Sized Portal Puncher, Manuals Are for Wusses

Stunt: Mo Money: Because time travel can be exploited for


personal gain, I gain +2 when I Flashily create an advantage or
overcome an obstacle by using the device to commit a crime.

The 4-D Pinto


Power Source: 1.21 gigawatts?!

Aspects: Flux Capacitating Subcompact, Rear-Mounted


Plutonium Tank

Stunt: We Don’t Need Roads: Because where we’re going, we


won’t need roads, I gain +2 when I Quickly create advantages or
overcome obstacles while driving off-road. What, you thought this
thing could fly? Man, I wish!

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OKAY, NOW WITH THE SECRET


HISTORY OF THE WORLD
~13.8 Billion BCE: The universe is formed, expanding suddenly
from a superdense singularity. Parts of the universe will eventually
coalesce into an entity capable of calling this event the Big Bang,
but that’s a long way off.

~4.3 Billion BCE: Earth is formed from the disk of dust and gas
left over from the formation of the sun.

Also ~4.3 Billion BCE: Earth is simultaneously formed from the


body of Brahma, who emerged from a lotus flower that sprang
from the navel of Vishnu.

~3.5 billion BCE: Life begins to form in the primordial ooze of


the young Earth. Aw, look how microscopic and slimy we were
back then!

231.4 million–65 million BCE: DINOSAURS! RAWR!

~2.3 million BCE: A weird looking ape-like creature tries standing


up on its hind legs and decides it likes it. There’s no way this
ends well.

~200,000 BCE: Anatomically modern human beings arise in the


plains of Africa. Other hominids immediately run screaming from
our violent sociopathic ancestors. Their efforts will ultimately
prove futile.

~100,000 BCE: Humans begin practicing religion. Since they


did this WAY before inventing a system of writing, the gods
and goddesses worshiped in this era will one day be forgotten
completely, which really pisses them off. Ever seen a pissed off
cave bear god? No? Count yourself lucky!

~40,000 BCE: Facing overwhelming aggression from Homo


Sapiens, the Neanderthals retreat into the Hollow Earth, where
their species continues to thrive.

39,000 BCE: The chaos of existence forms into a cosmic egg,


within which the forces of Yin and Yang struggle for dominance.
This goes unnoticed by humanity, who are busy domesticating
horses and building roads.

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Time Travel and a Brief Secret History of the World

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.

~11,000 BCE: Due to the actions of a quantum magician gone


darkside, the continent of Mu sinks into the depths of the Atlantic
ocean, taking with it all evidence of the Naacal people and their
culture. Had they continued on, they would have been the ones to
finally crack hoverboard technology. Thanks for nothing, quantum
magicians!

~4000 BCE: Mesopotamia gets moving on this whole “civiliza-


tion” thing. Settle down, invent writing, build some cities, develop
mathematics and astronomy and civil law, and top it off by building
some badass ziggurats. So far civilization doesn’t seem too bad!

October 7-12, 3761 BCE: Yahweh finally gets around to creating


the universe; gets points for effort.

~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.

~2500 BCE: Pharaoh Khafra orders that a giant stone sphinx,


bearing his own likeness atop the body of a lion, be built alongside
the pyramids at Giza, thus numbering Pharaoh Khafra among the
earliest recorded “furries.”

~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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~2000 BCE: Representatives from the sides of Good and Evil


meet in Hades to sign the Treaty of Acheron. Lucifer steps down
as King of Hell. In his place, the fallen angel Azazel takes control
of Hell as the first Prince of Darkness.

1556 BCE: King Cecrops I begins rebuilding the city of Athens,


whose damage during the deluge was too severe to be fully reversed
by the divine roll-back. The people of Athens had been a little iffy
on the idea of being ruled by a half-serpent king who was born
not of man, but rather sprung fully-formed from the earth, but the
latest surveys show that this new public works program is polling
through the roof, which is doing wonders for his approval ratings.

995 BCE: A young Israelite named David, in the army of King


Saul, attempts to fell a giant Philistine cambion with a pebble in
a sling. The creature, named Goliath, returns fire with a three-ton
boulder, killing David outright. The forces of Good—figuring if Evil
can bend the rules, so can they—send in an anachronistic ringer
to finish what David started. And he does. He &#@$s that giant
up real good. The forces of Good, pleasantly surprised by how
things turned out, decide to make this arrangement official. The
Brotherhood of the Celestial Torch is established. The ringer was
later proclaimed King of the Israelites, but quickly lost that title in
a drunken, high-stakes game of darts with another soldier. This
soldier—coincidentally also named David—walked away from the
game with a royal title and a dart in his neck.

950 BCE: The Five Scions—the children of Lucifer—come of age. It


is prophesied that one of their number shall ascend to reclaim their
father’s throne. Meanwhile, on Earth, the disparate agents of Evil
find themselves helpless against the Brotherhood’s overwhelming
military force. It’s not a great time to be the Prince of Darkness.
Seizing the opportunity to both even the odds and keep the deni-
zens of Hell from questioning the legitimacy of his rule, the PoD
decrees that the Scions return to Earth and unite Evil’s fragmented
forces into a glorious new order—the Order of the Infernal Scepter.
The Scions are wildly successful in their new command, and the
Brotherhood find themselves facing a worthy opponent for the
first time.

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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.

543 BCE: Siddhartha Gautama achieves nirvana, and with it the


clarity of mind to truly perceive the structure of the world around
him. By seizing control of the elementary particles of nature, he
finds that he is able to summon flames from one hand, while water
gushes forth from the other. It’s the first of the quantum magician’s
miracles, but far from the last.

280 BCE: After a team of Brotherhood soldiers save the people


of Alexandria from a rampaging hieracosphinx, Ptolemy I Soter
decrees that a great structure be built in their honor. A lighthouse,
larger than any before it, is built on the nearby island of Pharos.
There it will serve as a beacon of hope and safe passage—an eternal
monument to the Celestial Torch itself. Well, maybe not eternal,
but it had a good run. Way longer than five out of the other six
Wonders of the World in any case. Speaking of which...

226 BCE: The Colossus of Rhodes falls while grappling against


the Titan of Cyprus, crushing the Brotherhood soldiers operating
it from within. The automaton is destroyed, having patrolled
the Rhodesian harbor for a mere 54 years. The Brotherhood’s
attempts to rebuild the clockwork behemoth hit a wall when the
Delphic Oracle proclaims that doing so would bring the wrath of
Helios down upon the city. She probably has a point; Helios is
kind of a dick about that sort of thing.

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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and his mausoleum guarded by eight thousand of his fiercest


warriors. Facing this massive army, Anqi is undeterred. With a
wave of his hand, Anqi transforms the warriors into statues, enters
the crypt without breaking the seal on the door, pries the elixir
from the Emperor’s cadaverous grip, and vanishes into the night.
The warriors remain on guard, fixed for eternity in their terracotta
poses. The moral of this story: don’t mess with a wizard’s $#&@.

30 BCE: Cleopatra VII Philopator—pharaoh of the Egyptians,


avatar of the goddess Isis, and regional commander for the
Brotherhood—is devoured while battling a serpent assassin sent
by operatives of the Order embedded within the court of Caesar
Augustus. Egypt is annexed by the Romans, whose historians
rewrite the events of her death in an attempt to make Cleopatra
seem like less of a total badass.

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Time Travel and a Brief Secret History of the World

1-33 CE: Another quantum magician is born, this time in the


Middle East. He performs a number of miraculous acts throughout
his short life, and gains a substantial following as he preaches a
philosophy of love and understanding. So of course people want
him dead. Following his execution by the Romans, the details of
the magician’s life are altered by those who come after him to fit
existing prophecies, casting him in a messianic role.

64 CE: An envoy from Athens arrives in Rome and is granted


an audience with Emperor Nero. He presents the emperor with
a precious gift, the Lyre of Apollo. Nero graciously accepts the
instrument and, not knowing the power of the relic, experimentally
strums his fingers across its strings, summoning a great swarm of
fiery, elemental salamanders that quickly scurry out into the city.
The resulting inferno rages for six days and causes widespread
damage throughout the entire city.

300 CE: The people of Silene in Libya are terrorized by a


monstrous creature that demands sacrifice in exchange for their
continued existence. The sacrifices escalate from the occasional
sheep or two to daily deliveries of young maidens. Georgius, a
tribune in the Roman army and soldier of the Brotherhood, arrives
to slay the beast, but he finds that reports of the creature were
incomplete. Expecting some kind of ogre, or at most a dragon,
Georgius instead finds himself facing off against Abraxas the
Unending. An Earthwalker. One of the most powerful demons
to ever live, cast out of the Pit for challenging Lucifer’s rule. The
battle raged for days, and though the details are lost to history,
Georgius emerged victorious. Abraxas lay dead, impaled through
the heart by the sacred blade Ascalon. Georgius was the first
member of the Brotherhood to slay an Earthwalker. Emperor
Diocletian would later have him beheaded for his beliefs, and this
martyrdom leads to his canonization as St. George, patron saint
of knights, crusaders, and the Brotherhood of the Celestial Torch.
Also herpes.

999 CE: The last known Earthwalker is defeated outside


Constantinople by agents of the Brotherhood. Sadly, all details of
this epic, world-changing battle have been lost. But hey, no more
Earthwalkers! Yay!

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1177 CE: Graawlurax the Conqueror attempts to possess the body


of Temüjin—the son of a former Mongol chieftain, enslaved by
the men who had killed his father. She hopes that in time she can
twist the child’s soul and shape him into a fearsome, bloodsoaked
warlord through her demonic influence. Once inside the child,
she finds herself facing off against the most ruthless, indomitable
human spirit she’s ever encountered. Unable to defeat this incred-
ible presence, Graawlurax’s demonic essence is obliterated. This
is but the first of many battles the boy will win. Soon, Temüjin’s
cunningly brutal strategies will result in countless military victo-
ries. He will unite the nomadic tribes into an unstoppable army.
His people will proclaim him to be “Genghis Khan,” the universal
ruler, and he will reign supreme over the ever-expanding Mongol
Empire. He’ll also have so much sex that it can be verified that
eight percent of the men in modern day Central Asia are his direct
descendants, so good for him.

1215 CE: For centuries the Brotherhood has only employed


mortals, the semi-divine, and a small number of so-called “blessed”
individuals, who have been gifted with extraordinary abilities by
the gods (what today we would call psychics). The Order of the
Infernal Scepter, by contrast, has no such moral restrictions, and
recruits freely from the supernatural and mystic community. Facing
a sudden and violent increase in magical attacks worldwide, the
new Director orders that the Brotherhood begin recruiting mystics
for the first time. This move, known later as the Thaumaturgic
Schism, angers many in the Brotherhood who feel that these prac-
titioners of witchcraft and wizardry are by their very nature in
league with the powers of Evil. A small number of hunters cut
ties with the Brotherhood entirely, though their loss is offset by
the influx of mystics. With time, mystics will become more widely
accepted, and their contributions will be vital to the Brotherhood’s
continued success, though certain factions within the organization
remain wary.

1485 CE: Leonardo da Vinci is commissioned by the Brotherhood


to design and build a flying machine for aerial reconnaissance. The
result—a bat-winged, pedal-powered contraption called an ornitho-
pter—is a surprising success, especially in light of that “aerial screw”
bull$#&@ they’d bought from him a few years earlier (more like,
“aerial screw-you-guys-I-already-cashed-the-check!”).

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1513 CE: Juan Ponce de León discovers Florida while searching


for the island of Bimini and its mystical Fountain of Youth. As
anyone who’s ever been to Florida can attest, it’s not a place you
should go if you’re looking for youth.

1520 CE: Moctezuma II, ninth tlatoani of Tenochtitlan, is killed by


conquistadors under the command of Hernán Cortés during the
Spanish conquest of Mexico. With his dying breath, Moctezuma
casts a curse upon all invaders of his land, that anything they
eat will cause them immense gastric distress. The revenge of
Moctezuma protects Mexico to this day.

1610 CE: Erzsébet Báthory, a Hungarian Countess, is accused of


the torture and murder of hundreds of young women so that she
might bathe in their blood. The situation couldn’t possibly scream
“vampire” any louder. Her family, seeking to avoid scandal, bribes
the local Brotherhood official, who allows them to seal her inside a
room in the tower of her family’s castle. The Brotherhood official
is later tried for corruption and removed from his position. His
replacement, following up on the case four years later, finds the
tower room empty. Sightings of Countess Báthory continue to be
reported over the next two hundred years.

1752 CE: Georg Wilhelm Richmann, a physicist working with


the Order of the Infernal Scepter, taps the telluric currents of the
Earth to invent a device capable of creating a wormhole large
enough to engulf the entire planet. He activates the device on
September 3rd, rocketing the world ten days into the future as a
demonstration of his power, before demanding that the nations
of the world fork over a ridiculous amount of money lest he send
them even further through time. Since only a small number of
scientists actually notice the missing days, the world governments
have no idea what this crazy guy is talking about and destroy his
letters. The Brotherhood, working through intermediaries in the
Catholic church, introduce the Gregorian calendar to adjust for
the missing days.

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1753 CE: Brotherhood agents raid Richmann’s laboratory in St.


Petersburg, but the mad genius and his assistants don’t give up
without a fight. His wormhole device is destroyed in the melee,
and Richmann is killed by a bolt of electricity to the forehead,
courtesy of an experimental electrical rifle designed by Richmann’s
American rival, Benjamin Franklin, who collaborates with the
Brotherhood on occasion.

1790 CE: Sentenced to transportation for the crimes of assault,


arson, and public drunkenness (of which he was staggeringly
guilty), William “Mad Dog” Albrecht, a member of the noto-
rious Albrecht clan of monster hunters, single-handedly saves the
fledgling New South Wales penal colony during the Great Bunyip
Migration.

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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1841 CE: President William Henry Harrison is bitten by a


werewolf as he approaches the podium to deliver his inaugural
address. Ignoring the advice of his doctors, he proceeds to deliver
a two-hour speech, parade through the streets of Washington
DC, and attend a number of celebratory balls, after which,
succumbing to the virus, President Harrison undergoes his initial
transformation and disappears into the night. Over the next few
weeks, reports come in of vicious animal attacks in and around the
DC area. A month after initial infection, Harrison is finally and
respectfully taken down by the local Brotherhood Chapter. A few
well-placed bribes ensure that “pneumonia” will be recorded as the
lycanthropic president’s official cause of death.

1864 CE: A thoroughly confused pteranodon emerges through


a momentary timeslip in the skies over Vicksburg, Mississippi.
Shortly thereafter, a battalion of Union soldiers are attacked by
what they believe to be a large, featherless bird. They take the
beast down, and pose for a photo with its massive, leathery carcass.
The Brotherhood spends a good portion of the next century
hunting down the copies of this photo and either destroying them
or replacing them with obvious forgeries.

1896 CE: Johnathan Harker, a solicitor, is sent by his London


firm to the Carpathian Mountains to assist a reclusive aristocrat
who has retained their services in purchasing property in London.
The next year, Bram Stoker publishes D rac u la , a collection of
letters and journal entries written by Harker and his associates,
detailing their encounters with and eventual slaying of the Count, a
powerful vampire. The book, widely mistaken for a work of fiction,
is an incredible success, and is largely responsible for exposing
the vampires to a global audience, including rather precise and
accurate instructions on how to dispose of them. Vampires, under-
standably, aren’t too crazy about this fact, and Stoker spends the
rest of his life under a Brotherhood protective detail.

1910 CE: A scientist in the employ of the Brotherhood develops a


new method of scientific reanimation by wiring external electrodes
directly to the brain of a patchwork cadaver and bombarding it
with bolts of electricity. The result is a massive, lumbering beast,
lacking any sort of intellect. A far cry from Frankenstein’s creature,
but a huge step forward in reverse engineering the mad doctor’s
methodology. The process will later be named the Karloff Method,

421
Demon Hunters

after the famed actor’s portrayal of Frankenstein’s creature,


itself said to be based on one of the Brotherhood’s reanimated
monstrosities.

1914-1945 CE: Known as the Era Infernalis, these dark years


mark the height of the Order of the Infernal Scepter’s influence and
reach. During this time of global war and economic ruin, the Order
brutally and systematically destroys Brotherhood outposts around
the globe. In an effort to survive this onslaught, the Brotherhood
begins recruiting supernatural agents for the first time, alienating
many loyal agents, including the Sisters of Divine Retribution, who
split off to form their own organization.

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.

1937 CE: While attempting to circumnavigate the globe, Amelia


Earhart and her co-pilot Fred Noonan vanish somewhere over the
Pacific Ocean. Earhart’s disappearance is considered a possible
attack by the Order, as she had previously flown missions for the
Brotherhood. No trace of Earhart or her plane is ever found, and
the investigation into her disappearance remains open.

1935-1945 CE: Heinrich Himmler, working with the Thule


Society (a group of powerful mystics and mages with ties to the
Order of the Infernal Scepter), establishes the Ahnenerbe, and
begins collecting mystical and holy relics from around the world.
Whatever their sinister plans for these ancient artifacts were,
they were never realized. Following the Nazi’s defeat, members
of the Thule Society escaped to the German submarine base at
Neuschwabenland where they hoped to drill into the Hollow Earth
and make contact with the subterranean Vril-ya master race. These
hopes, along with their drilling equipment, were destroyed during

422
Time Travel and a Brief Secret History of the World

the events of Operation Highjump—a highly classified Antarctic


assault on the Thule Society’s frozen fortress by the US Military.

1947 CE: The Brotherhood receives an encrypted message from


a deep cover agent embedded in the Order that one of the Five
Scions has been murdered. The Order is investigating, but all
evidence seems to point to his own sister as the murderer. One
down, four to go.

1947-1962 CE: The Order splinters as each Scion separates to lead


their own faction in a futile attempt at self-preservation. One by
one, the Scions begin to pick each other off. The Brotherhood,
meanwhile, recovers from the Era Infernalis at a rapid pace. While
the Order is busy fighting itself from within, the Brotherhood is
able to focus on training agents and rebuilding infrastructure.

1960 CE: The NecroMoniComSat array—a network of


Brotherhood satellites in low Earth orbit—comes online, allowing
the Brotherhood to constantly monitor the planet for Infernal,
necromantic, or other exotic energy emissions that might indicate
Evil activity. The NecroMoniComSat will also form the backbone
for the impending upgrades to the Brotherhood database.

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

423
Demon Hunters

1992, and evacuated the bulk of its residents. The Brotherhood


continues to monitor Centralia, and has tasked Magic & Mad
Science to develop a method of closing the Hellgate without first
digging it up.

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.

1967 CE: Harold Holt, Prime Minister of Australia, goes missing


while swimming in Port Phillip Bay. His body is never found by
civilian authorities, but is later discovered jammed into the airlock
of the Brotherhood’s undersea research and defense habitat off
the coast of Tasmania, with a metallic tablet tied to the PM’s torso
with leafy ropes of kelp. The tablet contains strange markings that
Brotherhood researchers decipher as a warning from the Deep
Ones that the habitat was built too close to one of their cities.
Not wishing to bring more trouble to the civilian world, the
Brotherhood abandons the structure.

1980-1988 CE: Novus Ordo manages to embed a number of their


agents in children’s day care facilities across America to perform
Satanic rites and indoctrinate the children under their care into
the war against the forces of Good. Their plans are exposed when
several of the children confess to the bizarre, violent, and sexual
rituals they were forced to take part in, and Novus Ordo abandons
their plans.

1986 CE: A radiation elemental bursts into existence in the core


of reactor number four of the Chernobyl Nuclear Power Plant.
Thirty-one people are killed in the explosion and subsequent
fire, and millions more irradiated by the fallout resulting from its
escape from the facility and ensuing rampage through the town of
Pripyat and the surrounding region. Chapter Alpha One is flown
in to contain the elemental. Wearing lead-lined protective gear and
hosing it down with pressurized boric acid throwers, they manage
to corral the creature back into the destroyed reactor and subdue
it, burying it under thousands of tons of sand and lead. With
the elemental neutralized, Brotherhood agents within the Soviet

424
Time Travel and a Brief Secret History of the World

government set to work designing and implementing plans for a


gargantuan “concrete sarcophagus” to permanently entomb the
elemental.

1995 CE: The internet’s rapid rise in popularity has led to an


increase in reports of supernatural activity around the globe—the
sort of activity the Brotherhood has been trying to keep secret
for centuries. To stem this sudden flood of forbidden knowl-
edge, the Brotherhood launches Snopes.com to “debunk” these
stories and promote a more skeptical view of digital media. It
remains one of the Brotherhood’s most successful disinformation
campaigns to date.

1997 CE: Hydrophones stationed near Point Nemo detect a deaf-


eningly loud noise, later called “The Bloop,” determined to be
biological in origin. In response, the men and women of Chapter
Theta Three take off from the Brotherhood’s secret air base off
the coast of Antarctica on a supersonic flight to the middle of the
Pacific. Arriving at their target just as the island breaks the surface,
the pilots release their mystically-enhanced payload—a bomb
designed to smack Cthulhu’s snooze button and send R’lyeh back
where it came from. The mission is a wild success. Clearly, since
Earth is still here.

2003 CE: Vibrations from the US military’s nearby bombings


are transmitted through the foundation of the National Museum
of Iraq, shattering the Sacred Vase of Warka and releasing the
edimmu trapped within. These vengeful entities flow out into the
city, possessing people at random and inspiring them to commit acts
of vandalism and theft. The possessed citizens raid the museum,
looting its priceless collections and damaging or destroying many
irreplaceable and important archaeological relics.

2010 CE: A team of Brotherhood mad scientists manage to defuse


the singularity bomb at the center of the Large Hadron Collider
mere seconds before it is activated for the first time. Had they
failed, the entire planet would have been obliterated in an instant
by an artificial black hole. His plans thwarted, Dr. Forrest Majeure
quietly resigns from his position at CERN.

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Demon Hunters

2014 CE: A trio of massive craters appears on the remote Yamal


Peninsula in Siberia, the latest incidence of a growing and global
sinkhole epidemic. Suspecting possible Hollow Earth involvement,
a Brotherhood chapter is dispatched to investigate. All communi-
cations with the team are cut off shortly after they enter the crater.
They are not heard from again.

2015 CE: M.O.N.S.T.R.E. unveils its latest weapon of destruc-


tion—the Weather Subjugator, an airship-mounted laser cannon
capable of controlling the weather on a planetary scale. In a
demonstration of its awesome power, M.O.N.S.T.R.E. spawns
three simultaneous hurricanes over the Pacific Ocean, destroying a
fleet of Brotherhood patrol vessels en route to investigate a distur-
bance from the Marianas Trench. The Brotherhood responds in
kind with its own brand of mad scientific annihilation, activating
the NecroMoniComSat array’s rarely used weapons platform, the
Deus Ex Machina. With a single exotic-matter fueled, 23,000 mile
sniper shot, the Weather Subjugator, and its airship, are reduced to
a cloud of elementary particles.

426
Demon Hunters

Appendix I: Open Game License Version 1.0a


The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark


owners who have contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including derivative works and
translations (including into other computer languages), potation, modi-
fication, correction, addition, extension, upgrade, improvement, compila-
tion, abridgment or other form in which an existing work may be recast,
transformed or adapted; (c) “Distribute” means to reproduce, license, rent,
lease, sell, broadcast, publicly display, transmit or otherwise distribute;
(d)”Open Game Content” means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement over the
prior art and any additional content clearly identified as Open Game
Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specif-
ically excludes Product Identity. (e) “Product Identity” means product and
product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, like-
nesses, formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of charac-
ters, spells, enchantments, personalities, teams, personas, likenesses and
special abilities; places, locations, environments, creatures, equipment,
magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identi-
fied as Product identity by the owner of the Product Identity, and which
specifically excludes the Open Game Content; (f) “Trademark” means the
logos, names, mark, sign, motto, designs that are used by a Contributor
to identify itself or its products or the associated products contributed to
the Open Game License by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format, modify, translate and other-
wise create Derivative Material of Open Game Content. (h) “You” or
“Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to
any Open Game Content that you Use. No terms may be added to or
subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content
distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this


License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
Game Content.

428
The Stuff That's At the End of the Book

5. Representation of Authority to Contribute: If You are contributing


original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.

6. Notice of License Copyright: You must update the COPYRIGHT


NOTICE portion of this License to include the exact text of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date,
and the copyright holder’s name to the COPYRIGHT NOTICE of any
original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in conjunction with a work
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that Product Identity. The
owner of any Product Identity used in Open Game Content shall retain
all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly


indicate which portions of the work that you are distributing are Open
Game Content.

9. Updating the License: Wizards or its designated Agents may publish


updated versions of this License. You may use any authorized version
of this License to copy, modify and distribute any Open Game Content
originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with
every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the
Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any


of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You
may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail


to comply with all terms herein and fail to cure such breach within 30
days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

14. Reformation: If any provision of this License is held to be unenforce-


able, such provision shall be reformed only to the extent necessary to
make it enforceable.

429
Demon Hunters

15. COPYRIGHT NOTICE

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.

Fate System Toolkit © 2013 by Evil Hat Productions, LLC. Developed,


authored, and edited by Robert Donoghue, Brian Engard, Brennan Taylor,
Mike Olson, Mark Diaz Truman, Fred Hicks, and Matthew Gandy.

Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 2005


by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.

FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil


Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.

Spirit of the Century © 2006, Evil Hat Productions, LLC. Authors Robert
Donoghue, Fred Hicks, and Leonard Balsera.

Chronica Feudalis © 2009, 2010 Jeremy Keller.

Demon Hunters: A Comedy of Terrors, Copyright 2015, Dead Gentlemen


Productions, LLC; Authors Cam Banks, Jimmy McMichael, Don Early,
and Nathan Rockwood.

In accordance with the Open Game License Section 8 “Identification,” the


following designate Open Game Content and Product Identity:

OPEN GAME CONTENT

The contents of this document are declared Open Game Content except
for the portions specifically declared as Product Identity.

PRODUCT IDENTITY

All character and place names and images, organizations, groups, “5


Minutes to Mayhem”, “60 Minutes to Mayhem”, the terms “faith dice” and
“demon dice”, and the contents of the chapter called “Missions, Threats,
and Mayhem” are considered Product Identity and trademarks of Dead
Gentlemen Productions, LLC. All game rules, systems, and additional
procedures are Open Game Content.

430
Faith Dice Chapter

Devotion
Name Conditions
Description MILD (UP TO 5 HITS)

Aspects
CONCEPT
MODERATE (UP TO 10 HITS)
TROUBLE

DISCIPLINE

DISCIPLINE

SEVERE (UP TO 15 HITS)


DISCIPLINE

Approaches Stunts
CAREFUL QUICK

CLEVER FORCEFUL

SNEAKY FLASHY

Disciplines
COMBAT & TACTICS

COVERT OPS

MYSTIC ARTS

RESEARCH & DEVELOPMENT

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 Loves (that isn’t Evil):

What It Hates:

SUPPORTING CAST
Allies, Henchmen, Minions:

Other Interested Parties:

Future Victims:

432
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?):

Featured Creature Suspects:

Building Type:
Location Type:
Location/US State:
Mission Objective:

Witnesses:

Key Contacts:

Other Interested Parties:

Potential Equipment Needed:

Big Picture Mission:

Big Picture Enemy:

433
Mission Agenda:

SINISTRA
1:

2:

3:

4:

STAKES QUESTIONS
1:

2:

3:

4:

CAST (NAMES)

434
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:

THREAT AGENDA THREAT AGENDA

CAST CAST

STAKES QUESTIONS STAKES QUESTIONS

STUNTS STUNTS

435
Demon Hunters
THREAT 3 THREAT 4
Category: Category:
Type: Type:
Impulse: Impulse:
Description: Description:

SINISTRA SINISTRA
1: 1:

2: 2:

3: 3:

4: 4:

THREAT AGENDA THREAT AGENDA

CAST CAST

STAKES QUESTIONS STAKES QUESTIONS

STUNTS STUNTS

436
The Stuff That's At the End of the Book

Download Character Profiles, Mission Profiles, and


other resources to run a D e mon H u nte rs Mission at
http://demonhuntersrpg.com/downloads

Or use this thing:

437
Demon Hunters

Killed in Action

@TorgHacker • Aaron “Jax” Jackson • Aaron “The Fenyxx” Baer


Adam “Tailgate” Brown • Alberto De Jesús Bianchi • Alex Keane
Alex Miles-Lasseter • Alex Otis • Alex S. Rinehart
Alexander “Oh god, Why?!” Macdougall • Alexander Gordon, Holly
Feher, Kenneth Remalia, Maralynda Remalia, and Matthew Scoppetta
Alexis Santos • Alias • Alistair Morrison • Altered Confusion
Alva Hopkins • Alyssa Mogil • Amanda Cook • Amanda Layne Olsen
Amazing Rando • Amber Montecchie & Laura Catter • Amy Lindsey
Anaïs C. Morel • Andrea Lo • Andrea Martinelli • Andreas Lundmark
Andrew Allison • Andrew and Monica Marlowe • Andrew Basham
Andrew G. Harter • Andrew R Nagel • Andrew Raphael
Andrew Swansen • Andrew Tucker • Andrew-Kent Snyder
Andy ‘crowolf’ Somers • Andy Johnson • Andy Miller • Antihuman09
Arbco the Heretic • Ashlyn White-Dragon • Audrey Wood
Aunt DeDe • Avi Goltz • Avium Cordis • B. Nichole
Barry “Codex” W. • Barry T. Drake • Ben Morgan • Ben Sheldon
Benjamin Wessels • Bernetta Ferguson • Bernie & Di Brown • Bert Isla
Big Bad Brad of the Serious Swans • Bill Nielsen • Bill the Growler
Bitter Old Joe O’Toole • Björn VittraSlayer’s last words to his comrades
were as follows: As you are now so once was I, as I am now you soon
will be. • Blair Haggerty • Blake McLean • Boter
Brandon “The Pink Penguin” Inoue • Brandon Lee • Brennan Dawson
Brent Van Keulen • Brett “Mayhem” Manly • Brett Easterbrook
Brian R. Bergdall • Brother James Moran the black monk
Bruce “Darth Dabz” Gregory • Bryan “Crotch” Wagner
Buster MacTavish • C. Stuart • Cameron Verkaik • Carlos Restrepo
Carsten Berg • CFW • Chad “Tecrogue” Long • Cheryl & Bill Henker
Cheryl and Dave M • Chip Fursdon • chop socky boom • Chris Piazzo
Chris Quin • Chris Snyder • Chris Von Wahlde • Christopher J. Durie
Christopher Michael Kayser • Christy Everette • Clayton Odel Culwell
Clint & Jodi Black: eaten by Duamerthrax, then regurgitated, then eaten
again. • Cody D. Noon • Cole and Cassi Cummings
Colin Dudley • Collin “Cybertec” Toohey • Corey Watson
Corlaktuz, the despoiler of worlds. • Courtney “Killpurakat” Rayle
Craig Duffy • Craig Payne • Crystal Groves • D Howard
Damon Hammes • Dan “Buxtehude” Moody • Daniel “Menkis” Menk
Daniel “Wolfsbane” Warren • Daniel E. Chapman II • Danny Atwood
Darren Davis • David “Blackwolf” Blackman • David “Siterath” Moyer
David “Yoda” Odie • David A. Robins • David B. Semmes
David E. Nebiker • David Honeycutt • David Neill • David Solie
David Vanderhuge • David Wagaman • Derek “Pineapple Steak” Swoyer

438
The Stuff That's At the End of the Book

Dirk Cjelli • DJ Pierson • Dom Zook • Donald Campbell, Grayson


Bevans, Cody Clark, & Snow Bot • Donald Evans
Douglas Andrew Sloan • Douglas Urquhart • Draven Osbourne
Drew Wendorf • E.E. Freeman • Earl Weaver • Ed Kowalczewski
Edvard Blumentanz • Edward “Croc” Pritchard
Edward “Evil Ed” Stapleton • Efren Holguin • el Mīko • Eleanor Hingley
Elizabeth Eins • Ellie A.K.A “Snort” Secrest • Elpinoino
Emily Olson Quann • Eric “Wandering Damage” Bohm • Eric B. Pratt
Eric Franklin • Eric Lane • Erica “Vulpinfox” Schmitt • Erik Arocho
Ethan Hedman • Everett Gibs • Evil Chippy • Felix “Alasseo” Glynn
Ford Fitch • Fox Winter & Johnny Raisor • Frédéric Fiquet
Frederik Elmquist-clausen • Gabriel Garcia • Gareth Davies
Gen Bruneau • General Escort • Geoffrey Lin • Geoffrey Roy
George and Jen Grannis • Glenmor the Hippish • Glimlar
Gordon Duke • Greg Krywusha • Greg Schoenberg • Grimm Kitty
H David Blalock • H. W. McCray • HaiKulture • Hammer • Hamruk
Happyshrapnel • Helen Brubeck • Horad Ricun • Hugh Wyler
Ian Thompson • Ian Watson • Ian Winningham
J. B. Tristan Haslach III • J. L. LaMastus • Jack Gulick
James & Erin Sigler • James & Laura Goodwin
James a.k.a. uber a.k.a. zeroskill • James Klingler • James L. Notheisen
Jan Grimmer • Jared 8-ball Strickland • Jared Hunt • Jason Gunter
Jason Janes • Jason Klimchok • Jason Sunday • Javier Palenzuela
Jay “Juicemaker” Senior • Jay Bushey • Jeff Becker • Jeff DeNeui
Jeff Whaley • Jeffrey D Richard • Jeffrey Gates • Jeffrey P. Hosmer
Jen Page • Jere Manninen • Jeremiah “Br. Saul” McCoy
Jeremiah ‘H2Omiah’ Buttner • Jeremy & Andi Smith • Jessica Hand
Jiima Arunsone • Jim Fortsas • Joe & Dara C.
Joe “StreetShadow” O’Brien • John “Kingbeast” Taber • John Adamus
John F. Zmrotchek • John Munn • John Oram • John Simutis
John T. Overath • Jon & Sarah Palms • Jon “Spaz” Turner
Jordan “The Wind” Brown • Jose Antonio Graves • Joyce Demo
Justin “Arr MiHardies” Pulsipher • Justin “Punluvin” Isaac • Justin Gray
Justin Haynes • Justin Trautwein • Kai Alexis Price • Karl Ryan
Karsten Fritsche • Karsten Kopplin • Karsten Stump
Kasper M.Christiansen • Katie Magee • Katrina Ruff • Kayla Graves
Keith “Dungeon Master” Vorderbruggen • Keith Fannin
Kenneth Cooper • Kevin Ehrler • Kevin Lawrence • killphi
Kimberly Renee Burgess • Kioni Sukine • Kirk the Impaler
Kitchen Jedi Morgana Ross • Knut Anton Karlsen
Kristopher “Negi” Mizell • Kristopher Volter • Kristy Carey
Kurt “Oops!” Zdanio • KVH • Kyle “Drow” Hart • Lady Vigil
Lambert Behnke • Lawrence, The Cook • Lee Garvin • Leron Culbreath
Leslie Sedlak • Lester Smith • Lester Ward • LeviathanVII -Greg D-
Liam Fitzgerald • Lloyd “Akavidar” Rasmussen

439
Demon Hunters

Lobelia Ushtar, Misser Shaddows Cuddlepaws, Leon Pawheart,


Khopesh Aeterno, Doralius “Dirty Dawg” Darkfold • Logan Craig
Lucek • Luke Thurston Chambers • Lydia Grace Henson
M.R. Gorgone • Maarten “Wenz” Wens • Mack “Bishop” Cook
Marc Margelli • Marcie Dobyns • Marcus Ervin III • Marcus Johansson
Margaret A. Hunt, Linda Ferguson and Ian Swinney. Three heroic
individuals who sacrificed, suffered, and supported so another might live.
Maria Mester • Marigold Schaumburg • Marina “Doedelbuesi” Hofer
Mark Magagna • Mark R Strock • Mark Reed • Marko Lukač - Faldang
Martin “the Salamander” Smith • Mason “Cheeser” Williams
MasterLoch • Mathias Gehl • Matt the socially inept
Matthew “ThunderMonk” Orwig • Matthew McFarland
Matthew Miller • Matthias Reissmann • Megan Peterson
Michael Baskal • Michael Grafton • Michael Kohl • Michael Mair
Michael Pleier • Michael Sprague • Michael Surbrook
Mike “SanMan” Santangelo • Mike Labny
Mike Thompson- Murdered by Kittens • Moritz Schubert
Morten Poulsen • MsMoon • Myra “Zolexa” Hall • N/A • Nathan
Nathan Rockwood • Nathanielstarr • Nbaer • Nicholas “IL PAPA” Pope
Nicholas Brigance • Nick Boughton • Nicole & Matthew Westover
Niels Starfari • Niko Wieleba • Norman G Schlagenhauf III
Omar LK Sharif • Orpheus, Undead Bard • Oscar Ulloa
Pablo Rodriguez • Pansélinos (Πανσέληνος) • Patricia Awesome Neumann
Patrick Greenlaw • Patrick Thompson • Patrik “Vortex” Maass
Patty Stadnicki • Paul D. Young • Paul Grawburg • Paul Hayes
Paula M. Moran • Peter Cobcroft • Philip Kitschke • PJ Saad
Preston Coutts • PrimeLoki • Quinlan Schultz
Rachael “Oooh...Hey, what’s that?!” Blevins • Raphael Reitzig
Ravenderon • Red and Az Scott of Stonehaven • Redfuji6
Rev. Matt Gibbs • Rhiannon Rippke-Koch • Richard Hirsch
Richard Pruiett • RJ Howe • Rob “Stainless” MacLennan
Rob Donoghue • Robert Abrazado • Robert “Action” Wood
Robert Daley • Robert J Wishin • Robert R • Robert S Beatty
Robin Lee Chadwick • Robin “Scullicon’’ Ekman • Rolling Thunder III
Ron & April Gores • Ron Newcomb • Ronald & Mary Wochner
Rurik “Wind” Anselm • Ryan Junk • Ryne Knight
Sainsh - killed while pondering very pour strategy
Sam “Ariadwyn” Watt • Sarah Morgan • Scott C. Brown
Sean Huguenard (Epsilon 13) • Sean K Reynolds
Sean M. Dunstan, diceomancer • Seana & Joseph Kelsey
Seth C. Polansky • Seth Davis • SGT Joseph McDermott
Shane Ching • Sharka O’Fae • Shogan
Sigmund, Slayer of Beasts aka “Kevin” • Silent Sabre 6
Simone Normani & Sigfrido Sceleri • Sir Evan A Lewiston
Sir Reginald Vonlipwig, lover of women, eater of spam • Sirk

440
The Stuff That's At the End of the Book

Smith “Caerbannog” Smith • Søren H. “Madayar” Assmann


Steph Turner • Stephan Szabo • Stephen “Crillitor” Rognlie
Stephen Caffrey • Steve Lord • Steve McConnico • Steve Sick
Steven “Blonde Beard The Pirate” Weiner, Skeletal Ash & Joe “Shunk
Wugga” Csakany • Stewart Wieck • Stuart Hume • Sue Rockwood
Sune Wolff • SwiftOne • Tanllwyth the Avenger of Rustic Architechture
Tara Cameron • Tara T. Roy and Thomas R. Melinsky, Jr.
Taylor Strain • Tekpriest • Teppo Pennanen
Terrence says FIND THE OTHERS • Tev “Grimpen” Drinkwater
The Arcology Shadowrun Community Podcast • The Australian Griffin
The Encaffeinated ONE • The Farquhar
The Minister of Monster Trucks • The Potato Pope • The Snows
The Vinyl Princess • The Wicked Queen, Drazuul, and the Three
Zombie Ballerinas • Theo Josephs • Thomas Deeny • Thomas Gronek
ThunderCass • Tim Childree • Tim Soholt • Todd “Rufus” McKimmey
TokuMaster • Tom “Rabbit” • Tony Parsons • Tracy S Landrum
Travis (T-Rex) Stone • Trevor “L33tG33k” Bennett • Trip Space-Parasite
Troy Warrington • Umberto “Tekman” Lenzi
Val & Andrew Kinman - “To Waffles!” • Vegar Guldal • Victorious Secret
W. Douglas Bramlett • Willen • William “Doc Giggles” Lalum
William “Eaten By Fluffy Kittens” Delmar • William Hensley
William Staab • Wolfram Ravenwolf (Stefan Daniel Schwarz)
wraith808 • Zach Brown • Zack Norwig
Zlatko “Askara” Perez-Luna • Zoozanne

441
Demon Hunters

5 Minutes to Mayhem
playtesters

Alex Gordon • Kenneth Remalia • Maralynda Remalia


Holly Feher • John Rogers • Chris Piazzo • Jay Random
Jackalynn • Fox Winter • Lorkaith • Jamie Meador • Corrin Krouch
Aaron Stefanowich • Nick Stefanowich • David Click • Joseph Kelsey
Seana Kelsey • Dylan Bradt • Kevin May • Patrick Ford
Hunter Ford • James Worley • Jack “Helljack” Townsend • Eric Larue
Nero Camulus • Robin Chadwick • Solair Astura • Joe Rao
Holly Pepper • Kyle Connor • Zac Marcotte • Ashley Connor
Nicky Connor • Ethan Bloomfield • Brent Mann • Joshua Harper
Krista Roland • Emzy Wilkins • Cia Jackson • Craig Duffy • Leah Kyle
Zoe Bartliff • Matt Griffin • Andrew Hookway • James Sutterfield
Marker Jones • Matthew Martin • Billy Powers • Ray Harper
Cindi Lou Kunkle • Kit Anderson • Voxanadu Blackthorne
Devon Chandler • Courtney Nelson • Keith Schnelle
Chris Duppenthaler • Jessica Heidemann • Brandon Longwell
Matt Jay • Chris Paulenich • Ian Hazelton

additional contributors

Lee Garvin • Chris Ewick • Deidre Benton • John Rossman


Zach Zenovic • Collin Q Toohey • Cindy Messler-Early
Karl Jensen • Gordon D. Duke • Greg Scher • Greg Rubin
David Rubin • Woody Arnold • Jen Page
Yuri Fassio • Moritz Schubert • Randy Mac Kay

442
The Stuff That's At the End of the Book

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.

A huge thank you to Margaret Weis Productions, Ltd for the


opportunity to have a professional game set in our world in the
first place.

Cam Banks: I want to thank Jessica Banks and my kids Connor


and Griffin for being my ongoing heroic motivators.

Don Early: I thank Cindy Messler-Early and Caitlyn Iona Early


for the support to dedicate so much family time to this book. I also
thank Cindy Messler-Early for our first kiss on the set of D e mon
H u nte rs : D ead C am p e r L ake , which happened while I was
directing a demon resurrection scene while we sacrificed Steve
Wolbrecht’s character. Good times.

Jimmy McMichael: I want to thank Kat Wood for all of her


love and support as I locked myself in the den for SO MANY
weekends of writing; Ben Honeycutt for helping me bring these
weird, broken characters back from the dead; and Matt Vancil,
for trusting me to take over the universe he created. And finally,
caffeine, without which none of this would be possible.

Nathan Rockwood: Many thanks to Annalee Flower Horne for


letting me bounce ideas for Dudebro Werewolves off her, and to
Eben Alguire, Nick Hoskins, and the rest of the GS gang for intro-
ducing me to the world of Demon Hunters!

Amanda Valentine: As always, many thanks to Clark, Mary


Rose, and Thad Valentine for their love and support.

Big thanks to Jamie Chambers who believed in Demon Hunters from


the beginning, and who led the charge in bringing the world to the
gaming community.

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.

443
Demon Hunters

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.

approach: The particular manner in conflict: A situation that resolves where


which a Demon Hunter takes action. people are trying to harm one another,
There are six approaches: Careful, physically or otherwise.
Clever, Flashy, Forceful, Quick,
and Sneaky. contest: When two or more characters
are competing against one another for
aspect: A descriptive phrase that tells the same goal, while not directly trying
significant details about a Demon to hurt each other. A contest is made up
Hunter or other character, place, thing, of a series of exchanges.
or circumstance.
core discipline: A specific discipline
badness roll: When a DM rolls recognized by The Brotherhood of the
demon dice to determine a result on a Celestial Torch. The core disciplines are
Badness Table. Combat & Tactics, Covert Ops, Mystic
Arts, Research & Development, and
BFG stunt: A very powerful stunt that Social Engineering.
breaks the rules. Rumored to stand
for “Big F*cking Gun” or “Beautifully cost: A consequence as a result of
Fragrant Geraniums.” Probably not the rolling a 1 on a demon die. Costs can be
latter. Only DMC’s can have BGF stunts. minor or serious, depending on the
situation.
boost: A temporary, single-use aspect
with a free invocation that a character demon dice: A pool of six-sided
may use on their next action. dice that represent temptation, and
the consequences of giving in to
breakthrough: An aspect that results temptation.
from an innovation, establishing a new
principle or truth in the world; it’s the Demon Hunter: A field agent of
lasting effect of introducing some- The Brotherhood of the Celestial
thing to science that defies what came Torch. All of the player characters are
before it. It’s often the abstract or thesis Demon Hunters.
rewritten in the form of a principle.

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Demon Master/DM: A player with Fringe discipline: A catchall discipline


the special responsibility of preparing that covers all manner of non-human,
Missions, managing the game rules, super-human, and meta-human talents.
and presenting the world to the other
players through clever description full defense: When a player forgoes
and funny voices. The DM plays all their action to gain a +2 bonus on their
of the monsters, big bads, minions, defend actions against attacks and
and supporting cast (Demon Master create an advantage until the begin-
Characters, or DMCs) instead of playing ning of the defending player’s next turn.
a Demon Hunter. Some people think the
DM is a benevolent dictator or omnipo- hit: The outcome of a successful
tent god figure who creates stories and attack action.
must be bargained with. Those people
have bigger problems than glossary innovation: Using mad science to
definitions. create something new, represented by
a set of connected aspects and a stunt
devotion: The number of faith dice a or two that can provide benefits for
player begins each game with. the duration of a Mission. Innovations
are made by successfully creating
discipline: A broad skill set that encom- an abstract, a thesis, and a prototype
passes knowledge, skill, experience, respectively.
and ability.
invoke: To call upon an aspect to
DMC: Demon Master Character. Any enhance decisions, choices, and situ-
named non-player character controlled ations. Usually means spending a
by the Demon Master. faith die.

enduring: When having or being milestone: An event that marks a reso-


around a certain aspect makes that lution of a story, or a significant accom-
character’s life more dramatic or plishment or turning point. A milestone
complicated, the player can choose to allows for character advancement, and
only use the result of the highest rolling may be classified as minor, signifi-
die out of their approach and discipline cant, or major.
dice, rather than adding them together.
This earns the character a faith die. minion: A weaker, unnamed DMC,
representing a generic type of
exchange: As part of a contest, a single character.
exchange consists of every partici-
pant taking one overcome action and Mission: A single adventure or scenario
comparing the results, the winner that can generally be accomplished in
having the highest result. As part of a 1-3 sessions.
conflict, an exchange is when a char-
acter on their turn chooses one of the Mission Framework: An outline
four actions, resolves it, and determines the DM uses to guide the flow of the
the outcome. story or refer back to when things go
unexpectedly.
faith dice: Dice that represent the
emotional and spiritual power that fuels Mission profile: A form used to plan
character aspects. They are bonus dice out a Mission.
that can be employed in a variety of
ways, representing luck, divine fortune, mobs: A group of minions represented
karma, etc. as a single DMC, still weaker than
named DMCs.
free invocation: When you invoke an
aspect for free, without needing to
spend a faith die (or demon die in the
case of the DM).

445
Demon Hunters

opposition: Whatever specifically supporting cast: Additional DMCs


opposes the characters. Often repre- and minions that inhabit and support
sented as a number, either chosen the different agendas of the Mission,
as a static number, or determined by including Threats.
rolling dice.
taken out: When a character is no
outcome: The amount by which an longer an active force and/or removed
opposition is defeated, as a number from a conflict or scene. Being “taken
(even if it’s zero). out” occurs when all of the condition
boxes for a particular character are
prototype: The third step in creating checked off.
an innovation, a prototype is an
aspect written as the model that is Teaser: The first step in designing a
being created. Mission. The Teaser may also be the
opening scene for the first session to
recovery action: A variation on the provide hints and flavor of what’s to
overcome action in order to begin come. The results generated from the
clearing conditions. Teaser may also serve as the backbone
for the overall Mission.
ritual magic: Power derived from
higher beings or forces, employed by a thesis: The second step in creating
ritual, in exchange for a sacrifice. an innovation, a thesis is an aspect
that suggests how or why the innova-
round: The amount of time it takes for tion works.
all players and the DM to each make an
exchange, as in going ‘round the table. Threat: Specific dangers to the Demon
Hunters, and whoever or whatever they
session: The amount of story a group care about.
experiences in one sit-down meeting
(2-3 hours is considered average). total surprise: A special type of roll
when the target is completely caught
sinistra: Sinister things or events that off guard. Instead of rolling an approach
will happen if the Demon Hunters do and a discipline die for a defend action
not interfere. These are significant against an attack, they roll a + .
turning points that lead to the agenda.
Mission and Threats will have their own triggering event: The inciting event
sinistra. Often times the Threat agendas that catches the Demon Hunters’ atten-
are sinistra for the Mission agenda. tion and brings them into the Mission.

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.

stunt: Tricks, maneuvers, or techniques


that a character has that provide
bonuses, special abilities, or entitle-
ments under specific circumstances.

succeed: When a roll ties or beats the


opposition.

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The Stuff That's At the End of the Book

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

447
Demon Hunters

Esoteric Fellowship of the Crawling milestone 58


Chaos (see Crawling Chaos, LLC) minion 252
European dragons 271 minor cost 122
exchange 128, 134 minor milestone 58
Expert discipline rating 51 Mission 182
fae 292 Framework 212
Faerie (Fringe discipline) 106 profile 432
failure 40, 114 mobs 253
faith dice 41, 79, 83, 86 moderate condition 137
Fallen, The 357 Mokèlé-mbèmbé 286
Featured Creatures (see All-Star May- mummies 288
hem Threat Catalog) MWHAHA 18
final showdown 187 mystic 145
Final Showdown (Mission) 217 Mystic Arts discipline 100
Five Minutes to Mayhem 183 mystic stunt 156
Flashy 95 NecroMoniComSat 26
Forceful 95 nephilim 290
free invocation 84 Novus Ordo 302
Fringe discipline 51, 104 Nunjas 19
Cipher 106 Oaxacan Glitch 28
Faerie 106 off-the-cuff magic 146
Lycanthrope 107 opposition 40, 114
Vampire 108 oracle (psychic) 157
full defense 135 Order of the Infernal Scepter 14, 302
full-scale ritual 147 outcome 40
ghosts 272 overcome 119
godlings 274 overlord (Threat) 207
gorgons 275 playtesters 442
hellhounds 359, 360 point (Mission) 211
History of the World 10, 412 Pound 15
hit 40, 137 profile 36
horrors from beyond 276 blank profile 431
How to Haunt Your Town promotion (see Chapter promotion)
(Mission design) 233 prototype (mad science) 171, 174
imps 358 psychic ability 157, 158
Infantry (see Brotherhood infantry) quantum magician 160
innovation 170, 171, 176 Quick 96
Investigation (Mission) 214 R&D (see Research & Development
invoke 38, 83 discipline)
Karloffs 278 recovery action 43, 140
killed in action (KIA) list 438 recruitment 45
kinetic (psychic) 157 Research & Development discipline
Kraken 279 102
Lycanthrope (Fringe discipline) 107 Resolution (Mission) 217
lycanthropes 281 ritual magic 145
M.O.N.S.T.R.E. 14, 361 round 133
M&Ms (see Magic & Mad Science) scourge (Threat) 209
MA (see Mystic Arts discipline) SE (see Social Engineering discipline)
mad science 163 seer 157
Magic & Mad Science 27 serious cost 122
MagiTech (see Magic & Mad Science) session 182
major milestone 60 Setup & Briefing (Mission) 213
manananggals 296 severe condition 137
Master discipline rating 51 shoggoths 277
medium (psychic) 157 significant milestone 59
mild condition 137 sinistra 210

448
The Stuff That's At the End of the Book

sinistra (Mission) 204


Sisters of Divine Retribution 19
situation aspect 81, 131
Sixty Minutes to Mayhem 199
Sneaky 96
Social Engineering discipline 103
stakes question (Mission) 205, 210
stepping up (advancement) 59
stunt 38, 52, 109
that breaks the rules 111
that gives a bonus 109
subtypes & impulses (see Threat sub-
types & impulses)
succeed 40, 114
supernat 262
supporting cast (Mission) 187
surprise (see total surprise)
Syphilitic Ninja Vampire 331, 332
taken out 137, 139
taking action 39
Teaser (Mission) 184
telepath 158
temptation 121
Thaumaturgic Schism 418
thesis (mad science) 171, 174
Threat 199, 206
agenda 210
category 207
subtypes & impulses 207
(see also All-Star Mayhem Threat
Catalog)
time travel 402
total surprise 135
triggering event (Mission) 184
Trouble aspect 48
Trying Not to Die (Mission) 216
turn order 133
vampire 294
ninja vampire 330
Syphilitic Ninja Vampire 331, 332
Vampire (Fringe discipline) 108
vampire roses 297, 298
Warehouse 29
Warehouse Doors 29
werehoneybadgers 283
wild idea (mad science) 169
Xi Wall 31
yetis 299
zombie 300, 301
zones 132

449
Demon Hunters

Index of Characters and Organizations


Ahriman (M.O.N.S.T.R.E.) 370 Huamán, Valencia Rojas
Albrecht, Jefferson 69 (M.O.N.S.T.R.E. Claw) 364
Arakiel (Denizens of Hell) 357 Jerry (Crawling Chaos, LLC)
Archibald Slotter, DDS (see Slotter, (See T’lotha-Zahn, Jerry)
Archibald, DDS) Johnny “The Demon”
Armageddon 74 (Order of the Infernal Scepter)
Arr MiHardies (M.O.N.S.T.R.E.) 372 (See Ossesso, Johnny “The Demon”)
Bailey, Ben “Gator” 76 Kentucky Blue Clay 254
Belthazuron the Corruptor Kershaw, Gerald (cambion) 266
(Denizens of Hell) 354 Kincaid (see McHarg, Kincaid)
Bengaluru (The Pound) 321 Kyridel (Court of Queen Cornelia) 379
Beyoncé (Court of Queen Cornelia) 382 La Bricoleuse (Order of the
Bijou (see Labeaux, Bijou) Infernal Scepter) 308
Bloody Mary 264 Labeaux, Bijou 66
Brawd Arth (Cylch Myrddin) 389 Lucifer (Denizens of Hell) 348
Brawd Draenog (Cylch Myrddin) 391 Master Wu
Brocéliande 16 (Clan of the Golden Fang) 328
Brotherhood Chapters McClennon, William
Iota 23 (Clan of the Golden Fang) 335
Omega Fifteen 62 McHarg, Kincaid 256
Sigma Seven 71 Mentalus, Professor Aldous
Cain, Jericho (M.O.N.S.T.R.E.) 375 (MWAHAHA) 392
Carfax, Tristan (vampire) 295 Mr. Jack (supernatural
Carmilla (Clan of the serial slasher) 284
Golden Fang) 337 Mr. Stag (M.O.N.S.T.R.E. Claw) 361
Carnacki, Tricia “Sparky” 73 Morgan Pak (M.O.N.S.T.R.E. Claw)
Chwaer Blaidd (Cylch Myrddin) 387 (See Pak, Morgan)
Chwaer Llwynog (Cylch Myrddin) 390 Moor, Claudius
Ciper Mark III 70 (Clan of the Golden Fang) 333
Cipher Mark IV 77 Myrddin Emrys 16
Claw (M.O.N.S.T.R.E) 15 Ned 75
D-Dog (The Pound) 322 Nimue 16
Dankworth, Waldron (Order of the Oosthuizen, Dr. Saskia (MWAHAHA)
Infernal Scepter) 306 395
Daughters of Hades Ossesso, Johnny “The Demon”
(M.O.N.S.T.R.E.) 374 (Order of the Infernal Scepter) 304
Denisov, Mikhail Alexsandrovich Pak, Morgan (M.O.N.S.T.R.E. Claw) 368
(M.O.N.S.T.R.E. Claw) 366 Pereplut, Jasna (godling) 274
Detroit (The Pound) 324 Phillips, Sally
Dev Team (Crawling Chaos, LLC) 318 (Crawling Chaos, LLC) 317
Drazuul the Deathbringer Powers, Randall
(Court of Queen Cornelia) 384 (Crawling Chaos, LLC) 312
Euryale (gorgon) 275 Prince of Darkness
Flurf Blanket-Puller (Denizens of Hell) 355
(bed monster) 263 Psusennes I (mummy) 289
Gabriel 63 Purple Ninja, The 258
Gator (see Bailey, Ben “Gator”) Queen Cornelia the Wicked
Gluttozaphage the All-Consuming (M.O.N.S.T.R.E.) 377
(Denizens of Hell) 352 Raalfamulax the Blue-Collared
Griselda (Court of Queen Cornelia) 380 (Denizens of Hell) 353
Gwyn ap Nudd (fae) 293 Raphael (nephilim) 291
Harkadian, Alex 72 Rave, Eleanor “Laser” (MWAHAHA) 398
Hendrix, Staci (ghost) 273 Reverend Mother Mary Dillinger
(Sisters of Divine Retribution) 339

450
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Rhodes, Abigail Slotter, Archibald, DDS


(Crawling Chaos, LLC) 314 (MWAHAHA) 397
Rigor Mortis 67 Sparky (see Carnacki, Tricia “Sparky”)
St. Peter (see Simon “Saint” Peter) T’lotha-Zahn, Jerry
Sam Hell (Order of the (Crawling Chaos, LLC) 316
Infernal Scepter) 310 Thronk (cambion) 265
Secticulag the Well-Honed Tree 260
(Denizens of Hell) 351 Tumbles (MWAHAHA) 394
Silent Jim 64 Von Zählen, Gerhardt Graf Nielsen
Simon “Saint” Peter 25 (M.O.N.S.T.R.E. Claw) 362
Sister Angelika Metzger Wolf 65
(Sisters of Divine Retribution) 344 Wolff, Alexander (The Pound) 319
Sister Carmen Nacht Wrex, Kigun “Blackwolf”
(Sisters of Divine Retribution) 342 (The Pound) 326
Sister Constance Oakley
(Sisters of Divine Retribution) 340
Sister Eirwin Flanagar
(Sisters of Divine Retribution) 346
Sister Helene Mochzuki
(Sisters of Divine Retribution) 341

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

451
Demon Hunters

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

452

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