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Credits

Developed by: Monica Valentinelli


Written by: Monica Valentinelli
Edited by: Eddy Webb
Creative Director: Richard Thomas
Art Direction & Design: Michael Chaney
Art: Brian Leblanc

2015 CCP hf. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden, except for the purposes of reviews, and for
blank character sheets, which may be reproduced for personal use only. White Wolf,
Hunter, and The World of Darkness are registered trademarks of CCP hf. All rights
reserved. Storytelling System, Vampire the Requiem, Mage the Awakening, Werewolf
the Forsaken, Hunter the Vigil, Mummy the Curse, Promethean the Created, Geist
the Sin-Eaters, Demon the Descent, World of Darkness, and Mortal Remains are
trademarks of CCP hf.
All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf.
CCP North America Inc. is a wholly owned subsidiary of CCP hf.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out the Onyx Path online @ www.theonyxpath.com

Gothic Icons

Table of Contents
Introduction 4
Captain Robert Walton
6
Countess Anna Fedotovna 9
Princess Hermonthis
12
The Black Cat
15
Baron Vordenburg
18
Thomas Carnacki
21

Introduction
Inspired by the success of the Dark Eras Kickstarter, we at Onyx Path
Publishing have decided to overhaul every classic and new World of Darkness
game in our catalog to transport the entire line back to the nineteenth century,
during the height of Gothic literatures popularity, to add Historical Angst! To
highlight the new, gothtacular path well be following, weve filed a trademark
for the phrase Historical Angst and have created Gothic Icons to help shed
some insight on where the line is headed.
Gothic Icons includes six characters that represent the gothiest Gothic
icons, and have been drawn from several sources found in Gothic literature.
The characters are presented in chronological order of their Historical
Angst appearance, and include:
Captain Robert Walton: Captain Robert Walton, a failed poet who
believed his only saving grace was to launch an expedition to the North
Pole that, unfortunately, ends with his boat getting stuck in the ice. He
originates from a Gothic novel that requires no introduction whatsoever.
If you havent read Frankenstein by Mary Shelley, there are several copies
available for you to read in reprinted editions or in the hallowed halls
of your local library or school. And since this 1818 novel is in the public
domain, you dont have to worry about hurting Mary Shelleys bank account by perusing the story online for free from various sources.
Countess Anna Fedotovna: The Queen of Spades by Aleksandr S. Pushkin
is a Gothic short story featuring the elderly Countess Anna Fedotovna
in several guises (of the alive-dead-ghost variety), and was first published
in March 1834 in a Russian literary magazine. The Countess is not only
an arrogant yet absent-minded Russian royal who boasts friends like the
Comte de Saint Germaine, but is also a gamer with the trick to winning card hands. Dont be fooled by her elderly appearance; the Countess is extremely crafty, and she figured out a unique way to stop players
from min/maxing in this moral tale of avarice. One day, the Countesss
methodology might just prove to be the earliest (and harshest) rule ever
devised to punish power gamers.
Princess Hermonthis: The Mummys Foot, written by Thophile Gautier,
describes the ordeal of a four-thousand year old Egyptian mummy named
Princess Hermonthis who has, much to her extreme disappointment, lost
her foot. The short story was first published in 1840 in Muse des Familles.
If youre thinking: No way is Hermonthis an Egyptian name! youd be
right. Hermonthis is a Greek name for the modern-day city of Armant,
Egypt, and that name is a derivative of lunu-Montu. Montu is the falconheaded Egyptian god of nomads whos also associated with raging bulls,
war, valor, strength, and the sun. Thus, Princess Hermonthis is actually
Princess Montu, and if youre a mummified teenage princess and some
rich dude buys your foot from an antique shop, youd be pissed, too.

Gothic icons

About these Rules


The characters found in Gothic Icons are
designed for you to use in your new World
of Darkness chronicles to help you add more
Historical Angst.
Character creation was completed using the
rules found in the World of Darkness
rulebook and The God-Machine rules
revisions on pp. 150 to 246.

The Black Cat: No collection of Gothic characters


would be complete without a terrifying Gothic creature, and for this purpose we have featured The Black
Cat or, as hes also referred to in the short story by
the same name, Arch-Fiend. The Black Cat by Edgar
Allan Poe takes a horrifying look into the guilty mind
of an afflicted animal lover who blames his cat for his
sins, and was published in 1843 in The Saturday Evening Post. At this point, we would like to reassure you
that no black cats were harmed during the research
process or writing of this character. The poor, poor
Dickensesque furballs might want to convince you
otherwise, but we can attest with vigor that yes, they
have been fed pureed, organic chicken livers, their
crystal water dishes have been filled with purified,
mineral-free water collected from the brow sweat of
a thousand archangels, and we have not bricked our
cats up in the wall accidentally or intentionally not
even at five oclock in the morning.
Rounding out our collection of Gothic icons, we
decided to highlight two supernatural hunters both
mortal, and both very Goth with a capital G.
Baron Vordenburg: After taking up the charge of
his vampire-hunting ancestor, Baron Vordenburg
arrives in the nick of time (or right before the story

ends, to be precise) with old, yellowing journals and


a stack of papers that leads him straight to the final
resting place of Mircalla, Countess Karnstein, a vampire who goes by the name of Carmilla. Carmilla, by
Joseph Sheridan Le Fanu, is a Gothic novella that
was first published in 1871 as a serial narrative; the
unlikely Gothic hero Baron Vordenburg swoops in
at the very last moment to save the day, after reading
everything there is to know about vampires. Apparently, excellent reading comprehension can save
you, your family, and your friends from all kinds of
angst including vampires!
Thomas Carnacki: Last but not least, Thomas Carnacki is a ghost finder for Englands elite. He dresses
up in Victorian era clothing, pens unusual occult
tomes no one else has ever heard of, and tinkers
with strange objects like his electrified pentagram.
Carnacki is the Gothic hero of Carnacki the GhostFinder, a collection of short stories by William Hope
Hodgson, and a detective to boot. A consummate
storyteller and entertainer, Carnacki spends his days
rescuing wealthy families from the spirits, both human and not, that dare to haunt them.
At this point, we feel its important to point out that,
unlike our other sources, Carnacki the Ghost-Finder was
technically published in the twentieth century (e.g. 1913).
However, since Thomas Carnacki is one of many figures that
represent the shifting literary landscape as it moved away
from Victorian Gothic literature toward pulp, we decided
to include him even if he wasnt a precise, historicallyaccurate fit. Or, in other words, we exercised our rights as
game designers to slightly modify the Historical Angst
timeline for the purposes of designing playable characters
that could be used in a role-playing game. Should you
choose to ignore Thomas Carnacki because you prefer to use
these melancholy characters in a more purist, historically
precise manner, we placed him last in this collection so he
can be easily dropped.

Introduction

Description: Long before Robert Walton became the captain and


leader of a scientific expedition to the North Pole, he was a dreamer
and aspiring poet who, unfortunately, did not earn the fame and
prestige he felt he richly deserved. His failure as a poet (which, in
part, was caused by the fact he gave himself one year to achieve his
success) drove him to great and unimaginable lengths, to consider
all manner of get rich quick schemes, which his sister rightly
discouraged him from.
Like many failed writers, Walton worried that hed
be forced to take odd jobs here and there to survive,
until one day fortune smiled upon him, and he
gained a sizable inheritance following the death
of his cousin. With great sums at his disposal,
Walton chose to follow the dreams of his youth
and headed north to become a great seafarer
like the legendary captains of old. Walton
greatly desired fame and fortune, and was
convinced that if no one would acknowledge his
talents were on par with the likes of Homer and
Shakespeare, he would do what all other seafarers
could not: discover all the mysteries the North Pole
had to offer and stake his claim as the greatest explorer
who ever lived.
Prior to becoming a captain, Walton spent six
miserable years putting his body through many rigors: cold,
hunger, thirst, and lack of sleep. He believed that these
trials, which he endured on many whale-fishing expeditions,
would prepare him to become the captain of his own ship.
To Waltons credit, he often took on the role of a common
sailor, and taught himself some mathematics, medicine, and
physics applicable to seafaring, and did serve as a first mate
on two of those expeditions. Despite these preparations
and the crew, ship, and supplies his inheritance could help

You will rejoice to hear that


no disaster has accompanied the
commencement of an enterprise
which you have regarded with such
evil forebodings.
- Frankenstein
(Or, a Modern Prometheus)
by Mary Shelley
6

Gothic Icons

him purchase, Walton did not have enough experience to


become a ships captain.
Unfortunately, Captain Walton is the very model of
angst caused by shattered idealism and foolhardy dreams.
Though he began his recent journey with the heart of a
child, he has failed and proved to be a disgrace to his familys
name. Because he did not heed his sisters advice, Walton
encountered a soul so wretched he will never be able to sleep
again. Captain Walton did manage to sail north further
north than he had ever been but his ship got stuck in the
ice. Unable to break free, Walton and his crew remained
in that spot for many days until they spotted an unlikely
figure, and rescued Victor Frankenstein not long afterward.
Now that hes heeded the dire warnings of Victor
Frankenstein and his abominable creation, his current
aspiration is to return to London and live out the rest of
his days in peace, or until his inheritance runs out. His
last shred of dignity remains in what might happen on his
travels home. He may yet prove to be a notable personage,
for like Odysseus, Captain Walton still has a lot more to
lose, and much to learn about sailing.
Image: Though Captain Walton is unskilled as
the captain of a ship and has little training (despite his

experiences on board a whaling ship), he is certainly dressed


for the part. Walton carries a spyglass, has grown a long
beard, and wears a sailors hat, suspenders, wool pants,
undershirt, and boots. Occasionally, hell wear furs to fend
off the cold, but will wear less clothing when he runs up
and down the deck for his morning exercises. When he
wishes to impress his crew, he ties down the riggings himself.
Roleplaying Hints: While you originally set off on your
voyage to the far north with such great vigor, you and your
crew have fallen on desolate times and are now surrounded
by ice, both literally and figuratively. Oh, how you regret
this expedition and your assumptions that your discoveries
would save you from obscurity! Now you are beginning to
understand the depths of the wisdom your beloved sister
had attempted to impart to you, and you loathe yourself for
ignoring her letters of warning. It is true that your failure
as a poet and the way youve squandered your inheritance
has led to disaster in all things. Your sorrow dogs at your
heels, it bites your ankles, and has led you to growl and
snap at the world around you. You have discovered a bitter
monster lurking within your chest and your fear that you
are utterly useless is far worse than Victor Frankenstein and
his abominable progeny.

Captain Robert Walton

Name: Captain Robert Walton


Age: Mid-Thirties
Player:
Power Intelligence

Virtue: Hope
Vice: Pride
Concept: Suffering Goth

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

Academics __________
OOOOO

Computer__________
OOOOO
Crafts_____________
OOOOO
Investigation _________
OOOOO

Medicine ___________

OOOOO
Occult _____________
OOOOO

Politics____________
OOOOO
(Physics)
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO
Brawl___________OOOOO
(Ships)
Drive_____________
OOOOO

Firearms_________
OOOOO
Larceny___________
OOOOO
Stealth _____________
OOOOO
(Arctic Cold)
Survival ____________

OOOOO
Weaponry___________
OOOOO

Social

(-1 unskilled)

Animal Ken________
OOOOO
Empathy_________
OOOOO
Expression_________
OOOOO
Intimidation_________
OOOOO
Persuasion___________
OOOOO
Socialize ___________

OOOOO
Streetwise __________
OOOOO
Subterfuge__________
OOOOO

Other Traits
Health

Merits

Eye for the Strange


_______________

OOOOO
Hardy
_______________

OOOOO
Resources (Inheritance)
_______________

OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
_________________
_________________
_________________
Broken (Persistent)

5
Size:__________________
7
Speed:__________________
1
Defense:________________
Armor:_________________
2
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

____________
____________
____________
____________
Equipment

Dmg

___
___
___
___

_________________
_________________
_________________
_________________
Rope

Aspirations

Cure my insomnia.
_________________
Return home to my sister in London.
_________________
Forget Frankenstein and his monster.
_________________
_________________

Range

______
______
______
______

Clip

____
____
____
____

Init

___
___
___
___

Durability Structure

______
______
______
______
2

_____
_____
_____
_____
3

Str

___
___
___
___

Size

____
____
____
____
2

Size

___
___
___
___
Cost

1 dot
____
____
____
____

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7

Description: Countess Anna Fedotovna is an eighty-seven year old


Russian aristocrat from the early nineteenth century. Her entire youth is an
enigma, begging to be decoded by a worthy opponent. Many years ago, the
Countess became friends with the legendary Comte de Saint Germaine, and
discovered a card-playing secret that was foolproof and never fails to earn impressive winnings. The secret she gleaned helped lift her from instant poverty,
a temporary state she suffered due to the unimaginable gambling losses that
befell her.
For many years, dozens of men and women attempted to pry the
secret of the cards from the Countess but never could. It wasnt
until she became an old woman that others once again tried to
learn the mystery of the cards, and a man named Hermann
almost succeeded. The Countess had other plans, however,
for while her mind wasnt as sound as it used to be, she cared
greatly for her young ward, Lizavyeta Ivanovna, and pledged to
ensure shed be well taken care of.
Hermann, in his zeal to glean the secret of the cards,
pretended to lust after Lizavyeta. He sent her letters that made
her blush like a schoolgirl, so he could get close to the forgetful,
yet sometimes bossy and arrogant, Countess. One fateful night,
Hermann paid a visit to the Countess in her dressing room
after her maids helped undo the trappings of her carefullymaintained regal appearance. Gone were her rosy cheeks,
her powered wigs, and her yellow, satin gown. Gone were her
hairpins and her silver necklace and earrings. All that was left
behind was an old woman in a nightcap and a dressing gown
befitting her age.
The Countess, who was not expecting any visitors in her
dressing room, ordered the young man to identify himself. Hermann
pressed his advantage, and demanded that the Countess reveal
the secret of the cards, for he would know it or make her pay
for it. When she didnt answer him the first or second time, the

Three, seven, ace, will win for


you if played in succession,
but only on these conditions:
that you do not play more than
one card in twenty-four hours,
and that you never play again
during the rest of your life.
- The Queen of Spades
by Aleksandr S. Pushkin
Countess Anna Fedotovna

young man pulled a pistol from his coat pocket and the
Countesss heart failed from the sight of it, taking her
secret to her grave.
Despite having lived a long and storied life, never
wanting for anything, the Countess entered the afterlife as
a wandering ghost who had unfinished business to attend
to. Her spirit awoke in the body of her corpse at the sight
of her murderer, and she was compelled to haunt him until
she answered the gambling addicts demands. Ordered by
forces more powerful than she, the Countess did reveal the
secrets of the cards, provided Hermann play three cards in
succession 3, 7, and an ace over the course of three
games, for three nights. At the conclusion of the third night,
the Countess warned him, Hermann was to marry her
charge and give up gambling for the rest of his life, which
he was unable to do. Driven to madness by the sight of the
Countess appearing as the Queen of Spades in his deck of
cards, Hermann was committed to an insane asylum, and
her secret has been kept safe for all time.
Though she technically fulfilled her end of the bargain,
the Countess was doomed to become a spirit, haunting
Lizavyeta Ivanovna and all her descendants, until the day
she can find a skilled card player whos worthy enough to
learn her secret, use it properly, and then have enough
self-control to abandon gaming forever.
Image: As an old woman, the Countess is a respected
member of the Russian royal court who takes great care to
maintain her appearance. She may be eighty-seven years

10

Gothic Icons

old, but she was once a highly attractive woman whose


company was sought after by many notable personages.
To disguise her wrinkles and her gray hair, she spends
many hours with her attendants maintaining a youthful
appearance by putting on her makeup, a powdered wig
with all manner of adornments, and an elaborate dress
and sash. Shell never far stray far from a set of playing
cards, and her hand will almost always include a 3, 7, ace,
or the Queen of Spades.
After her death, the Countess will either appear
exactly as she did when she was alive (except for the fact
her haunting image will be ghostly white) or as the visage
on a specific playing card, the Queen of Spades.
Roleplaying Hints: You are an aging Russian royal
who grew comfortable with your station in life. You do
not suffer fools, even though you may not remember all
of them, and you certainly dont reveal your secrets to just
anyone. It is true, however, that you have in your possession
a dangerous secret that most men and women would kill
for. You have the secret to winning at cards, and the stakes
are high. While many upstarts have tried to learn it for
themselves before and after your death, you believe were
chosen by the Comte de Saint Germaine to keep it safe. You
will guard that secret even as a ghost, though youll bend
the rules and damn your opponent in the process. Should
you find a worthy gamer, one who can follow your strict
rules exactly as they were intended to be used in a game,
you might finally understand peace.

Name: Countess Anna Fedotovna


Age: 87
Player:
Power Intelligence

Virtue: Fortitude
Vice: Pride
Concept: Gamer Goth

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

Academics __________
OOOOO
Computer__________
OOOOO
(Card Games)
Crafts_____________

OOOOO
Investigation _________
OOOOO
Medicine ___________
OOOOO
(Notable Occultists)
Occult _____________
OOOOO
(Russian Court)
Politics____________

OOOOO
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO

Brawl___________OOOOO
Drive_____________
OOOOO
Firearms_________OOOOO
Larceny___________
OOOOO

Stealth _____________

OOOOO
Survival ____________

OOOOO
Weaponry___________
OOOOO

Social

(-1 unskilled)

Animal Ken________
OOOOO
Empathy_________OOOOO
Expression_________

OOOOO
Intimidation_________

OOOOO
Persuasion___________

OOOOO
Socialize ___________

OOOOO
Streetwise __________
OOOOO
Subterfuge__________
OOOOO

Other Traits
Health

Merits

Allies (Russian Royal Court)


_______________
OOOOO
Patient
_______________

OOOOO
Resources (Gambling Winnings)
_______________
OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
_________________
_________________
_________________
Fugue (Persistent)

4
Size:__________________
7
Speed:__________________
1
Defense:________________
Armor:_________________
2
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

____________
____________
____________
____________
Equipment

Dmg

___
___
___
___

_________________
Housing
_________________
Haunted
Deck of Cards
_________________
_________________
Makeup Kit

Aspirations

Protect my secret.
_________________
If I find a worthy soul, share my secret.
_________________
_________________
_________________

Range

______
______
______
______

Clip

____
____
____
____

Init

___
___
___
___

Durability Structure

______
4
______
2
______
______
1

_____
8
_____
2
_____
_____
2

Str

___
___
___
___

Size

____
12
____
1
____
____
3

Size

___
___
___
___
Cost

3 dots
____
5
dots
____
N/A
____
____

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7

Description: The story of Princess Hermonthiss angst begins after her death
over four thousand years ago in ancient Egypt, long after her young body was
mummified. Her foot broke off sometime during those long and storied years.
Through the millennia, however, tomb robbers and overzealous archaeologists
found and shipped that separated foot to curio shops all around the world.
Many times, Princess Hermonthis has tried to force these greedy, shortsighted individuals to return what is rightfully hers. Worse, her foot has gone on
many travels without her. This singular (but incredibly necessary) piece of her
body has stepped all the way to the halls of a Chinese emperor in the pack of
a trader, hopped on rickety boats to sail to the shores of Brazil, and awkwardly
danced its way into a caravan of soldiers bound for America. Each time, the
princess cried out for her foot, but it ignored her, and began to act of its own
volition.
Princess Hermonthis was helpless. The will of her foot was too strong, and
she was forced to follow it on its many adventures. One fateful day, her foot
grew tired of the many battles that broke out up and down the Eastern coast
of the American colonies, and stowed on board a French naval vessel bound
for Europe. There, in the belly of that great ship, a French sailor discovered
the foot and snatched it up, then sold it to the owner of a curio shop after
returning home. He erroneously claimed (much to Princess Hermonthiss
anger and dismay) that the foot was not actually a foot, but a misshapen piece
chiseled off of Plymouth Rock.
Thanks to the efforts of Princess Hermonthis who attempted, in vain,
to communicate with the curio shop owner the merchant didnt fully believe
the sailors story, but understood the precious value of the foot and bought
it for a handsome sum. For years, the mummys foot was trapped, forced to
remain a solitary, accursed part of the body, often overlooked and neglected
until a young Parisian nobleman purchased it. He fell in love with the foot
and declared it shall be his for eternity.

Well, my dear little foot, you always flee


from me, yet I always took good care of
you. I bathed you with perfumed water in a
bowl of alabaster; I smoothed your heel
with pumice-stone mixed with palm-oil;
your nails were cut with golden scissors
and polished with a hippopotamus tooth;
I was careful to select tatbebs for you,
painted and embroidered and turned up
at the toes, which were the envy of all
the young girls in Egypt.
- The Mummys Foot by Theophile Gautier
12

Gothic Icons

Princess Hermonthis was beside herself. Over the


millennia, she tried reasoning with her foot and its temporary
owner, but not one of her negotiations was successful. In her
most desperate hour, she even went so far as to cry and pray
to her foot, begging for it to take her back but nothing
worked. Vowing that she would force her foot to return to
her mummified body this time, she gritted her teeth and set
aside her anger, pretending to be the nicest, prettiest, calmest
teenager that had ever existed. When that effort failed,
however, she turned to her father, the Pharaoh, for help to
convince her foot and its new owner to come to where it truly
belonged. Believing that her royal daddy would help her at
last, the Princess continued her charade of pleasantry until
the foot rejoined the rest of her mummy in her sarcophagus
in the Louvre.
Sadly, the Princess could not keep her anger in check,
and unleashed her wrath on the foot after it returned to
her body. The foot, not wanting to put up with her angst
any longer than it had to, escaped the first chance it got. It
has undertaken a new quest, hoping to be rid of his angstridden owner for all eternity.
Image: Princess Hermonthis is a young, Egyptian princess
whos been mummified for over four thousand years. She is

in her late teens, and is missing a mummified foot. When her


ghost takes on the guise of her mortal self, the princess wears
her black hair braided, dons gold arm bracelets, and favors a
green pendant of the goddess Isis. She has tan skin, almondshaped eyes, a chiseled nose, and is very slender.
Roleplaying Hints: You are the ghost of an Egyptian
princess who has led a fairly uneventful afterlife for the
most part, but youre pretending to be a human teenager.
At some point within the last four thousand years, you or
more to the point, your mummified corpse lost a foot.
Youre not sure why, but that missing foot of yours has
taken on a life of its own, and youre loathe to admit that
you lost it in the first place. Technically, your separated foot
is still a part of you, but no matter what you do it finds a
way argue with you, make deals, and often winds up getting
bought, traded, or sold. When you do manage to discover
where your foot is, you attempt to reason with its owner by
presenting him with visions of your beloved Egypt and by
introducing him to your father, the Pharaoh. Unfortunately,
you are keeping a secret from dear old dad: the rest of your
mummified corpse isnt in the greatest shape either, and its
just a matter of time before another body part suffers the
same fate as your foot. And youre really, really mad about it.

Princess Hermonthis

13

Name: Princess Hermonthis


Age: Late teens
Player:
Power Intelligence

Virtue: Temperance
Vice: Wrath
Concept: Angsty Goth

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

Academics __________
OOOOO

Computer__________
OOOOO
Crafts_____________
OOOOO
Investigation _________
OOOOO

(Human Anatomy)
Medicine ___________
OOOOO
(Mummification)
Occult _____________
OOOOO
Politics____________
OOOOO
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO
Brawl___________OOOOO
Drive_____________
OOOOO
Firearms_________OOOOO
Larceny___________
OOOOO

Stealth _____________

OOOOO
Survival ____________
OOOOO
Weaponry___________
OOOOO

Social

(-1 unskilled)

Animal Ken________
OOOOO
Empathy_________OOOOO
(Poetry)
Expression_________

OOOOO
Intimidation_________
OOOOO
Persuasion___________

OOOOO
Socialize ___________

OOOOO
Streetwise __________
OOOOO
Subterfuge__________
OOOOO

Other Traits
Health

Merits

Allies (Egyptian Pharaoh)


_______________

OOOOO
Small-Framed
_______________

OOOOO
Resources (Burial Relics)
_______________

OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
Disabled (Persistent)
_________________
_________________
_________________
Obsession (Persistent)

4
Size:__________________
5
Speed:__________________
0
Defense:________________
Armor:_________________
2
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

____________
____________
____________
____________

Dmg

___
___
___
___

Equipment

_________________
Mummy Wrappings
_________________
_________________
_________________
Green Goddess of Isis Pendant

Aspirations

Find and reattach my foot.


_________________
Avoid
losing other body parts.
_________________
_________________
_________________

Range

______
______
______
______

Clip

____
____
____
____

Init

___
___
___
___

Durability Structure

______
0
______
______
______
1

_____
1
_____
_____
_____
1

Str

___
___
___
___

Size

____
1
____
____
____
1

Size

___
___
___
___
Cost

N/A
____
N/A
____
____
____

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7

Description: No one knows much about


the black cats journey from a tiny kitten with
brilliant green eyes to a heavyset adult who only
had one. While hes big-boned, this particular
cat is decorated with a strange white marking
on his chest, a pattern others with a guilty
conscious have interpreted as the image of a
hangmans noose. The tale describing
the black cats mysterious and storied
origins, including the tragic memory
of how he lost the one eye, may shed
some light on what drove the black cat
to become the proud feline he is today.
What has been confirmed is that
the black cat came into the possession
of a childless couple who loved and
cared for many animals. It was one of
several pets in the house. Despite the
males attempts to rein in his fear of it,
he wound up becoming suspicious of
the onyx-colored feline, succumbing to
hundreds of years of silly superstition
that claimed the color of the cats fur
meant the cat was an agent of the devil
and a witchs familiar.
While the black cat and his female
owner grew to like each other very much,
her husband could not stand the feline,
and became increasingly convinced that the
black cat was a hellspawn he referred to as
the Arch-Fiend. Eventually, the cat succumbed
to desperation and opted to ignore the human
males ignorance by rubbing up against his leg,
purring loudly, and following him wherever he
went but despite these careful and well-timed
affections, the human male could not be convinced

The cat followed me down


the steep stairs, and, nearly
throwing me headlong,
exasperated me to madness.
- The Black C at
by Edgar Allan Poe
The Black Cat

15

that the cat was, in fact, not trying to drive him mad.
Much to the black cats surprise and dismay, the
human male grabbed an axe and attempted to murder
him. He swung and swung and swung, but the cat proved
to be too agile and quickly dived out of the madmans way,
leaping toward the human female. The male would not be
dissuaded, however, and continued to slice at the black cat,
to ensure it met an untimely death. Unfortunately for them
both, the husbands axe did eventually land in the skull
of his own wife who died protecting her beloved feline.
Following the death of the human female and the
disappearance of her body behind a wall, the black cat finally
understood its purpose in life: to avenge the only, kind soul
who ever loved him, and ensure that particular human
male would never hurt anyone again. Over many weeks, the
cat became obsessed with learning all he could about the
human body in its various states, both living and dead. Then,
unbeknownst to the murderer, the black cat snuck out of the
house and slowly drew other, (hopefully) saner humans to the
door of that Victorian home, pointing the way to that wall of
doom to ensure that justice would be met upon the human
responsible for killing the female he preferred.
Fortunately for the cat, his perseverance was rewarded
after a fashion, and he did find a way to incriminate the
murderer so he would be hung for his appalling crime.
However, the sight of a one-eyed black cat standing on the

16

Gothic Icons

head of a rotting corpse so greatly disturbed the humans


who brought her murderer to justice that the poor,
downtrodden feline was shooed out of the house, never
to be seen again.
It is rumored the black cat now spends his days
wandering the streets, hopelessly and endlessly searching
for an owner who wont fear or try to kill him.
Image: The Black Cat is missing one eye and has a
patch of white fur on his belly. The other eye is bright
green, and the rest of the cats fur is onyx-colored. Rumor
has it that if a sinner stares too long at that patch of white
fur, hell see the image of a hangmans noose.
Roleplaying Hints: You are a cat who has lost
everything except the will to live. You like to be petted, eat
well, and drink fresh water. Unfortunately, youre also a
one-eyed black cat with a patch of unusual white fur which
means some people will fear you for no reason whatsoever.
You approve of any humans who like cats and treat you
well, and will do whatever it takes to get off the streets. If
your human guardians dont like you, youll make them
pay. Oh, how youll make them suffer. You might point out
their treacherous crimes other humans, use the knowledge
youve gained to exploit weaknesses in human anatomy,
or you might play up to your reputation as a spawn of the
devil. Either way, you refuse to ignored, and dont plan on
being homeless for long.

Name: Black Cat a.k.a. Arch-Fiend Virtue: Justice


Age: Unknown
Vice: Sloth
Player:
Concept: Emo Goth
Power Intelligence

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

Academics __________
OOOOO
Computer__________
OOOOO
(Hairballs)
Crafts_____________

OOOOO
Investigation _________
OOOOO

Medicine ___________
OOOOO
Occult _____________
OOOOO
Politics____________
OOOOO
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO

Brawl___________OOOOO
Drive_____________
OOOOO
Firearms_________OOOOO
Larceny___________
OOOOO
Stealth _____________

OOOOO
Survival ____________

OOOOO
(Claws)
Weaponry___________

OOOOO

Social

(-1 unskilled)

Animal Ken________

OOOOO
Empathy_________OOOOO
Expression_________
OOOOO
Intimidation_________

OOOOO
Persuasion___________
OOOOO
Socialize ___________
OOOOO
Streetwise __________
OOOOO
Subterfuge__________

OOOOO

Other Traits
Health

Merits

Fleet of Foot
_______________

OOOOO
Fast Reflexes
_______________

OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

1
Size:__________________
8
Speed:__________________
2
Defense:________________
1
(Fur
Coat)
Armor:_________________
4
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

Sharp Claws (Built-In)


____________
Ear-splitting Howl of Doom
____________
____________
____________

Equipment

Dmg
1
___
2
___
___
___

_________________
_________________
_________________
_________________

Range

N/A
______
1/5/10
______
______
______

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
Blind in One Eye (Persistent)
_________________
_________________
_________________
Lost

Aspirations

Find a loving owner if I can.


_________________
Protect my good owner's corpse.
_________________
_________________
_________________

Clip

N/A
____
N/A
____
____
____

Init

0
___
-1
___
___
___

Durability Structure

______
______
______
______

_____
_____
_____
_____

Str

1
___
0
___
___
___

Size

____
____
____
____

Size

1
___
N/A
___
___
___

Cost

____
____
____
____

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7

Description: Some vampire hunters learn the art of their


trade through many years of trial and error but not this
one. Baron Vordenburg is related to a heroic vampire hunter,
renowned for his knowledge and prowess in ridding small towns
of the fanged creatures.
The Baron grew up in his ancestors shadow. His parents
constantly reminded him of his worth, and he was pushed to
study swordfighting (which he never mastered) and literature
(which he took to like a moth to a flame). At first, the Baron
believed he was destined to become a vampire hunter and
pretended he was just like his forefather, but as a young man
he began to doubt his abilities after reading the many journals
and papers carefully kept in his familys library along with
the Magia Posthuma, Phlegon de Mirabilibus, Augustinus de
cura pro Mortuis, Philosophicae et Christianae Cogitationes de
Vampiris, alongside many other rare and weird books.
These books, journals, and maps reflected the lifelong obsession of a madman, a jilted lover
who died before he could murder his
undead lover. They were filled with
strange, cryptic messages describing
corpse-like hands, iron grips, the graves
of suicide victims, and wild theories on the
origin of blood-drinkers. The Baron read each passage
carefully, but could not decipher conclusive fact from
fiction and had no desire to find out the truth for
himself. Why should he put himself and his title
at risk? What did he have to gain by becoming a
hero for a people who knew nothing about him?
For a decade following the realization that
he did not want to become a vampire hunter,

One sign of the vampire


is the power of the hand.
The slender hand of Mircalla closed
like a vice of steel on the Generals
wrist when he raised the hatchet to
strike. But its power is not confined
to its grasp; it leaves a numbness
in the limb it seizes, which is slowly,
if ever, recovered from.
- C armilla by Joseph Sheridan Le F anu
18

Gothic Icons

Baron Vordenburg forgot all about his forefather and his


obsession, and pledged to do as his father had done: marry
well, live idly, and fade into the background. Unfortunately,
the reputation and the promise of his ancestor to rid the
world of vampires pursued him wherever he went. It is
this desperate pledge that led the Baron to receive a letter
he could not ignore. The request for aid came from a
reputable but ailing general who hailed from the very town
his forefather had rescued from the bloodsuckers. The letter
begged for his assistance, claiming that he was the only one
to help him. The Baron could not refuse. His forefather
had done so much research, so he believed that finding the
vampire would be an easy task. Though he knew he was
out of his depth, the Baron turned the instructions left by
his ancestor, tracing the path of the vampire through many
dates, maps, and entries, to come to a decisive conclusion.
Emboldened by the powers granted to him through
his excellent reading comprehension, Baron Vordenburg
dressed the part of a vampire hunter, bringing along his
trusty saber and a single piece of paper that revealed the
location of the vampires tomb. The Baron instructed a
team of inspectors, and quickly found the gravesite. Then he
simply left, basking in the gratitude of the old general who
believed he was the vampires great and worthy adversary.
Now, the Baron is forced to pretend he knows much
more than he actually does, for the old general has said
many things about his deeds, but there is little truth to
those stories. Not only has the Baron attracted the attention

of commoners and nobles alike, from Stygia to Moravia


and every town in between, he has also become an object
of curiosity to the vampires in the area, the very creatures
the General claims he can behead with the single stroke
of his trusty saber.
Image: Baron Vordenburg is tall and narrow-chested.
He tends to walk with a stoop, and often dresses in black.
On occasion, hell wear an oddly-shaped hat and may forget
to shave or cut his hair, depending upon what stage of
research hes conducting. To read his ancestors journals,
hell wear a pair of gold spectacles.
Roleplaying Hints: You have never met a vampire,
ghost, werewolf, or any other supernatural creature, and
you hold this secret close to your heart. You have a small
fortune, which you havent had time to squander, and spend
the majority of your time poring over your ancestors books,
journals, and papers which describe the various properties
(both real and imagined) of the vampire. You have some
idea of what a vampire might be, but truth be told, you rely
on your charm and station in life to convince others you
know how to hunt vampires. You dont want to admit it,
but theres been a few times where youve mistaken a strong
woman who had icy cold hands for a monster. Sometimes,
you tell other hunters to dig up the corpses of suicide
victims and cut off their heads, just to appear knowledgable.
Should you ever meet a real vampire, youre not sure what
youd do which is why you carry a saber, just in case. Its
much easier, you think, to find their graves.

Baron Vordenburg

19

Name: Baron Vordenburg


Age: Middle-Aged
Player:
Power Intelligence

Virtue: Charity
Vice: Envy
Concept: Wannabe Goth

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

(Ancestor's Journals)
Academics __________
OOOOO

Computer__________
OOOOO
Crafts_____________
OOOOO
Investigation _________
OOOOO

Medicine ___________

OOOOO
(Vampires)
Occult _____________
OOOOO

Politics____________

OOOOO
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO

Brawl___________OOOOO
Drive_____________
OOOOO
Firearms_________OOOOO
Larceny___________
OOOOO
Stealth _____________

OOOOO
Survival ____________

OOOOO
(Saber)
Weaponry___________

OOOOO

Social

(-1 unskilled)

Animal Ken________
OOOOO
Empathy_________OOOOO
Expression_________
OOOOO
Intimidation_________
OOOOO
Persuasion___________

OOOOO
Socialize ___________

OOOOO
Streetwise __________
OOOOO
Subterfuge__________
OOOOO

Other Traits
Health

Merits

Encyclopedic Knowledge (Vampires)


_______________
OOOOO
Library (Family Home)
_______________

OOOOO
Quick Draw (Trusty Saber)
_______________
OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
Notoriety (Family Name)
_________________
_________________
_________________
Embarrassing Secret (N00b)

5
Size:__________________
7
Speed:__________________
2
Defense:________________
Armor:_________________
3
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

Saber
____________
____________
____________
____________

Dmg
1
___
___
___
___

Equipment

_________________
Iron Crucifix
_________________
_________________
_________________
Worn Vampire Hunting Manual

Aspirations

Actually hunt and kill vampires.


_________________
Live up to my family name.
_________________
_________________
_________________

Range

N/A
______
______
______
______

Clip

N/A
____
____
____
____

Init

-2
___
___
___
___

Durability Structure

______
4
______
______
______
2

_____
3
_____
_____
_____
2

Str

1
___
___
___
___

Size

____
2
____
____
____
1

Size

2
___
___
___
___

Cost

____
2 Dots
____
____
____
3 Dots

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7

Description: Thomas Carnacki, like Fanus Dr. Martin Hesselius before


him, is an occult investigator who revels in the use of his intellect, and favors
logic and clear reasoning above all else. He is a likeable fellow who enjoys sharing
the tales of his exploits with his friends, and often invites his friends to dinner by
sending them an invitation. During the meal, Carnacki engages in pleasantries
and strictly forbids the discussion of his cases no doubt to avoid spoiling
the appetite of his friends but quickly ushers them into his study shortly
afterward. There, in his tall, wing-backed chair, Carnacki lights his
pipe, but before the matchs flame is put out, the ghost
detective calmly begins to regale his guests with the story
of a particular case chosen for the occasion. He addresses
the finer details of his subject matter carefully, to avoid
upsetting the genteel nature of the fine and upstanding
gentlemen invited into his humble home.
Often, Carnacki reveals the very human reason why the
home of a wealthy widower or noblewoman was haunted. On
occasion, a great house might be plagued by rats or common
bandits attempting to rid the home of its unsuspecting owners
in order to rob them from the treasures that lie within. Though
he is loathe to admit the truth, Carnacki often feels grateful when
the culprit turns out to be human, for despite all his writings and
inventions, he is afraid of the dark.
To cope with his fears, Carnacki relies on the adoration of his friends,
and enjoys his dinner parties to such a degree that he often plans out his
performance in the study after the conclusion of each case. Its better for
him if his client is wealthy and many of them are for the gentlemen
and ladies of Victorian England are grateful to be talked about in such a
manner. Indeed, some of the nobles secretly wish their homes were haunted,
too, so that Carnacki would grace their doors with his presence. To that end,
the detective does offer a bevy of services for handsome sums, including the
purchase of certain protective rites and sigils, to prevent a haunting before a
spirit has a chance to take up residence.

You all know I am not really a


cowardly chap. Ive gone into too many
cases connected with ghostly things, to be
accused of that; but I tell you I funked it;
simply funked it, just like any blessed kid.
There was something precious unholy in
the air that night.
- C arnacki, the Ghost-Finder
by William Hope Hodgson

Thomas Carnacki

21

Carnacki is the picture of a Victorian gentleman. He


is never seen with a hair out of place, and spends his time
perfecting his trade. He favors schools of study relevant
to the period, like photography, and holds himself to
the highest standard, each time relying on the methods
of scientific discovery to uncover the truth about ghosts.
When he is not tinkering with technology or devising new
implements like the electric pentacle, Carnacki spends
his time collecting stories of folklore, writing down his
occult theories in books like the Sigsand Manuscript and
Incantation of Raaaee, or devising new rites of magic like
the Saaamaaa Ritual.
Despite the fact that many skeptics have attempted to
glean the secrets of his trade, Carnacki the ghost-finder is
tight-lipped and does not open his home or study to just
anyone. He has yet to meet another gentleman (or genteel
lady) that shares his lifestyle and desire for truth, which
may damn him eventually, forcing him to experience great
tragedy and misfortune. After all, while Carnacki may
experience many financial and social comforts serving
Englands elite in their supernatural needs, these are the
ephemeral trappings of mortals that will not follow him to
the grave. The ghost-finder may yet faint and hit his head
at the sight of a ghost who haunts a pauper or worse, his
own study with nary a brave soul to rescue him.
Image: Thomas Carnacki is a middle-aged gentleman
who dresses in Victorian or Edwardian era suits. He has a
pocket watch, tends to wear round, gold-rimmed spectacles,

22

Gothic Icons

and is often accompanied by any number of relics befitting


a scientifically-minded spiritualist like a camera, salt, crystal
ball, Ouija board, occult tomes, and the like. Carnacki
does not fear technology, and occasionally uses the art of
photography or mysterious devices of his own creation,
like the electric pentacle he claims hes invented, to solve
his cases and track ghosts. At this time, no one else, save
for Carnacki himself, has been able to confirm how his
technological wonders actually work.
Roleplaying Hints: You are an expert on ghosts who
enjoys telling stories as much as being the star of one. Your
wealthy friends are important to you, and you often send
them invitations to regale them with your deeds over a fine
meal. You rely on your keen mind and your wits to help you,
but you arent afraid of technology and the uses it offers you,
either. On occasion, you do talk about the all-too-human
villains who dare to try and trick you, masquerading as a
ghost to commit crimes against the innocent. Though some
might find you unsufferable, most believe youre a stunning
example of what the rational mind can accomplish when
put to the task. You follow wherever a trail of clues might
lead you, and trust that you will always find the evidence
needed to solve your mysteries. Your only fear is what might
happen if you are presented with a case that cannot be
solved, or worse a client who cannot pay you. Would you
fall into madness, obsessing over minute details to find a
solution? Or, would your faith in yourself be so irreparably
shaken youd give up hunting ghosts?

Name: Thomas Carnacki


Age: Middle-Aged
Player:
Power Intelligence

Virtue: Prudence
Vice: Pride
Concept: Victorian Goth

Chronicle:
Faction:
Group Name:

Attributes

Strength
OOOOO

OOOOO

Presence

OOOOO

Finesse Wits

Dexterity
OOOOO

OOOOO

Manipulation

OOOOO

Resistance Resolve

Stamina

OOOOO

OOOOO

Composure

OOOOO

Skills
Mental

(-3 unskilled)

Academics __________
OOOOO

Computer__________
OOOOO
(Odd Inventions)
Crafts_____________

OOOOO
(Con Artists)
Investigation _________
OOOOO
Medicine ___________
OOOOO
(Ghosts)
Occult _____________
OOOOO

Politics____________
OOOOO
Science _____________
OOOOO

Physical

(-1 unskilled)

Athletics __________
OOOOO
Brawl___________OOOOO
Drive_____________
OOOOO
Firearms_________OOOOO
Larceny___________
OOOOO
Stealth _____________

OOOOO
Survival ____________

OOOOO
Weaponry___________
OOOOO

Social

(-1 unskilled)

Animal Ken________
OOOOO
Empathy_________OOOOO
Expression_________
OOOOO
Intimidation_________
OOOOO
Persuasion___________
OOOOO
Socialize ___________

OOOOO
Streetwise __________

OOOOO
Subterfuge__________

OOOOO

Other Traits
Health

Merits

Area of Expertise (Ghosts)


_______________

OOOOO
Eidetic Memory
_______________

OOOOO
Pro Training (Occultist)
_______________

OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO
_______________OOOOO

OOOOOOOOOOOO

Willpower
OOOOOOOOOO

Integrity

OOOOOOOOOO

Conditions

_________________
_________________
_________________
_________________
Spooked

5
Size:__________________
6
Speed:__________________
1
Defense:________________
Armor:_________________
3
Initiative Mod:_____________
Beats:
Experiences:______________

Weapon/Attack

____________
____________
____________
____________
Equipment

Dmg

___
___
___
___

_________________
Photographic Chemicals and Camera
_________________
Sigsand
Manuscript
_________________
Salt
_________________
Electric Pentacle

Aspirations

Use my logic to investigate ghosts.


_________________
Tell stories to mask my fear.
_________________
Don't die.
_________________
_________________

Range

______
______
______
______

Clip

____
____
____
____

Init

___
___
___
___

Durability Structure

______
3
______
2
______
1
______
2

_____
2
_____
1
_____
1
_____
1

Str

___
___
___
___

Size

____
2
____
1
____
1
____
1

Size

___
___
___
___
Cost

____
1 Dot
____
1
Dot
____
1 Dot
____
2 Dots

Attributes 5/4/3 Skills 11/7/4 (+3 Specialties) Merits 7 Health = Stamina + Size Willpower = Resolve + Composure Size = 5 for adult humans
Defense = Lowest of Dexterity or Wits + Athletics Initiative Mod = Dexterity + Composure Speed = Strength + Dexterity +5 Starting Integrity = 7