Beruflich Dokumente
Kultur Dokumente
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If I could create an ideal world, it would be an England with the fire of the Elizabethans, the correct taste of the Georgians,
and the refinement and pure ideals of the Victorians. H. P. Lovecraft
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Anatomy of a Character
Without self knowledge, without understanding the working and functions of his machine, man cannot be free,
he cannot govern himself and he will always remain a slave. G. I. Gurdjieff
Characteristics
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Traits
Aptitudes
Grace is a measure of agility and deftness, but also physical
bearing and manner.
Vigor relates to physical strength and endurance as well as
health.
Reason is raw intellect and the ability to apply systematic
thought.
Focus allows concentration in spite of distraction and
governs perception and memory.
Presence covers natural charm, wit, and the ability to engage
with others socially.
Will represents dedication, emotional and mental fortitude,
and the ability to resist temptation.
Skills
Academics represents formalized learning in the arts and
humanities. The first rank bestows literacy in ones native
tongue and rank three grants the ability to speak, read, and
write another language (more languages may be learned
through other means).
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Time
Anatomy of a Card
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Condition Description:
the effects of this cards
Condition
used to break ties (it also provides a number from 1-100 for
percentages). The Condition name is the Condition that can
be imposed by this card when used in conflict situations, and
the Condition text gives an abbreviated description of what
the condition does to the character on whom it is placed.
All people have an intended role in the Clockwork those who pursue the path laid out for them find their
actions supported by unseen hands, and those who instead
forge their own path must seize their own opportunities. The
unseen support a character receives to bolster their personal
place in the Clockwork is represented by points of Purpose.
The ability to create opportunities by acting outside of ones
ordained path is represented by points of Ether. The balance
of these two energies is referred to as a characters Potential.
Depending on the balance of Potential and the characters
Bloodline, this may change their Integration. Any character
with an Integration other than Native may be subject to
additional risks as they have a weak or even no part in the
grand plan of the Clockwork.
Integration is fully detailed in the core rulebook.
Corruption
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Conflict
The Turn
Before a character may take her Turn, the player must flip
over an Initiative Card. For the acting character, this must be
her highest valued Initiative Card. Characters participating
in an Exchange on the acting characters Turn may flip any
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Antagonists in the
Initiative Sequence
The Narrator deals Initiative Cards to himself a
bit differently because he potentially controls several
antagonists at once. The Narrator receives a number
of Initiative Cards equal to the total Threat ranks from
all of the antagonists participating in the conflict. They
are placed face up in a single row, and any card may be
used for any antagonist. Later, as these Initiative Cards
are flipped face-down, they are placed upon the character
sheet or note card for the antagonist who used them. This
allows the Narrator to keep track of how many times
each antagonist has taken a Turn. No antagonist may
take more Turns in a single sequence than his level of
Threat. Threat is also reduced by one for each Wound an
antagonist sustains, in addition to all the normal penalties
for Wounds. If this reduction in Threat ranks leaves the
Narrator with more Initiative Cards than he can use,
they are discarded at the end of the Sequence. When an
antagonists Threat is reduced to zero, she has been killed
or otherwise incapacitated, but many will surrender or
flee before this occurs.
If the Narrator is controlling both antagonists and
allies, two rows of cards are used. For simplicity sake,
we recommend always placing the antagonist row above
the ally row. Allies use the cards from their own row and
otherwise follow the same rules as antagonists.
Initiative Card they choose. During her Turn, a character
may either move, maneuver, and act OR move and react.
Movement allows the character to move within her
zone of control, an area about four paces (10 feet) in every
direction. A character is considered to be moving throughout
this zone during her turn, taking her action and maneuver at
any time and in any order, and then ending anywhere within
her zones boundaries. If 28mm miniatures are being used,
use a 5 circular template to represent this zone.
Actions and Reactions allow the character to perform
tasks that would require a trait test. In conflict, this usually
means attacking an opponent or reducing their Guard
through a feint or other mixed action. A character may also
trade her action to perform an additional maneuver.
Maneuvers allow a character to do anything that would
not require a trait test, including the options below. The
Narrator may also allow other simple tasks as maneuvers at
his discretion.
Aim: Taken before an action to fire a ranged weapon,
this maneuver eliminates the -2 penalty for not aiming. A
character may not aim if an opponent is within his zone of
control.
The Exchange
Interrupt Actions
At any time, a character may turn over two Initiative
Cards face down to perform an interrupt action (if
a character has the Fate card as an Initiative card, she
may play it by itself to perform an interrupt action).
This immediately makes her the acting character, even
if it interrupts another turn already in progress. The
interrupting character may then take a full turn. After
the turn resolves, play returns to normal. A turn that
was interrupted may now be completed. If two or
more characters attempt to use an Interrupt Action
simultaneously, resolve them in order of the highest
played Card Numbers, then return to the normal flow
of play.
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Physical Attacks
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Reach and
Ranged Attacks
Reach measures the maximum distance at which a
weapon can strike an opponent. If a target is beyond
a weapons Reach, it cannot be attacked. There are five
Reach categories:
Touch: can be touched by the attacker: a dagger
Close: inside zone of control (a step and reach) or
two paces away: a sword, club, cane, barstool.
Extended: up to twleve feet or four paces away: a
rifle-mounted bayonet, a pepperbox pistol.
Short Range: within a large room or about twentyfive feet/ten paces: a pistol, a thrown weapon.
Long Range: can be seen by the attacker: a rifle.
Ranged attacks (including Short Range and Long
Range) cannot be prevented by a defenders Guard.
Baring supernatural abilities or mastery-level training, no
character can prevent a bullet or projectile from hitting
them by means of their own defensive posture. Thus,
all ranged attacks are normally considered penetrating
attacks.
However, a character can make herself harder to hit
by making use of cover. When a ranged attacker shoots
at a character in light cover, she will draw one additional
card and use the lower of the two to resolve her attack.
When shooting at a character in heavy cover, the attacker
will draw two additional cards and use the lowest of
the three. If at any point, the attacker fails to hit with
her lowest card, but succeeds with her highest card, she
will shoot the cover that is protecting her target. This
is especially important to remember when the cover
protecting the target is another character.
These penalties are in addition to the standard -2
penalty for firing without aiming. An attacker will always
suffer a -2 penalty if she does not take a maneuver to
aim, and this penalty applies to all cards drawn to resolve
the shot. After a ranged attacker takes the maneuver
to eliminate this -2 penalty, she may take additional
maneuvers to aim in order to reduce the number of cards
she must draw to resolve the attack. Each maneuver will
reduce the total required draw by a single card.
Thus, a ranged attacker firing at a target in heavy
cover who takes no maneuvers to aim will suffer the -2
penalty for not aiming and then must draw three cards
(one card, plus two cards for the target being in heavy
cover). She will use the worst card to resolve her shot.
However, if she took two maneuvers to aim before firing,
she would receive no penalty and would use the lower of
two cards to resolve her shot. Remember that actions can
be used to take maneuvers (See The Turn, p. 10), and
that weapon Reach will affect Attack Priority (p. 11).
Physical Recovery
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Social Attacks
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Avenues of Attack
In order to attack, a character must have the ability
to get at her opponent. In physical conflict, this means
having a clean line-of-sight for ranged attacks or simply a
lack of obstacles for close attacks. In social conflict, this
means having an open discourse where the opponent is
actually listening to whats being said. Either way, these
available lanes for striking are called Avenues of Attack.
In physical conflict, all characters have three Avenues
of Attack. These avenues may be occupied by large
obstacles (such as a wall or tree), by comrades (such as
fighting back to back), by opponents who are engaging
in close combat with the character. Hence only three
combatants may attack one individual at a time, as each
would occupy one of that characters three Avenues of
Attack. This number is reduced by one for each obstacle
or comrade that already occupies one of these avenues.
Ranged attacks need an Avenue of Attack for a clean
shot, but will not occupy one. Hence, a battalion of
snipers could fire on a single target without blocking one
another. Obviously, if the ranged attacker cannot see the
target opponent, there are no open Avenues of Attack
available to him. See Ranged Attacks, p. 13.
In social conflict, a character has two Avenues of
Attack for each Disposition currently being tracked, one
reserved for arguments that move that Disposition toward
Favorable and one reserved for arguments that move it
toward Hostile. Each Avenue can only be occupied by one
social attacker. Hence, all social combatants who wish to
alter a single Disposition toward the same result must assist
this single primary attacking character. A character who
uses the Sidestep maneuver in social conflict may declare
which specific Avenue of Attack is being closed, choosing
to ignore that entire line of argument. A character may
also take a Disengage maneuver at any time to close all
social Avenues of Attack: one can always walk away from
social interactions with a polite Good day, sir; however,
certain contexts may provide dire social ramifications for
doing so.
Changes in Disposition
Social Recovery
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Conditions
Standard Conditions
Weapon Conditions
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Reach
Damage
Conditions
Blackjack
Bottle
Brass Knuckles
Cane/Club
Farm Implement
Fists
Pocket/table Knife
Large Knife
Polearm
Sword
Touch
Touch
Touch
Close
Extended
Touch
Touch
Touch
Extended
Close
1
1
2
2
2
1
1
2
3
3
Incapacitating
Bleeding
Staggered
Disarmed
Staggered
None
Bleeding
Bleeding
Crippled
Bleeding
FIREARMS
Pepperbox Pistol
Extended
Bleeding
Long Range
Mortal
Standard Pistol
Short Range
Bleeding
Shotgun
Short Range
Crippling
Tesla Taser
Close
Incapacitating
Notes
-2 to attack
Single shot
-2 to attack if not Aimed
5 shots
-2 to attack if not Aimed
6 shots
-2 to attack if not Aimed
2 shots
-2 to attack if not Aimed, +1 to attack if within
Extended range.
Single shot and then it is destroyed
May place its weapon Condition on
any successful hit.
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Example of Play:
Physical Conflict
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Example of Play:
Social Conflict
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red, but all the paints falling off. Thats all I know. I swear!
Chris: Next highest card is a 0, thats Fitzwilliam.
Will: flips over his Initiative Card. Fitz sheaths his sword
and says, Well, thats what we needed. Lets go! I use my
maneuver to Disengage and walk away. Im leaving the social
conflict.
Chris: The brigand has no more initiative cards to attempt
to convince or persuade you but he will plead, I told you
what you needed to know! You cant just leave me tied up
in an alley! Rachel, your Disposition for letting him go is
Agreeable, but you still dont feel compelled to do it if you
dont want to. He didnt get a penetrating attack on you. You
also have the last Initiative Card in play.
Rachel: flips the last Initiative Card. My last maneuver is to
take pity on him and drop a knife close enough to him that
with some effort hell be able to get himself free, and then
my action is to walk away.
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Edinburgh, 1896
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the most important cities in the Empire. Yet even still, many
survive as best they can in the dilapidated tenements lining
the edges of the Auld Toon or huddled in the cellars longsunk beneath the streets. The flowering of art and culture
feeds on poisoned soil, and of late the city grows restless
as chilling rumors have both citizens and the authorities on
edge.
Edinburgh is an old city, with a long memory of its
darker past, and it is difficult to forget all those who have
died for their involvement with cults and witchcraft, treason
and murder. Many have lived and worked, or been hanged
or beheaded, in the shadow of Edinburgh castle. As recently
as two-score years past, resurrectionists stole and sold so
many of the bodies of the dead that iron coffins and burial
cages are still in use. Nobility and peasantry alike are quick
to dredge up the horrors of the past for titillation: the lurid
confessions of the witch-covens of Dr. Dee and Lord Nicol,
the gruesome murderers Burke and Hare who supplied Dr.
Knox with bodies for public dissection, or the sad tale of
Jessie King, the murderess and baby-farmer hanged just
a few years past in 1889. Other, stranger stories bubble up
from those living in the Vaults - the warrens beneath the
hill under the old city: tales of disappearances, ghastly sights
half-glimpsed, and unwholesome deeds carried out beneath
the homes of more decent folk.
Of late, a rash of oddities has been reported. Two weeks
ago, a pair of masons building a wall along Southgate swore
they heard screams and saw blood well up from the brick.
The Lord Provost of the city himself has been heard to
confirm rumors that he and others have seen strange lights
dance atop the crosses on St. Giles Cathedral. Just last
week, a mephitic stink welled up around the city chambers
and persisted for three days. Perhaps worst of all, several
disturbances have been reported near the grounds of the
Grange cemetery, and groundsmen have found at least one
grave whose occupant had gone missing. With All Hallows
Eve just a few weeks away, theres growing panic that
something sinister is afoot.
Scurrilous broadsheets are quick to print news of a
coming catastrophe, while the Evening Post is pleased to
announce the expansion of its social pages to track the
comings and goings of the citys elite. The police are under
increasing pressure to get things in hand, as the Provost
fears that bringing in any of the Crowns Witchfinders or
involving the military garrison would only fan the flames and
lead to civil unrest.
Story Overview
Chapter One
Chapter Two
Chapter Three
Gavins Glamours
Here are expanded versions of the glamours rules
Minor Illusions: Use a Maneuver to test Presence +
Guile, Difficulty of the targets Will + Composure.
If successful, create an illusion that affects one sense of
the target for their next action.
Beguile: Before a social conflict begins, spend a point
of Ether and choose a target you can see. The targets
disposition cannot be worse than Indifferent towards
your argument in the next social conflict in that scene.
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Chapter 1
The Butchers Bill
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Chapter 1, Scene 1:
Fleshmarket Close
Walking about the hill around the Royal Mile is a cold prospect.
Although the day was mild, the wind and misting rain makes being out
in the night uncomfortable, even for those in overcoats and hats. Theres
little traffic on the street, as the early nightfall and inclement weather
keep most folks at home about their business. To get a minute out of
the wind and catch a bit of warmth with a few puffs on a pipe, Sgt.
Mathieson and Constable Dubh duck off into Fleshmarket Close to
take shelter. Even washed by the rain, the street still smells faintly of
blood and offal from the several butcher shops and victuallers clustered
at the top of the steep cobbled street, leaving it doubly-deserted and a
quiet haven for the two policemen.
After taking refuge in a door frame and just getting the pipe going,
both officers notice the odd sight of a figure trudging up from the base
of the hill carefully carrying a small wheelbarrow so it makes no noise
on the cobbles, and trying to avoid the few pools of light spilling onto
the street. Two doors down from the officers nook, he steps to the door
of butcher McFadyens shop, looks about the street for a moment, then
taps on the window glass twice. Although the shop is closed and the
windows are dark, the door opens a few moments later and the caller
enters without a word, barrow and all.
The player characters should make a standard perception
test: Focus + Composure, Difficulty 3. Success indicates the
observer discerned the person appears to be a man based on
his size and gait, and appeared to be trying to hurry even with
the risk of falling on the rain- slick cobbles. A Remarkable
success (DoS 4+) also reveals the tell-tale shape of a pistol
butt at his waist as his coat moves when he knocks on the
glass.
Characters attempting to sneak up to the shop window
can test Grace + Stealth, Difficulty 0 (the Difficulty is
lower as they are aided by the conditions outside). The door
is currently locked from the inside. If they go to investigate,
they see very little:
The shop window has an array of empty hooks and
a tiled shelf that would be used to show the days goods,
but now all is empty. Even with eyes used to the dark, the
interior of the store can barely be made out, save for a bit of
flickering light visible from the staircase into the cellar. After
two minutes, the light from the stairwell dances wildly and
a shot can be heard (no Test necessary). Moments later the
figure comes pounding up the stairs with a large and very full
sack slung awkwardly over his shoulders. He drops the sack
onto his wheelbarrow, rushes to the door and flings it open.
The man fleeing is Thomas Corddray, and hes just
accidentally killed Mr. McFadyen over the butchers lastminute attempt at price-gouging. The argument had erupted
over the sale of a particular human corpse Thomas wanted
retrieved from the cemetery. The gun went off in a scuffle.
Thomas is terrified that the police will be called because the
shot was heard, and will make every effort to escape and
make it to his scheduled meeting place with the body in tow.
Remind the characters that their first duty is to raise the hue
and cry, and that they were issued police whistles for this
reason.
As soon as the whistles are blown, cut to Constable
MacLeod and Ms. Ramsay as they are walking out from the
Saracens Head around the corner and trying to find a carriage
for Ms. Ramsays ride home, then to the Inspector and Dr.
Trowbridge, as they walk down the hill. The policemens duty
is to rush to a fellow officer in trouble; Ms. Ramsay should
be interested to catch a story firsthand, and Dr. Trowbridge
would likely want to respond in case anyone is hurt. Even
as the other characters come to aid their aid, Sgt. Mathieson
and Constable Dubh will have one full conflict Sequence
dealing with Thomas before any help arrives.
Environment: The cobbles are steep and slippery; any
combatant may attempt to knock another off balance with a
Vigor + Melee test, Difficulty equal to the targets physical
defense. A success (DoS 1+) will knock the opponent prone,
but this will not reduce Guard or cause a wound. Attacking
someone who is prone is an advantageous condition, so that
could change Attack Priority. Anyone knocked down can
take a maneuver to stand up. Ranged attacks with firearms at
any target outside the attackers zone of control are made at
a -2 penalty due to the darkness and rain.
Thomas is dealt three initiative cards and will use all his
efforts to escape. If he is able to act first he will spend his
move, maneuver, and action to run. If not acting first he will
not react to any actions as he desperately wants to use his
Threat
Thomas Corddray
Native Pureblood Thug
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Guard
G
Dispositions
Morale
_____________
Penalty
Defenses
Armour
Physical
OOOOO
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Command
________________
OOOOO
Composure
________________
OOOOO
Guile
________________
OOOOO
Streetwise
________________ OOOOO
________________ OOOOO
Wounds OOOOO
_____________ H
Weapon
Dmg Reach Condition
Knife
2
Bleeding
Touch
____________
_____
_______
______________
Ranged
Pistol
3
Bleeding (one shot)
____________
_____
_______
______________
Abilities & Notes
Flash Powder, overcoat, corpse of Bill Trifle in large sack,
______________________________________________
small wheelbarrow
______________________________________________
Morale: Begins Hostile to surrendering
______________________________________________
Character Knowledge
If Thomas is caught and Gavin MacLeod has a
chance to see him clearly, he will recognize him as
Thomas Corddray, a fence and sometimes informer
that helps traffic stolen goods through the Vaults.
The last two times Gavin visited him for information,
though, Thomas was unhelpful. Gavin is beginning
to suspect he has gotten involved with something
dangerous, but didnt have any leads as to what.
Any other police characters can make a Focus +
Streetwise test, Difficulty 3 to recall Thomas name
and that he had a reputation for acting as a fence. A
remarkable success (DoS 4+) will also let them know
he sometimes informed to the police.
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Chatper 1, Scene 2:
Auld Nicols Basement
Threat
Mary MacTavish
Native Pureblood Worker
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption OOOOO
Guard
G
Penalty
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________
OOOOO
Artisan
________________
OOOOO
Composure
________________
OOOOO
Guile
________________ OOOOO
________________ OOOOO
________________ OOOOO
Defenses
P 2
Dispositions
Aid the Party
_____________
Wounds OOOOO
Armour
_____________ H
Weapon
Dmg Reach Condition
Kitchen Knife _____
2
Bleeding
Touch
____________
_______
______________
Dispositions
This is a good opportunity to remind or instruct
players what various Dispositions entail:
Hostile indicates that they refuse to listen to or engage
with an argument in any way. In many circumstances,
being openly Hostile is a social faux pas.
Guarded indicates that they are mistrustful and will
challenge the position, but are willing to listen and may
be persuaded with strong arguments.
Indifferent indicates the character has no strong feeling
or conviction to either agree with or oppose the position
being argued.
Agreeable indicates sympathy and growing agreement
that could come around to the position with some light
persuasion.
Favorable indicates a character broadly agrees with the
position and only needs a bit more certitude to determine
how best to put the position into practice.
Once someone is at Favorable the person making the
argument can make a penetrating attack which can
Convince them to hold a belief, or Persuade them to
pursue a given course of action.
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Chapter 2:
The Hollow Hill
The Witchfinders
Since the mid-1600s the British crown has
maintained special bailiffs of the royal court to deal
with magical and supernatural occurrences. The
Witchfinders originally worked primarily to deal with
those suspected of witchcraft and sorcery, but have also
come to be involved with investigating and responding
to outbreaks of Pontus events. Witchfinders are
officers of the crown and are granted extraordinary
legal authority which lets them command assistance
from any subject of the Empire. Typically this is used
to enjoin cooperation with inquiries or provide room
and board, but can also extend to dragooning people to
assist them with more dangerous work. Witchfinders
demands of cooperation from the characters are legally
mandated and failure to assist could result in being fired
from the police force and/or criminal charges.
During their service Witchfinders give up their
names and any connections and communication with
their family, lest they expose themselves and others to
supernatural risks. Teams are assigned names for the
duration of a period of service - trees were used here.
Canons are all religious scholars, primarily drawn from
Cambridge. Stars come from some other branch of civil
service, but are most often drawn from regiments with
royal patronage and proudly bear the reference to the
Star Chamber, the personal royal court of inquiry.
Finders are often possessed of special gear and
equipment, and their distinctive peaked hats and
leather longcoats are alchemically treated to give them
extraordinary protection. Narrators can add almost
any gear they see fit to the basic list of accoutrements
provided.
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Opening Scene:
An Unexpected Resurrection
Alecs Warning
All nephilim bear an incredible benefit of their
angelic heritage: near immortality. They may die in any
number of horrible ways, but will always return to life
with one less wound three days after they die. However,
as all nephilim are descended from the fallen Grigori,
their birthright is also debased. Each naphil has one
substance or circumstance - their Bane - that can kill
them permanently. Exposure to a Bane is incredibly
risky, as even a touch can cause excruciating pain and
greivous injuries.
Alec Dubh is a naphil that doesnt fully understand
her background. Shes already died once, yet doesnt
understand her protection from normal death, but she
also doesnt know her Bane or the risk is poses.
As soon as shes in the presence of the Witchfinders
she feels an icy dread unlike any shes ever felt before.
Pass a note or discreetly tell the player running Alec
about the unfocused terror she suddenly feels; keeping
this knowledge secret from other players at the table will
help drive the experience for all.
Alec doesnt - and shouldnt - find out what it is
during this adventure, but one of the many oddities the
Finders are carrying is her bane. The feeling persists as
long as she is in near either of the Finders, but lessens
when she is only with one or the other.
Hand of Glory
A successful Reason + Streetwise test, Difficulty
7, or a Reason + Mysteries, Difficulty 3 will let the
character know that a hand of glory is a grisly totem
believed to give thieves and sneaks protection in their
endeavors by dulling the senses of guards and causing
others around the scene of their crimes to fall into a
deep stupor. They are allegedly created with a ritual
performed on the night of a new moon requiring the
severed hand of someone hanged for thievery. The
fetishs power is activated by lighting the fingers, which
burn like candles, and it will persist so long as its user
keeps it lit and carries it with them.
If asked, Rowan will only indicate that a hand of
glory is a disgusting relic created by lost and deluded
men, and that if anyone who would seek one is a threat
to any community in which they hide.
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Running Scenes
within the vaults
As the characters attempt to make their way
deeper into the Vaults there are several paths open
to them, and how long they spend working through
the underground should be managed by the Narrator.
If the characters are taking their time and following
physical clues of passage - disturbed dirt, clear paths,
and operating doors - everyone working to track can
test Focus + Investigation, Difficulty 2, to stay on
the trail. Since those characters will be cooperating,
so long as one test is successful, they can track their
quarry reliably and directly. Run two scenes - Here
and There and one other of the Narrators choice for
a standard game of about 4 hours.
Alternately, if the characters are not following the
trail, deviate from the path, or if everyone is having
a great time and the characters remain relatively free
of wounds, Narrators may wish to continue and can
include more of the scenes described below or others
of their own devising.
5 Mutilated Corpses
Outsider Corpses
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption OOOOO
Guard
G
Threat
Penalty
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
Defenses
Wounds OOOOO
P 10 S
Armour
Dispositions
Weve no time to go into all the whys and wherefores, but you need
to know that right now its simply the nature of dead flesh to move.
Theres no thought behind it, they feel no pain, and need to be taken
completely to pieces to be destroyed. We need to get to Alder so we can
try to put a stop to the Rising thats causing it. Keep moving, lest they
catch up with us, but be careful, as theres like to be more strangeness
below.
Proceed to Vault Scene A.
If the characters stay and fight to the point that
there are 5 or more wounds between all characters before
either fleeing or defeating the dead proceed by running only
the vault scenes A Here and There and B The Lost and
the Lonely then move on to Chapter 3.
If the characters fought and defeated the dead and lost
Rowan, most of his accoutrements were ruined during his
grisly death: the most they can salvage are some coins, his
badge of office, sword, gun, and ammunition.
Threat
Rowan Star
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption OOOOO
Guard
G
Wounds OOOOO
Penalty
Defenses
Armour
Physical
OOOOO
-4
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Command
________________
OOOOO
Composure
________________
OOOOO
Investigation
________________
OOOOO
Medicine
________________
OOOOO
Tactics
________________
OOOOO
Parley
Dispositions
_____________ H
_____________ H
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Flailing Limbs _____
3
Touch
____________
_______
______________
30
Teresa Sanchez (order #5800817)
Weapon
Dmg Reach Condition
Sword
3
Bleeding
Close
____________
_____
_______
______________
Ranged
Pistol (6 shots) _____
3
Bleeding
____________
_______
______________
Abilities & Notes
Wounded: -4 penalty on all Tests, cannot take Maneuvers.
______________________________________________
Accoutrements: Witchfinder Leathers(Ar. 2), sword, pistol
______________________________________________
2 sets handcuffs, rank 1 and 2 ritual reagents, electric torch
______________________________________________
Vault Scene A:
Here and there
Bad Blood
If the Unnatural Angles effect comes up it will only
apply to Alec Dubh and Gavin MacLeod, and will be
an immediate sign that something is terribly wrong,
not just with the environment, but with the characters
themselves. The Witchfinder will immediately be
suspicious of both, and closely watch them for any
indication they are ritualists, sorcerers, or possessed
of any supernatural abilities. Gavins small amount of
faerie blood is of little consequence, especially since he
has almost no talent for glamours. Alec is at risk if she
reveals her death and resurrection, or her ability to gain
skills or memories by tasting flesh and blood, as the
Finders are wary of nephilim at the best of times. If
she does so in a way that helps the Finders, they will
accept it out of necessity, but warily.
Unnatural Angles
The very shape and position of objects around you warps and
twists violently, and each step sends you reeling as walls, floor, ceiling,
and your compatriots are displaced to new and strange relations.
This is a mental effect that will not impact any character
with a Native Integration (p. 4) as the Pontus outbreak is
attempting to influence the characters directly and those that
are in their proper place in the Clockwork benefit from its
protection. Anyone with an Integration status of Emigre
will be subject to the effect for no more than three rounds.
Those with a status of Outsider will be subject to the effect
indefinitely for the scene until the effect is resolved by
succeeding three times the test outlined below.
Normal spatial relations are meaningless, and each step
forward seems to turn in a different direction. To proceed
normally, characters must succeed testing Reason +
Athletics, Difficulty 3. Failure results in them aimlessly
flailing about and making no progress.
Dilation
Rushing deeper into the Vaults plunges you further into a fever
dream:
31
Teresa Sanchez (order #5800817)
Compression
As you step forward the walls and ceiling begin to pulse and bulge
outwards towards you, attempting to close the way forward. Your only
hope is to rush ahead, lest you be trapped here and crushed.
The structures and objects around the characters
are pressing in on them. Moving at all requires testing
either Vigor + Athletics or Grace + Athletics test,
Difficulty 2. Success lets them move forward slowly, as
they are squeezing through the bulging, putty-like masses of
the walls, floor, and ceiling. Failure has them crushed and
suffocated, and applies a -2 penalty on the next check. If
they fail 3 tests they can no longer proceed under their own
power, and are utterly immobilized, and automatically suffer
one wound. Having another character push or drag them
physically from the room with a successful test of Vigor +
Athletics, Difficulty 3, is the only way to free them. The
effect will persist for several minutes, and then irregularly
subside for a few rounds before recurring.
Impenetrable Darkness
As you look ahead the world washes to black and white for an
instant, then a surging tide of darkness boils up from nothing and
envelopes you. Even if you look to where the lantern was you see nothing
more than the faint twinkle of a distant star, illuminating nothing.
While so afflicted, nothing will provide sufficient
illumination to see. Characters can attempt to physically
grab hold of one another and stay together (though this
may cause other difficulties if other effects are in play). They
may test Focus + Composure, Difficulty 2, to remember
their approximate position in the room and how they need
to move to get to the exit or entrance. Alternatively, they
can attempt to feel their way through their environment
carefully by testing either Grace + Athletics or Grace +
Investigation, Difficulty 2.
Witchfinder Rowan, if he lives, will tell the characters
that Pontus uprisings can cause impossible things to happen.
This is permanent, and can spread if not corrected. Its
urgent that Alder is found as soon as possible and a ritual
begun that will halt the spread, lest effects like this cascade
throughout the Vaults and threaten the city above.
Vault Scene B:
The lost and lonely
32
Teresa Sanchez (order #5800817)
Threat
2 Lost Wretches
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption OOOOO
Guard
G
Dispositions
Morale
_____________
Penalty
Defenses
Armour
Physical
OOOOO
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Athletics
________________
OOOOO
Guile
________________
OOOOO
Intuition
________________
OOOOO
Streetwise
________________
OOOOO
Survival
________________ OOOOO
P 2
Wounds OOOOO
H
Aid the party
_____________
Weapon
Dmg Reach Condition
Small Knife
1
Bleeding
Touch
____________
_____
_______
______________
trying to remain hidden behind a pillar. One of them sees you, and calls
out shakily,Stay where ye are and leave us be. Theres some madness
about tonight, and Ill have nought from ye.
The two huddling in the niche ahead are some of the
otherwise-homeless working poor that use the Vaults as
refuge from the elements and landlords both. The Pontus
outbreak is centered in this general area of the Vaults, but
has also occurred elsewhere, and these two have fled here to
seek refuge. They are both frightened and unsure of whats
going on right now, but have valuable information that could
aid the characters if they are successfully engaged. Have the
characters test Reason + Intuition, Difficulty 1: anyone
who succeeds realizes the speakers feel threatened by the
characters unexpected arrival. Pushing them will likely make
them snap.
If Rowan is alive and with the characters hell share
that his injuries are tiring him and he cant present himself
forcefully. Hell instruct the characters to tell those ahead to
aid them or stand aside with a Presence + Command test. If
the characters attempt this and are successful, the wretches
offer no resistance and stand aside so long as there are no
real or perceived threats to their safety in doing so. The
characters will travel onward and encounter another Pontus
event as described in Scene 2, then proceed to Chapter 3,
Scene 1.
Chapter 3.
Pontus
Vault Scene C:
The dead and damned
33
Teresa Sanchez (order #5800817)
Shades
You may read or paraphrase to any characters who
succeed a test of Reason + Mysteries, difficulty 4.
If no characters succeed, Rowan will use some of this
information in his arguments to them to ignore the
shades pleading.
SHADES
Greek , Latin umbra
The whole of a person is made up of both a body
and a soul. The teachings of the Church tell us that
upon death the soul departs to dwell elsewhere while
the body decays, but that the two shall be united and
made perfect on the Last Day. However, not every soul
travels to its intended resting place. There are instances
where the souls of the dead refuse to leave the mortal
realm until they have attended to some unresolved
trauma. These remnant souls are called Shades. They
are half of a person, mere shadows of a complete self,
which are tethered to this world by their attempts to
resolve what they could not in life. Having no physical
body and only half a mind, they often lack both the
means and sanity to complete their tasks, hence they
often manipulate the living for aid. However, Shades all
too often lose sight of what would actually complete
them, instead falling to the lure of revenge, the sating
of desires, and other, baser cravings. The result is
that most Shades, once tethered to the moral realm,
never find the resolution that would allow them to
leave. Instead, they are driven further and further into
insanity as they grasp at straws in attempts to release
themselves, and end up dragging many a mortal down
into misery with them.
34
Teresa Sanchez (order #5800817)
Threat
Anne Lewis
Outsider Shade
Aptitudes
Grace OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption OOOOO
Guard
Wounds OOOOO
Penalty
Defenses
Armour
Physical OOOOO
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Command
________________
OOOOO
Guile
________________
OOOOO
Mysteries
________________ OOOOO
________________ OOOOO
________________ OOOOO
Dispositions
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Sad Tale
2
Undone
Voice
____________
_____
_______
______________
Area: Extended
Visage of Terror _____
2
____________
_______
______________
Abilities & Notes
"Visage of Terror" requires 1 point of Ether to use.
______________________________________________
Immaterial: cannot be engaged physically
______________________________________________
Tethered: cannot leave the room where she dwells
______________________________________________
Vault Scene D:
Beasts and bogies
Thank ye, kind heart, for the care ye spare for me. Ive been all
alone with him...for so long I almost lost all hope. The pain, ye
see, its...a hard thing...but I dont have to bear that alone any longer.
Thank ye.
With that the shade leans forward and kisses your forehead. In
that instant you see the chamber as it is for her, the brazier filled with
smoking embers, heating cruel goads and brands; the bloodstained
chains glistening on the wall, the cabinet displaying all the finely-made
flensing knives, and little jars of teeth, and hair, and fingernails from
other victims. And there, in the cupboard space in the bottom, the cruel
metal cage with a broken, bleeding young girl bent double and staring
into your eyes with a beatific smile on her split lips and shattered teeth.
Thank ye. Ill be waiting.
The door unlocks and the characters can leave freely. As
soon as theyre outside the room Rowan barks You bloody
fool! As if all werent bad enough now well like have to get an exorcism
as well. For a lark, try doing as I tell you next time.
Continue on to Chapter 3.
35
Teresa Sanchez (order #5800817)
Aberrations
If Dr. Campbell is in the party he automatically
knows the following information. If other characters
succeed testing Reason + Mysteries, Difficulty 3 they
will have heard rumors of monstrous Aberrations, but
lack any specific knowledge.
ABERRATIONS
Animals seem especially vulnerable to the presence
of the Pontus. Those who are exposed for any length
of time become hopelessly aggressive and are prone
to maul and devour even the most innocuous life they
encounter. Longer exposure can afflict the animal with
dramatic warping of the flesh, including the growth of
horns, spinal spikes, flaming eyes or breath, and other
malicious malformities. These deformed animals are
called Aberrations and are one of the more common
symptoms of breaches of the Pontus.
CHIMERA
Greek ; Latin Chimaera
Those animals unfortunate enough to be swallowed
by the Pontus may sometimes emerge as horrible hybrid
creatures, bearing the features and limbs of anything
else the Pontus has devoured. This may be a simple
combination of two creatures such as the lizard-folk
rumored to inhabit the Floridian peninsula or more
horrific mixtures, such as the thirty-meter long, three
headed, rhinoceros-hide beast killed in the Bolivia as
reported in the Anglo-Brazilian Times, March 24th, 1883.
36
Teresa Sanchez (order #5800817)
Chapter 3:
The Devils Playground
Threat
Canon Alder
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Guard
G
Wounds
OOOOO
Penalty
Defenses
Armour
Physical OOOOO
-2
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Athletics
________________
OOOOO
Firearms
________________
OOOOO
Investigation
________________
OOOOO
Melee
________________
OOOOO
Mysteries
________________
OOOOO
Stealth
P 4
Dispositions
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Sword
3
Bleeding
Close
____________
_____
_______
______________
Bleeding
Ranged
Pistol (6 shots) _____
3
____________
_______
______________
Abilities & Notes
Wounded: -2 penalty on all Tests, cannot take Maneuvers.
______________________________________________
Accoutrements: Witchfinder leathers (Ar. 2), sword, pistol
______________________________________________
ritual book, rank 1, 2, and 3 reagents, electric torch
______________________________________________
37
Teresa Sanchez (order #5800817)
Chapter 3, Scene A:
Chapter and Verse
Alder takes the lead Follow me. They tried to ambush me, but
there were better places for an ambuscade earlier, so they must be trying
to defend wherever theyre performing this blasphemy. We should find
them soon, so be prepared to act decisively as soon as we come upon
them. If theyre still in the midst of any ritual I can try to stall it, but
Ill need cover from you lot to do so effectively. Do anything you can to
interfere with anything odd you see them doing. If were unlucky and
they have any hands of glory completed, we have to stop any of them
escaping. The priority is hands first, then anyone making them, then
anyone else - are we clear? Capture is preferred, but kill if you need to.
After taking a moment to ensure everyone has weapons ready, you
descend into the natural cavern below. A dozen yards along a narrow
passage you come to a tight corner and can hear the echoes of chanting
ahead. Creeping to the edge of the corner and peering around, you can
clearly see the flicker of light: it appears youve found your quarry.
When the characters first round the corner they see:
A long natural cavern stretches away from you, its length worming
from side to side and broken up with curtains of stubby stalactites and
collections of odd materials gathered from the the Vaults or the city
above - stacks of wood scraps, piles of dirty clothes and linens, boxes
of candles, even a bedroll and military pack - but you quickly focus on
the ring of torches encircling a crude stone altar at the opposite end of
the space. A tall figure wearing faded robes embroidered with strange
sigils and patched with deep brown stains holds a severed hand in each
of his own, dipping the corpse fingers into a pot of liquid wax in front
of him while uttering strange cadences. The stone of the cave around the
altar has been covered with odd script made of unfamiliar angles and
circular marks.
A shot echoes through the chamber
and your cheek is grazed with shards
of stone as it misses you by inches,
then a harsh voice brays At em lads.
Were nearly done, we just needs tae
holdem back, but killin em works
as well! You see a group of figures
detach themselves from the shadows
and start towards you, weapons
glinting in the torchlight.
When the first character
has the ritualist in their zone of
control, they see:
Closing on the ritualist you see
that what you originally took for some
mantle or capelet on the robes is a
pronounced irregular hump deforming
the upper back and shoulders of the
figure. Snapping his visage towards
you with a snarl, you can see the face
is crosshatched with old, puckered
scars and an oft-broken nose. His eyes
are luminous ice blue, and scattered
38
Teresa Sanchez (order #5800817)
around them and across his forehead a half dozen or more wrinkled,
fleshy bumps seem to quiver in time with his unbroken rhythmic cant in
some foreign tongue.
Narrators should take care in laying out the physical
area of the cavern for the final confrontation to manage the
challenge. The bigger the space and the less cover there is,
the harder it will be on the players to close without getting
shot. It should take characters at least three movements to
make it across the length of the cavern from where they
enter to physically reach the ritualist. It should take them at
least two movements to reach either the mob of criminals
or Mack Andrews, the gangs lieutenant. At the very rear of
the cavern is an exit shaft that leads through a series of other
natural passages to exit the hill to the north, free of the city.
Anyone in the area around the altar will notice the passage,
no Tests required.
The total Threat of the encounter should also be
managed depending on the number of characters and how
wounded they are. The basic Threat for a group of 4 players
with an average of 1 wound each (or less) should be 9, as
presented (4 for the ritualist, 2 for the mob, 3 for Mack). For
each player beyond 4 increase the Threat of the mob by 1.
For every 3 total wounds the characters have, decrease the
Threat of the mob or Mack by 1, to a minimum of 1 each.
The Threat of the Ritualist should always be 4.
Tactics:
39
Teresa Sanchez (order #5800817)
Threat
Mob of 2 Criminals
Native Pureblood Thugs
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Guard
G
Dispositions
Morale
_____________
Penalty
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________
OOOOO
Burglary
________________
OOOOO
Composure
________________
OOOOO
Melee
________________
OOOOO
Streetwise
________________ OOOOO
________________ OOOOO
Defenses
P 4
Wounds OOOOO
_____________ H
Weapon
Dmg Reach Condition
Knife
2
Bleeding
Touch
____________
_____
_______
______________
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Guard
G
Dispositions
Morale
_____________
Penalty
Physical
OOOOO
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Athletics
________________
OOOOO
Command
________________
OOOOO
Composure
________________
OOOOO
Firearms
________________
OOOOO
Guile
________________
OOOOO
Temptation
Defenses
P 4
Wounds OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
G
Threat
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Aptitudes
Guard
Stephan Kirs
Armour
Threat 3
Wounds
OOOOO
Mack Andrews
Penalty
Defenses
Armour
P 4
Dispositions
Morale
_____________
Physical
OOOOO
-2
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Command
________________
OOOOO
Firearms
________________
OOOOO
Fisticuffs
________________
OOOOO
Melee
________________ OOOOO
________________ OOOOO
_____________ H
Weapon
Dmg Reach Condition
Knife
2
Bleeding
Touch
____________
_____
_______
______________
Bleeding
Ranged
Pistol (6 shots) _____
3
____________
_______
______________
Abilities & Notes
Wounded. Accoutrements: Leatherbound notebook and
______________________________________________
Keyring (1 key for trapdoor in Ch. 2, Sc 1.; 1 key for door
______________________________________________
to Anne's Chamber Ch. 2, Sc 1.; 1 key for an unkown lock)
______________________________________________
Rat Amalgam
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason OOOOO
Focus
OOOOO
Presence OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Armour
Guard
Threat
Wounds OOOOO
Penalty
Defenses
Armour
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________
OOOOO
Athletics
________________
OOOOO
Melee
________________
OOOOO
Stealth
________________ OOOOO
________________ OOOOO
________________ OOOOO
P 2
Dispositions
_____________ H
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Dagger
2
Bleeding
Touch
____________
_____
_______
______________
Bleeding
Ranged
Pistol (3 shots) _____
3
____________
_______
______________
Abilities & Notes
Accoutrements: Magically reinforced robes, ritual reagents,
______________________________________________
vellum manuscript for the Hand of Glory ritual, a
______________________________________________
completed Hand of Glory (if created during the encounter)
______________________________________________
40
Teresa Sanchez (order #5800817)
Weapon
Dmg Reach Condition
Gnashing Teeth _____
2
Bleeding
Touch
____________
_______
______________
Cat Aberration
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Ranting Madman
Wounds OOOOO
Penalty
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________
OOOOO
Composure
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
Guard
G
Threat
Defenses
P 4
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason
OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Armour
Guard
Wounds OOOOO
Penalty
Defenses
Armour
Physical
OOOOO
Mental
OOOOO
Social
OOOOO
________________
OOOOO
Command
________________
OOOOO
Melee
________________
OOOOO
Survival
________________ OOOOO
________________ OOOOO
________________ OOOOO
P 4
Threat
Dispositions
Dispositions
_____________ H
_____________ H
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Ragged Claws
2
Outmaneuvered
Touch
____________
_____
_______
______________
Weapon
Broken Stone
____________
Crazed Ranting
____________
Dog Aberration
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Guard
G
Threat
Wounds OOOOO
Penalty
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________
OOOOO
Composure
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
Defenses
P 6
2
Touch
_____
_______
______________
Voice
2
Disoriented
_____
_______
______________
Threat
Animate Dead
Outsider Corpse
Aptitudes
Grace
OOOOO
Vigor
OOOOO
Reason OOOOO
Focus
OOOOO
Presence
OOOOO
Will
OOOOO
Potential
Purpose OOOOO
Ether
Ether OOOOO
Purpose
Potential
Corruption
OOOOO
Armour
Guard
Wounds OOOOO
Penalty
Defenses
Armour
Physical
OOOOO
Mental OOOOO
Social
OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
________________ OOOOO
P 7
Dispositions
Dispositions
_____________ H
_____________ H
_____________ H
_____________ H
Weapon
Dmg Reach Condition
Fangs
3
Unbalanced
Touch
____________
_____
_______
______________
Weapon
Dmg Reach Condition
Flailing Limbs _____
2
Touch
____________
_______
______________
41
Teresa Sanchez (order #5800817)
Chapter 3, Scene B:
From Hell to Breakfast
With a snort Alder adjusts his pack and glares at Rowan. I see
youve all been rattled by what youve already run through. Something
tells me that whatever our body-snatchers have in mind will leave this
outbreak looking like a drop in the ocean by comparison, but if your
minds are set and your will is firm thats what well need to try to set a
ward, so lay on.
As you begin to head back into the Vaults Rowan explains, Well
need to press on until we can find a serious effect of the Rising, and then
Alder and I can enact a ritual to establish a ward that can block it from
spreading. The ritual isnt terribly complex, but it can be draining and
requires a great deal of concentration, so it will be up to you to handle
anything odd or dangerous that comes up while the ritual is underway.
If we are interrupted or further injured it might fail, which would be
terrible for all of us, and the city as well. Youve handled yourselves well
in difficult circumstances so far. I have faith in you.
You come through several minor distortions without great difficulty,
but each time Alder or Rowan dismisses it as too small to serve as the
locus for the ritual; Alder complains with ill grace throughout the trip
about the lost opportunity to prevent the resurrectionists from completing
their goal. Eventually, you come upon some of the arched tunnels that
serve as a rudimentary drainage system for many of the streets and
squares on the hill. It only takes you a moment to notice that the water
appears to be flowing up the walls back into the drains and grates above.
Well, Alder sighs, it appears that this might be serious after all.
He carefully removes several small jars and packets from his satchel
and the various pockets in his coat, then draws his pistol and offers it
handle-out. Im about to have my hands busy, and you dont seem to be
terribly well armed. Do try not to shoot me when things start becoming
more...fraught.
After passing the pistol off, the Witchfinders and any volunteers
aiding in the ritual take their places. Alder begins to lead a fervent
declamation while Rowan starts combining several strange powders in
a small stone bowl. Everything proceeds uninteruppted for more than
twenty minutes, but as the ritual nears compleation you hear splashing
and the incomprehensible echoes of shouts and howls ringing from the
tunnels. From the drains and grates around you masses of maddened,
misshapen rats come scurrying into your torchlight, and a cat with
too-long limbs and ragged claws like fishhooks scrabbles along a ledge
of brick, hissing balefully as it crouches to leap. Hold them back!
Rowan shouts over Alders chanting, We cannot let the ritual falter!
The Witchfinders will be completely absorbed in the
ritual which will take 10 successful actions to complete (or
just over three complete Sequences if both Rowan and Alder
are able to perform them uninterrupted; remember that if
Rowan has 2 wounds and Alder has 1, there are only 3 total
Initiative cards dealt for both of them). While engaged in
the ritual the Witchfinders cannot take any other actions.
Rowan and Alder automatically succeed on tests to perform
the ritual, no card flips are necessary.
42
Teresa Sanchez (order #5800817)
Pontus effects
Tactics
Antagonists
Suggested enemies
43
Teresa Sanchez (order #5800817)
Epilogue:
Continuing the Tale
They return to the city above with any captives, and more
than enough evidence to put anyone involved on trial for
their lives. If Alder and Rowan survived they take custody of
the naphil ritualist and perform their own interrogations of
him separate from the characters, while any other prisoners
are left with the police. If the Witchfinders perished the
ritualist is taken into police custody along with any other
surviving bodysnatchers.
The characters themselves all gain the rank 1 Reputation
Dauntless in the face of danger, thanks to the police
working with the Evening Post to spread the story of
how their brave boys (and Ms. Ramsay if she participated)
cracked the ring of bodysnatchers, and how the city can now
rest safe. All characters will also enjoy a potential boost to
their careers, as their superiors will gain increased respect for
their skills and attempt to make use of their temporary fame.
The Witchfinders will work closely with the police - and very
likely the characters - to follow up on addressing the ongoing
Pontus outbreak in the Vaults, and in pursuing the larger
motivations and plans of the thieves.
44
Teresa Sanchez (order #5800817)
45
Teresa Sanchez (order #5800817)
Accoutrements
46
Teresa Sanchez (order #5800817)
Tactics
Reputations
Dutiful Son
2
__________________
OOOOO
The Constabulary is Family
OOOOO
1
__________________
Mentoring Alec Dubh
1
__________________
OOOOO
__________________
OOOOO
Affinities
_____________________________
Corruption . . . . . . . . . . OOOOO
Native
Integration __________________
Pureblood
Bloodline:________________
Status
Class . . . . . . . . . . .
OOOOO
1
Means . . . . . . . . . .
OOOOO
1
Potential
3
Purpose . . . . . . . . . . .
OOOOO
Ether . . . . . . . . . . . . .
OOOOO
2
I
A
I
A
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Athletics _______
Armor
Melee
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Weapons
23
2013 Reliquary Game Studios
Gear
Police uniform with reinforced greatcoat (Armor 1),
________________________
police truncheon, 6-shot revolver with 12 rounds of
________________________
ammunition, gun license good through Jan. 1897,
________________________
police whistle, handcuffs, electric torch, blackwood pipe,
________________________
tin of tobacco, book of matches
________________________
Tesla Taser: one-shot electricity gun, causes condition on hit
________________________
Truncheon
2
Disarmed
Close
_________ ___
____
______
Ranged ______
Bleeding
Revolver
3
_________
___
____
Incapacitated
Close
Tesla Taser
1
_________
___
____
______
Weapon
Funds
2
6
___ ___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Police
Background:_____________________________________________
Nature:____________________
Warrior
Leith
1866 to _______________
12 July
Sgt. Jock Mathieson
This is a record of ______________________,
born on __________
in the year of our Lord _____
in the city of _____________.
James & Flora
47
Accoutrements
48
Teresa Sanchez (order #5800817)
Tactics
In Physical conflicts,
Alec can use Grace +
Melee to attack with
a truncheon; however,
when not making a
penetrating attack, Alec
may use Grace + Guile
to feint.
In social conflicts,
Presence + Guile is
useful for lying and
trickery.
Reputations
2
Discover what I am!
OOOOO
__________________
Find
a
place
to
call
home.
1
__________________
OOOOO
__________________
OOOOO
__________________
OOOOO
Affinities
None
_____________________________
_____________________________
_____________________________
Corruption . . . . . . . . . . OOOOO
Integration Outsider
__________________
Nephilim
Bloodline:________________
Status
Class . . . . . . . . . . .
OOOOO
1
Means . . . . . . . . . .
OOOOO
1
Potential
2
Purpose . . . . . . . . . . .
OOOOO
Ether . . . . . . . . . . . . .
OOOOO
3
I
A
I
A
49
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Athletics _______
Armor
Melee
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Weapons
Gear
________________________
police truncheon, brass knuckles, police whistle,
________________________
handcuffs, electric torch
________________________
________________________
________________________
________________________
Police uniform with reinforced greatcoat (Armor 1),
Brass Knuckles
2
Touch ______
Staggered
_________ ___
____
Truncheon
2
Close
Disarmed
_________
___
____
______
_________ ___ ____ ______
Weapon
Funds
0
1
2
___
___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Vagabond
Background:_____________________________________________
Nature:____________________
Seeker
Manchester
1878 to _______________
1 April
Constable "Alec" Dubh
This is a record of ______________________,
born on __________
in the year of our Lord _____
unknown parents in the city of _____________.
24
Accoutrements
50
Teresa Sanchez (order #5800817)
Tactics
Edinburgh Police
2
__________________
OOOOO
2
__________________
OOOOO
Social Climber
Ladies' Man
1
__________________
OOOOO
__________________
OOOOO
Reputations
2
Self-Advancement
__________________
OOOOO
Edinburgh Police
1
__________________
OOOOO
__________________
OOOOO
__________________
OOOOO
Affinities
_____________________________
None
_____________________________
_____________________________
Corruption . . . . . . . . . . OOOOO
Integration __________________
Changeling
Bloodline:________________
Status
Class . . . . . . . . . . .
OOOOO
1
Means . . . . . . . . . .
OOOOO
1
Potential
3
Purpose . . . . . . . . . . .
OOOOO
Ether . . . . . . . . . . . . .
OOOOO
2
I
A
I
A
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Weapons
Gear
Police uniform with reinforced greatcoat (Armor 1),
________________________
police truncheon, police whistle, handcuffs, tin cigarette
________________________
case, book of matches, small pad of paper, 3 pencils
________________________
________________________
________________________
________________________
Truncheon
Standard ______
2
Disarmed
_________ ___
____
_________ ___ ____ ______
_________ ___ ____ ______
Weapon
Funds
3
0
___ ___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Rogue
Background:_____________________________________________
Nature:____________________
Schemer
Portnalong
1870 to _______________
21 Sept
Constable Gavin MacLeod born on __________
This is a record of ______________________,
in the year of our Lord _____
Dougal & Clara in the city of _____________.
51
52
Teresa Sanchez (order #5800817)
Accoutrements
Tactics
Boundary Breaker
__________________
OOOOO
2
__________________
OOOOO
Tenacious Reporter
1
__________________
OOOOO
__________________
OOOOO
Reputations
My Beloved Father
__________________
OOOOO
1
Women's Rights
2
__________________
OOOOO
__________________
OOOOO
__________________
OOOOO
Affinities
Corruption . . . . . . . . . . OOOOO
Integration __________________
Native
Bloodline:________________
Pureblood
Status
2
Class . . . . . . . . . . .
OOOOO
Means . . . . . . . . . .
OOOOO
2
Potential
Purpose . . . . . . . . . . .
OOOOO
2
Ether . . . . . . . . . . . . .
OOOOO
3
I
A
I
A
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Athletics _______
Armor
Melee
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Weapons
Gear
________________________
Handbag, small hand mirror, tin of mints, white linen
________________________
handkerchief, coin purse, pad of paper, two pencils,
________________________
small pocket knife (for sharpening pencils),
________________________
pepperbox pistol (2 shots), 4 additional bullets, gun
________________________
license good through November 1896
________________________
_________
___
____
Bleeding
2
Extended ______
Pistol, Pepperbox
_________
___
____
______
1
Pocket Knife
Bleeding
Touch
_________ ___ ____ ______
Weapon
Funds
0
6
0
___
___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Background:_____________________________________________
Professional
Nature:____________________
Visionary
Aug. 3
This is a record of ______________________,
born on __________
in the year of our Lord _____
Archibald &Fiona in the city of _____________.
Dora Ramsay
1874 to _______________
Edinburgh
53
Tactics
Accoutrements
54
Teresa Sanchez (order #5800817)
Reputations
Family First
2
__________________
OOOOO
Truth
before
Politics
1
__________________
OOOOO
__________________
OOOOO
__________________
OOOOO
Affinities
_____________________________
_____________________________
Corruption . . . . . . . . . . OOOOO
Native
Integration __________________
Pureblood
Bloodline:________________
Status
Class . . . . . . . . . . .
OOOOO
1
Means . . . . . . . . . .
OOOOO
1
Potential
4
Purpose . . . . . . . . . . .
OOOOO
Ether . . . . . . . . . . . . .
OOOOO
1
I
A
I
A
55
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Athletics _______
Armor
Melee
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Weapons
Gear
Police uniform with reinforced greatcoat (Armor 1),
________________________
truncheon, police whistle, handcuffs, horn-handled
________________________
jack knife, pocketwatch with cameo of wife Kate,
________________________
small pad of paper, pencil
________________________
________________________
________________________
Truncheon
2
Close
Disarmed
_________
___
____
______
Jack knife
1
Touch ______
Bleeding
_________
___
____
_________ ___ ____ ______
Weapon
Funds
8
4
___ ___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Police
Background:_____________________________________________
Nature:____________________
Gallant
Penicuik
1862 to _______________
Jan. 3
Inspector Colum Campbell born on __________
This is a record of ______________________,
in the year of our Lord _____
in the city of _____________.
James & Laurie
28
I didnt say anything about fangs, Constable, I said, uh, youd have
my thanks, if youd send someone to fetch Inspector Campbell for me.
You moved to Edinburgh back in 84 to study at the
medical college, and after graduating went back to your
familys home in Newcastle-Upon-Tyne to start your own
practice, but the whole endeavor fell flat. After being part of
the bustle of the medical college, the participation in some
of the new methodologies being developed for investigative
medicine, and the opportunity to work with Dr. Bell...the
personal complaints of your clients just didnt hold your
interest. So, by 90 you were back in the city and formally
part of the adjunct staff at the college.
You have paid your dues and for the past three years
have worked indirectly for Drs. Bell and Littlejohn as theyve
developed some very interesting new applications of forensic
science. Your own skill as a surgeon, interest in challenging
cases, and involvement in forensics all coincided to bring you
to your current position after you were called in to determine
whether or not a body was killed by a beast or some type of
weapon. The trauma was unlike anything youd ever seen strange puncture wounds in an asymmetrical pattern around
the gut, and jagged slashes that appeared to be defensive
wounds on the victims arms. After much back and forth
you determined that it had to be an animal attack, but one
unknown to science.
A week later, you had your initial pronouncement
confirmed when Inspector Campbell brought you the body
of some twisted thing that might once have been a dog, but
bore a terrifying, sucker-like mouth in the middle of its body.
Campbell had managed to use the location and timing of
the attacks to suss out the things likely lair, and managed to
bring it down. You had the chance to autopsy it and...there
are hardly words.
Since then, youve been attached to Inspector Campbell
as hes investigated the strangest occurrences and crimes
in and around Edinburgh. You still work for the medical
college, but in a very quiet position helping research oddities
and terrors like those the Inspector sometimes comes
across. You are part of a small but vital cadre of scientists
throughout the Empire that are beginning to shed the light
of reason and rigor of science on the beasts and nightmares
that were previously left to childrens stories. There is terror
to it, and risk, but the chance to work on something so truly
rare is priceless to you.
Accoutrements
56
Teresa Sanchez (order #5800817)
Tactics
Dr.
Trowbridge
prefers to use the blade
of his sword cane when
physical conflict presents
itself. These attacks
use Grace + Fencing.
However,
his
most
exceptional skills lie in
healing the injured using
Reason+Medicine;
tracking opponents and
looking for clues with
Focus + Investigation,
and anything involving
thinking or planning.
Reputations
Affinities
Corruption . . . . . . . . . . OOOOO
Native
Integration __________________
Pureblood
Bloodline:________________
Status
Class . . . . . . . . . . .
OOOOO
2
Means . . . . . . . . . .
OOOOO
2
Potential
4
Purpose . . . . . . . . . . .
OOOOO
Ether . . . . . . . . . . . . .
OOOOO
1
I
A
I
A
Esteem
___________________________
____________________________
____________________________
Dispositions
(WILL + skill)
Lingering Conditions
___________________________
___________________________
Penalties
Wounds
(GRACE + FOCUS)
Athletics _______
Fencing Armor
Guard
Skill:
(Vigor + skill)
Physical Defense
Physical Conflict
Social Conflict
Social Defense
Firearms . . . . . . . . . . . . . OOOOO
Fisticuffs . . . . . . . . . . . . OOOOO
Guile . . . . . . . . . . . . . . . OOOOO
Intuition . . . . . . . . . . . . . OOOOO
Investigation . . . . . . . . . OOOOO
Medicine . . . . . . . . . . . . OOOOO
Melee . . . . . . . . . . . . . . . OOOOO
Mysteries . . . . . . . . . . . . OOOOO
Parley . . . . . . . . . . . . . . . OOOOO
Grace . . . . . . . . . . . OOOOO
Vigor . . . . . . . . . . . OOOOO
Academics . . . . . . . . . . OOOOO
Artisan . . . . . . . . . . . . . OOOOO
Athletics . . . . . . . . . . . OOOOO
Bureaucracy . . . . . . . . OOOOO
Burglary . . . . . . . . . . . . OOOOO
Command . . . . . . . . . . OOOOO
Composure . . . . . . . . . OOOOO
Engineering . . . . . . . . OOOOO
Fencing . . . . . . . . . . . . OOOOO
Aptitudes
Reason . . . . . . . . . . OOOOO
Focus . . . . . . . . . . . OOOOO
Skills
Weapons
27
Gear
________________________
calipers, measuring tape, small bottle of alcohol,
________________________
4 empty glass bottles w. stoppers, 1 dose laudanum,
________________________
pocket knife, small steel flask with whiskey, sword cane
________________________
________________________
________________________
Medical bag, basic first aid supplies, stethoscope,
Sword cane
2
Close
Bleeding
_________ ___
____
______
Pocket knife
1
Touch ______
Bleeding
_________
___
____
_________ ___ ____ ______
Weapon
Funds
1
2
6
___
___
s ___
d (1/20/240)
___________________________
___________________________
Accoutrements
Profession . . . . . . . . . OOOOO
Refinement . . . . . . . . OOOOO
Riding . . . . . . . . . . . . . OOOOO
Science . . . . . . . . . . . . OOOOO
Streetwise . . . . . . . . . . OOOOO
Stealth . . . . . . . . . . . . OOOOO
Survival . . . . . . . . . . . OOOOO
Tactics . . . . . . . . . . . . OOOOO
Temptation . . . . . . . . OOOOO
Presence . . . . . . . . . OOOOO
Will . . . . . . . . . . . . . OOOOO
Professional
Background:_____________________________________________
Nature:____________________
Seeker
Newcastle
1864 to _______________
Oct. 15
Dr. Iain Trowbridge
This is a record of ______________________,
born on __________
in the year of our Lord _____
William & Clara in the city of _____________.
57
Index
A
Abberation..........................................36, 40-41, 43
Action........................................................see also Turn
and Threat.......................................................................5
Affinities............................................................4, 15
Aiming...................................................................10, 13
Allies
Ally & Antagonist Sheet Explained................................5
Canon Alder..........................................28, 37-39, 42-43
Rowan Star....................28-30, 32-33, 35, 37-39, 42-43
Antagonist
Ally & Antagonist Sheet Explained................................5
Idle Hands Antagonists: Sheet, Text References
Anne Lewis....................................................34, 33-35
Cat Abberation..............................................41, 42-43
Dog Abberation..............36 and 41, 35-36 and 42-43
Lost Wretches.................................................32, 32-33
Mack Andrews....................................................40, 38
Mary MacTavish............................................27, 26-27
Mob of Criminals................................................40, 38
Mutilated Corpses...........................................30, 29-30
Rat Amalgam.................36 and 40, 35-36 and 42-43
Stephan Kirs.........................................................40, 38
Thomas Corddray............................................25, 24-26
Aptitude.................................................................4, 6
Armor...............................................................4, 12, 16
Assets............................................................................4
Attack Priority......................................4, 11, 16
Avenues of Attack..........................11, 15-16
Background.............................................................4
Bane..............................................................................29
Blessings....................................................................4
Bloodline...............................................4, 29, 31, 42
Jock Mathieson....................................................46-47
Character Sheet...........................................4-5
Chimera.....................................................................36
Class..............................................................................4
Condition.......................................4-5, 12-14, 16-21
Death.....................................................................5, 12
Defense, Physical & Social.......4, 7, 12
Degree of Success (DoS)...................12-16
Partial Success..........................................................12, 14
Extraordinary Successes and Failures.................12, 14, 16
Remarkable Successes and Failures...........................16, 42
Disposition.....................4, 14-16, 20-21, 27, 33, 35
Changing Disposition................................................15-16
Edinburgh.........................................................22-24
Empire.....................................................................3, 22
Esteem..........................................................................4
Ether.................................................see under Potential
Evidence.................................................................14
Exchange...................................................11-12, 14
Glamour.............................................................23, 51
Guard................................4, 10-13, 16, 18-19, 25, 43
Determining Guard..........................................................4
Gaining and Losing............................................11-12, 16
Card
58
Teresa Sanchez (order #5800817)
Idle Hands
Sc. B..............................................................32-33
Sc. C..............................................................33-35
Sc. D.............................................................35-36
Ch. 3, Sc. A.............................................................38-39
Sc. B..............................................................42-43
Epilogue....................................................................44-45
Infection.................................................................13
Incapacitated..................5, 10, 16-17, 37-38, 42
Initiative....................................................10-11, 16
Interrupt.........................................................................11
React.................................................9-11, 12, 14, 36, 38
Integration...................................................4, 9, 31
Emigre............................................................................31
Native........................................................................9, 31
Outsider..........................................................................31
Interrupt.......................................See under Initiative
Liabilities..................................................................4
Nature.........................................................................4
Nephilim........................................see under Bloodline
Ranged Attacks...............................................13
Aiming.....................................................................10, 13
Reach..........................................................................13
React.................................................see under Initiative
Reputations...........................................4, 15, 44-45
Ritual........................................................38-39, 42-43
see also Hand of Glory
Test..............................................................................8-9
see also Degree of Success (DoS)
Threat...................................................................5, 10
Weapon............................................................5, 16-17
Weapon Conditions...................................................16-17
Weapon List...................................................................17
Witchfinders.......................................................28
see also Allies for Canon Alder & Rowan Star
Wounds.........................................5, 12, 38, 40, 42-43
Wound Penalties..............................12, 16, 30, 37-38, 40
and Threat........................................................................5
Pontus Effects.....................................................31-32, 43
Potential..................4, 9, 14-15, 18, 23, 31, 34, 51
Corruption....................................................................4, 9
Ether.........................................................4, 9, 23, 34, 51
Purpose................................................4, 9, 14-15, 18, 31
Pureblood....................................see under Bloodline
Purpose.............................................see under Potential
59
Teresa Sanchez (order #5800817)
60
Teresa Sanchez (order #5800817)
Doom
Damaged
-5
Disarmed
-4
Disarmed
-5
Disarmed
-5
Disarmed
-4
Disarmed
-5
Disarmed
-4
Disarmed
-4
Disarmed
61
Teresa Sanchez (order #5800817)
-4
10
-4
11
-4
12
Disoriented
Disoriented
Disoriented
13
14
15
-4
-4
-3
Disoriented
Disoriented
Disoriented
16
17
18
-3
Disoriented
62
Teresa Sanchez (order #5800817)
-3
Disoriented
-3
Disoriented
-3
19
-3
20
-3
21
Entrapped
Entrapped
Entrapped
22
23
24
-3
-3
-2
Entrapped
Entrapped
Entrapped
25
26
27
-2
Entrapped
-2
Entrapped
-2
Staggered
63
Teresa Sanchez (order #5800817)
-2
28
Staggered
-2
31
-2
29
Staggered
-2
32
-2
30
Staggered
-2
33
Staggered
Staggered
Staggered
34
35
36
-1
Staggered
64
Teresa Sanchez (order #5800817)
-1
Fatigued
-1
Fatigued
-1
37
Fatigued
-1
40
Fatigued
-1
43
Outmaneuvered
-1
38
Fatigued
-1
41
Fatigued
-1
44
Outmaneuvered
-1
39
Fatigued
-1
42
Fatigued
45
Outmaneuvered
65
Teresa Sanchez (order #5800817)
46
Outmaneuvered
49
Outmaneuvered
52
Overwhelmed
66
Teresa Sanchez (order #5800817)
47
Outmaneuvered
50
Outmaneuvered
53
Overwhelmed
48
Outmaneuvered
51
Overwhelmed
54
Overwhelmed
55
Overwhelmed
58
Overwhelmed
Dazed
61
56
Overwhelmed
59
Dazed
Overwhelmed
60
Dazed
Dazed
57
62
63
Dazed
67
Teresa Sanchez (order #5800817)
64
67
70
68
Teresa Sanchez (order #5800817)
69
Unbalanced
Unbalanced
71
72
Unbalanced
68
Dazed
Dazed
Dazed
66
Dazed
65
Unbalanced
Unbalanced
73
74
75
Unbalanced
Unbalanced
Unbalanced
76
77
78
Undone
79
Undone
Undone
80
Disoriented
Undone
81
Entrapped
69
Teresa Sanchez (order #5800817)
82
Unbalanced
Dazed
85
Exposed
88
Exposed
70
Teresa Sanchez (order #5800817)
83
86
Exposed
89
Exposed
84
Exposed
87
Exposed
90
Exposed
91
Exposed
94
92
93
Aggravated
Aggravated
95
96
Aggravated
Aggravated
Aggravated
97
98
99
Aggravated
Aggravated
Aggravated
71
Teresa Sanchez (order #5800817)
100
Fate
None
72
Teresa Sanchez (order #5800817)
73
Teresa Sanchez (order #5800817)