[CASTING CALLS] Unhallowed Metropolis: City of Shadows (OOC/Recruitment)

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It has been two hundred years since the outbreak of the Plague, when the dead rose to feed on the flesh of the living. No nation was spared. Everywhere, the animates prowled the streets, killing and spreading the infection as they passed. Countless millions perished in the chaos that followed. Ultimately, seventy percent of the world’s population succumbed to the Plague, secondary epidemics, or the mass starvation that followed.

The year was 1905: the dawn of the new dark age.

Arkham, Massachusetts, 2105. A vast, densely populated city, engulfed in shadows of evils both new and ancient. Beneath the towering walls, protecting the populous from the dead-inhabited wastelands, and crackling Tesla arrays that provide it with power, where the fallout of a thousand crematoria darkens the streets, the people live in fearful squalor. Physicians, driven by an insatiable hunger for immortality, search tirelessly for the elixir vitae, the fabled alchemical solution promising life eternal and a cure for the Plague. Predators, human and inhuman, stalk the slums and rookeries, preying on the unwary and the helpless.

Below the haunted streets, resurrection men and body snatchers hock their grisly wares at blood-stained meat markets. Their clients are degenerate ghouls and amateur anatomists who practice the outlawed science of reanimation. Above it all, those with the money and influence look down from their walls of privilege, pristine and enduring, but preyed upon by dangers more insidious than those that infest the streets.

The restless dead prowl the wastelands beyond the city’s walls, while spontaneous outbreaks of the Plague ravage the population within. It is only through constant vigilance and massed firepower that order is maintained. Even in this time of darkness there are those with the strength to fight. Undertakers, Mourners, soldiers, and men of faith and reason do battle with the horrors of the age, keeping a solemn vigil over the Unhallowed Metropolis.

From a manor atop the tallest building in Arkham, one man watches everything. He sees the chaos spreading across the passage of time, and now finds himself unable to let it continue. Reinhard Blackwood XII, a man whose family has built up near-immeasurable wealth, has chosen to combat the darkness the best way he knows how with the vast resources at his fingertips. His plan: bring together a team of talented individuals who would be just as, if not even more dangerous than the inhuman monsters they would be fighting. A chaotic and volatile mix capable of laying waste to the infernal forces which plague the city. Now all that is needed is to bring them together....

Well folks, it finally happened. Kain is stepping into the world of table-top dice games. Now I will do the free-form stuff too, but sometimes I gotta try something new, and that’s what brings us here. Now I know how intimidating systems like this can look, but they are actually much simpler than they look. Just gotta dive in and get used to the water. As it is, this game is actually kinda light on the dice rolls, so it shouldn’t be tough for anyone, and for those still hesitant keep this in mind: I’m a guy who was just intimidated as you are by dice systems and I’m stepping up to run a game with such a system. If I can run one, you can play one no problem. That said, Scotty Rave will be my co-Narrator for this game, as generally you don’t want the newbie to fly a plane without a co-pilot.

There is also a book for this game that can give more detailed info than what can be presented here. If you want to a .pdf of it, simply contact Scotty or myself and we will get it to you. For character creation Scotty or myself can walk you through it.

CALLINGS (a.k.a. CLASSES)

Note for those reading from the .pdfs, the Socialite is our replacement for the Aristocrat calling. It’s essentially the same thing but altered to fit our chosen setting.

SOCIALITE

[HIDE]An American reincarnation of Britain's ancient, aristocratic lineages, whose names were used over generations to forge the Neo-Victorian Empire itself. Although lacking the titles and houses of the nobility, socialites remain among the best educated members of society, and their fortunes, sprung up by business ventures on both sides of the law, keep them at their high and mighty station. The trust families of old have crept back into play, parents sealing inheritances and positions for their children and grandchildren, and tying themselves up in the political and financial games of Neo-Victorian America.

Though the children of such tycoons and entrepreneurs are expected to live lives of leisure, a great number of doors may be opened to any socialite who chooses to make a way for himself in the world. A good name can get a prospective student into the finest universities and grant entrance into the most exclusive circles of commerce. Fewer children are born to upper crust families because of the resurrection of old world ideals of class and their place within society, which is less severe but not absent. Families who proudly state the humble origins of those who founded their dynasties are known to forget the values that are associated with them, using the stories as contradictory status symbols and shows of determination rather than humanitarian attitudes.

For socialites, matters of presentation are as vital as matters of business, displaying courtesy and politesse at boring social gatherings while simultaneously stabbing each other in the back to stay one rung above on the ladder. Many who inherit their positions and choose not to strike out on their own must fight every day to uphold the illusion that their continued employment is out of genuine interest rather than a necessity in order to save face.

Members of the business families in good standing can generally expect preferential treatment, not just from other socialites but also from society at large. They may expect to be treated with deference by the lower classes partly out of respect and partly out of fear. The police are accustomed to hushing up scandals and often do so without prompting because they know embarrassing their betters will result in harassment and possibly unemployment. There is, in fact, very little that a member of the upper crust can do that the authorities cannot be persuaded to ignore. Even the dailies may be readily bribed or intimidated into dropping a story that would prove embarrassing to a powerful family with underworld connections.

The lower classes are not unaware of the devices employed by the upper crust to maintain its coveted privacy. In the penny dreadfuls and public entertainments, business families are depicted
as aristocratic, rapacious, conscienceless predators who live above the law and draw greater financial support from the seedier side of their enterprises, or at the very least as unscrupulous, self-centered playboys. The habit of young socialites of "slumming" in the poorer districts does nothing to repair this reputation.

PLAYING A SOCIALITE

As a member of an upper crust household with a grip on the ladder, you are a member of a newer, more insidious kind of aristocracy. There is a social order in the world, and you occupy a position near the top of that order. Your family have proven themselves the strongest in the Darwinian sense, being ruthless and steadfast enough to rise above the heap. You are as accustomed to this order of things as you are to the firmness of the ground beneath your feet. The life of the jet set, though rich in privilege, is often limiting. It is the role of the socialite to keep a close eye on the flow of the world around them, to know who is hot, who is not, where to sign and what to invest in, and to avoid scandal at all costs. A certain amount of latitude is permitted in minor indiscretions, particularly to young men continuing the family enterprise, but serious scandal can drag one's whole empire through the muck. A socialite must adhere to many convoluted rules of conduct in his public life, and the restrictions of society life are often too much for him to bear. Many young socialites, chafing under the reputations of their forebears, resort to maintaining some kind of double life.

Embarrassment to family or friends will be met with serious repercussions from one's peers. A scandalous heir may find old friends turning their backs on him, his inheritance cut off, and regular interventions from close family associates. If the character persists in embarrassing his family and, by extension his family, he may be disowned, exiled from the public life, or even locked in a private sanatorium until his unacceptable behaviour can be curbed. Upper crust characters must closely watch with whom they associate in public. Low associations that do not die into some kind of front for the enterprise can bring shame onto a family as easily as public drunkenness or insulting behaviour.

FEATURES

Blue Blood – Socialites exist in a world of unbelievable privilege. Scions of the best families attend the most exclusive schools and spend their insular existence with the luminaries of Neo-Victorian American society. Not only will a socialite's family name open a great number of doors, he will not even have to knock. The character is most likely related to at least one district attorney, and may have attended school with the son of an admiral or general or once courted the daughter of an English Duke. Socialite characters may know people in high positions within the government, business, or high society.

The character can likely get an audience with virtually anyone in the country. Those he cannot see in person he can certainly reach by a letter or through a close ally. Though the character may receive an introduction to any member of the upper class, the response he receives will be based on his reputation and that of his family or their business. If the character is tainted with scandal, he will receive polite but curt refusals for an audience. If his reputation is spotless, a jet setter is a true force to be reckoned with. The Narrator determines how long it takes to get an audience and what form the meeting takes. For example, a low-ranking socialite could expect to wait years to receive even a brief meeting with foreign Sovereignty or a senator.

Deference – Neo-Victorian American society recognizes that the upper crust are above lesser men. Provided he has identified himself as a socialite, the character can expect deference from the lower classes. Should a socialite fail a Charm roll when dealing with a member of a lower tier, he can re-roll the result. The results of any Charm roll can only be rerolled once due to Deference.

The constabulary will turn a blind eye to all but the greatest transgressions, such as murder or assaulting another member of his own class, a socialite commits. Furthermore, the police will generally take the word of an entrepreneur over any commoner. If anyone of the lower classes should lay a hand on a socialite, the police would be on him in a flash.

Intrigant – Masters of social deception, protocol, and politics, socialites are the exemplars of etiquette and decorum. Manners, wit, and good breeding are the marks of a true social predator, a creature with a presence so palpable he can silence a room with a gaze or bend hearts with a phrase. For each level of the Etiquette Skill the socialite possesses, he can take one of the following Stunts.

• Allegiance: The Socialite naturally arouses sentiments of loyalty and devotion in others. Those in his service would never intentionally betray him for any reason. Anyone in his employ or owing deference to the character will go to great lengths to please him by any means possible.

• Big Game Hunter: The character is a leisure sportsman whose favourite activity is hunting the most dangerous game. The character’s home is filled with strange and exotic trophies acquired while on safari in the wastelands. While most Neo-Victorian citizens are terrified of the blighted creatures roaming the countryside, this Socialite considers them yet another species of wild game handily on his doorstep. The character can reroll failed Survival rolls pertaining to the wastelands. A failed roll can be rerolled only once as a result of Big Game Hunter. Additionally the character begins with either a Lion Arms elephant gun or a custom heavy revolver and gun brace. This stunt must be taken at character creation.

• Casanova: The character has a natural gift for seduction. He can reroll failed Seduction rolls. A failed roll can be rerolled only once due to Casanova. After consummating a love affair, his paramour will be permanently enthralled with him, unable to relieve herself of thoughts of the character. The Casanova gains a +1 bonus on contested Charm and Seduction rolls versus any character whom he has previously seduced.

• Duellist: The character has carefully cultivated a reputation as a duellist. He is both renowned and notorious for his sense of honour and the deadly lengths he will go to seek satisfaction when insulted. The character gains +1 on Charm rolls to intimidate anyone who knows his reputation. He also gains +1 on Seduction rolls for anyone likely to be impressed by it. Additionally, provided the character only does so in the context of fair and properly executed duels, his thirst for vengeance will not cause scandals. However, should the character cheat in a duel or show any sign of cowardice, the resulting scandal will make him a laughingstock. To protect his honour and good standing as a duellist, the character must accept challenges from all rivals.

• Gossip: A Socialite must pay careful attention to current events to maintain his interests and avoid unintended insults or missteps that can mar his reputation. What may seem like a preoccupation with trivial gossip to the uninitiated is the life’s blood of a Socialite. Socialites gather information through varied means, including witnessing important events first hand, paying off informants, bending an ear to rumour-mongers, casual conversation, and eavesdropping. A character with access to newspapers or a telegraph may be able to apply this ability to distant areas, as will someone receiving regular letters or dispatches from family or compatriots far away. The Socialite can add his Etiquette Skill to Intellect rolls pertaining to general knowledge about current events.

• Innuendo: The character is a master of innuendo and doublespeak. He can convey a threat, message, or seduction with such subtlety that only his intended audience understands the full meaning of his remarks. Another listener may attempt to decipher the character’s innuendos by succeeding in a contested Charm roll against the speaker.

• Military Family: The character is a scion of an old and well respected military family. He can count generations of ancestors who have served the crowned heads of Europe with distinction. As a result, the character can expect an easy-to-obtain officer’s commission in any branch of service he chooses. Of course, few Socialites would risk the scandal of joining the Deathwatch. The character gains +1 on Charm rolls when dealing with a member of any branch of the British, European or American military who knows his family. Additionally, the character will be able to ask favours from senior military personnel who are friends of his family. These favours will generally stop short of material aid, but the character can expect to receive a small military guard for personal or familial protection in times of need. If the character abuses this privilege, he may find his old friends less responsive to further requests. This Stunt can only be taken at character creation.

• Social Predator: The character’s carefully cultivated demeanour is charming at the best of times and frightful in its intensity at the worst. The character is clearly a man to avoid crossing. With a glance, he can silence an offending speaker or rout an angry mob. The character can reroll failed Interrogation and Charm – Intimidation rolls. Each failed roll can be rerolled only once due to Social Predator.

• Stirring Speech: The character speaks so naturally and passionately that anyone who hears him is moved by the conviction of his words. If the character gets the chance to personally present his case, he can reroll failed Charm – Credibility rolls. Each failed roll can be rerolled only once due to Stirring Speech.

• Untouchable: The character has a knack for avoiding scandal through shrewd manipulation, careful machinations, and sheer luck. Perhaps the character’s family employs an extensive network of agents to keep their skeletons in the closet, or maybe the character is a dark horse who never draws overt attention to himself. He may be something of a legend, having dodged countless scandals or duels that would have laid others low. Whatever the case, all but the direst breaches of etiquette are quickly forgotten. The character can only be marred by scandal if he is caught red handed in the most foul of acts and even then only if news of his malfeasance reaches a broad audience.

• Vogue: The character is a trend setter renowned for his elegance and sense of style. Invited to all the best parties, the character can make or break a social occasion depending upon whether or not he attends. After any public appearance, his dress and mannerisms are certain to be affected by scores of imitators. The character can reroll any failed Charm roll when dealing with fashionable, young Socialites. Each failed roll can be rerolled only once due to Vogue.

• Viper: The character is a more convincing liar than the devil himself. Even those who know his true nature will be tempted to believe his words. The character can reroll failed Charm – Guile rolls. Each failed roll can be rerolled only once due to Viper.

STARTING QUALITIES

Socialites begin with the Credentials Quality.

STARTING SKILLS

Etiquette 2, History 2, Language (any two) 2

Choose five of the following Skills:

Arts 2, Gambling 2, Language (any) 2, Law 2, Melee Weapon 2, Performance 2, Pistol 2, Ride 2, Rifle 2, Seduction 2

ASSETS

A starting Socialite begins the game with a comfortable home, likely a small manor house in the French Hill district that has been in his family for generations. The house itself will be furnished with exquisite decorations and family heirlooms, possibly evidence of any aristocratic ancestry he might have. The estate is staffed by a modest number of servants including a cook, a driver with carriage and horses, and a maid or valet.

The character may have established additional lodgings throughout the city, but these will have to be paid for out of his monthly stipend. The character owns a fine wardrobe suitable for leisure as well as state occasions. He likewise possesses a number of fine brass or silver-plated respirators.

Should the character need more funds, he can easily borrow money from a relative or friend of the family, provided that he remains in good standing. If the character takes action that leads to scandal, the first place his family will take retribution is his pocket book. Debtors will suddenly call in old debts and his trust fund will dry up to a pittance.

Remember that in trust families, the young jet setter is expected to be a man of leisure. Though he may have hobbies, engage himself in philosophy or the natural sciences, or be a patron of the arts, he is expected not to dirty his hands with an actual occupation until he inherits his mastery of the family business. If he has already attained such a position, he likely leaves most of the hard work to a board of executives, only entering a room to sign the necessary papers.

A Socialite begins the game with Wealth 7. He also begins with $216 that may be spent on weapons, armor, and equipment. Up to $54 may be kept as savings.[/HIDE]

CRIMINAL

[HIDE]The harsh conditions and crippling poverty present in Neo-Victorian cities make crime inevitable. The slums are haunted by a multitude of beggars, tramps, match-sellers, crossing-sweepers, rag-pickers, organ-grinders, prostitutes, and others who hang on to the outskirts of society. Mingling with them are the burglars, pimps, and resurrectionists who operate under the cover of darkness and the pickpockets and petty thieves who work the streets day and night. Collectively known as the Family, the criminal class includes not only thieves, paid murders, confidence men, and racketeers but also the lookouts, spies, informers, associates, and business owners who cater to them. The only thing the members of the criminal fraternity have in common is that they operate outside the law. Most criminals get their start early. Born into grinding poverty among the criminal elements of the slums, fledgling thieves learn to live by stealing anything they can get their hands on. Those with particularly nimble fingers may graduate to picking pockets or any one of the countless other criminal vocations practiced throughout the city. Not even the upper classes are free from the taint of criminal malfeasance. Many jaded young socialites are drawn to the excitement of theft, seeing petty crime as just another form of amusement.

Even those who are not directly involved in illegal activities often court criminal associations in private for vicarious thrills. The lower classes are largely free from the constraints of reputation except within their criminal circles. Having a reputation as a stone cracksman may not get a thief invited to many dinner parties, but it will certainly aid him in getting work on the street. On the other hand, being known as snitch is a sure way to get one’s throat slit.

A professional criminal can seldom rely on the police for protection. Such men and women can only count on themselves and the goodwill of confederates who are fully capable of selling them out for less than the cost of a loaf of stale bread. In fact, the character will be continually subject to police harassment, especially after a major crime has been committed. Police detectives will dog his steps, constantly questioning his friends and associates about his whereabouts. Occasionally he may be leaned on for information and may be subject to unlawful arrests or interrogations. A life of crime is not for the faint of heart. Even those who survive living on the streets of the metropolis alongside deranged lunatics and undead horrors can, as easily as not, end up serving lengthy prison terms or, worse yet, be forced into the ranks of the Penal Corps.

PLAYING A CRIMINAL

Criminal characters are best for players looking for a challenge. While they lack the combat abilities of Undertakers and Mourners and the wealth and status of Socialites, Criminals offer a diverse roleplaying experience because they tend to be specialists with many associates. Therefore, the character will be able to move through the criminal underground that is forbidden to outsiders. Players are particularly encouraged to take their time creating as rich a character background for their Criminal as possible. If you are going to play a Criminal character, it is best to play it up to the hilt. Learn a little thieves’ cant and confuse the hell out of your gaming group.

FEATURES

Flash Thief – The criminals of the metropolis are skilled professionals who largely ply their trade under the harshest conditions possible. Talent is not enough: the prisons and gutters are full of thieves who lacked the proper combination of skill, imagination, and determination to succeed. A flash thief has every angle figured and is always ready for a quick score. For each level of the Streetwise Skill the Criminal possesses, he can take one of the following Stunts.

• Adventuress: The character walks the tightrope required to be an aristocratic consort. Awash in would-be suitors, she can expect gifts and favours nightly. Provided the character remains discrete, she can even expect some protection from the police, who will recognize her on sight. Though this stunt is open to both men and women, the vast majority of high-class, professional paramours are women of distinction. The character is likely to be the product of an upper-middle-class upbringing, as lower-class Criminals will have difficulty reaching this level of social acceptance. A character who takes this stunt gains the Upper Class Quality. The character will also have a number of friends among the aristocracy of whom she can ask favours in times of need. As long as these favours are discrete and will not endanger the reputation of anyone involved, they are likely to be amicably fulfilled. Provided the character takes some care not to attract the wrong kind of attention and acts charming and gracious in public, she can mingle with any level of society without causing a scandal. Of course, should she act like a low class trollop, both her career and her patrons will be ruined. To take this Stunt, a Criminal must have at least Charm 3 and Etiquette 3. This Stunt must be taken at character creation.

• Alibi: In times of need, the character has a story ready to tell that can be corroborated by “eye witnesses.†Though the integrity of these witnesses is likely to be questioned, the character has no shortage of friends who will stand up and convincingly tell any story required.

• Broadsman: The character is a card sharper. He has perfected the art of cheating at cards and can reroll failed Gambling rolls pertaining to playing cards. Each failed roll can only be rerolled only once due to Broadsman. There is also very little chance that the character will be caught cheating—he is simply that good. Of course, plenty of good cheats have been killed without ever having been caught…

• Cant: The character is particularly well versed in the language of the streets and begins the game with Language 5 in Thieves’ Cant and Rhyming Slang. The character gains +1 on all Charm rolls when dealing with the lower-class denizens of the Hangmans district. This Stunt must be taken at character creation.

• Casanova: The character has a natural gift for seduction. He can reroll failed Seduction rolls. A failed roll can be rerolled only once due to Casanova, after consummating a love affair, his paramour will be permanently enthralled with him, unable to relieve herself of thoughts of the character. The Casanova gains a +1 bonus on contested Charm and Seduction rolls versus any character whom he has previously seduced.

• Cat Burglar: The character is a skilled second-story man. He can reroll failed Coordination – Climbing and Coordination – Leap rolls. Each failed roll can be rerolled only once due to Cat Burglar.

• Confidence Man: The character is a swindler, cheat, and master manipulator. He knows all the scams and angles. There is virtually nothing he cannot sell with a good pitch. The character can reroll failed Charm – Guile rolls. Each failed roll can be rerolled only once due to Confidence Man.

• Cracksman: The character is a skilled safe cracker. Between his sensitive fingers and keen hearing, he can crack most safes in record time. Cracksmen are hard to come by, so the character is certain to be regularly propositioned with jobs. The character can reroll failed Safecracking rolls. Each failed roll can be rerolled only once due to Cracksman.

• Escapist: The character is a skilled escape artist. Slipping off handcuffs and dislocating limbs comes naturally to him. If his criminal activities did not pay so well, he might consider a life on the stage. The character can reroll failed Escapology rolls. Each failed roll can be rerolled only once due to Escapist.

• Fagin: The character is a kidsman, a professor of the criminal arts who teaches street children to steal in exchange for shelter and the lion’s share of the goods pilfered. The character possesses an extensive safe house, which he uses to harbour the young thieves in his employ. The character has a dozen or so pupils in his care, who serve him faithfully out of fear of being turned out into the streets. Characters with the Fagin Stunt also begin with the Murder of Crows Quality.

• Ghost: When the character goes to ground, he simply vanishes. Once the word is out, a network of friends and criminal associations ensure that the character is well fed and can move around undetected, albeit with greatly reduced mobility. Those who know him suddenly suffer a limited amnesia in regards to the character’s appearance, last known location, and likely whereabouts. Even the character’s own mother suddenly has trouble identifying him when the wrong people are asking. It may be possible to locate the character but not without a great deal of effort, many hours of foot work, and prolonged interrogations or torture. Characters with the Ghost Stunt also begin with the Safe House Quality.

• Gut Feeling: Having spent many years on the streets, the Criminal has developed an almost intuitive sense for when trouble is about to erupt around him. When the character is the target of a Surprise Attack before initiative is rolled, the attack automatically misses.

• Man of a Thousand Faces: The character is a master of disguise. He will have several well-developed personas that may be used to avoid detection on the streets, and he seldom appears in public without some kind of disguise. The character can reroll failed Disguise rolls. Each failed roll can be rerolled only once due to Man of a Thousand Faces.

• Mobsman: The character is part of a criminal gang and can rely on the other members of his gang when he is in trouble or needs a place to lay low. The gang maintains a flash house, or headquarters, where members can be found at all hours. The character is expected to take part regularly in the gang’s activities, share information, and spend some time in the company of other members. The player and the Narrator should work together to flesh out the gang before the game begins, including notes on the members, the neighbourhood in which the gang operates, the character’s position in the gang, and the gang’s activities.

• Negotiator: The character is used to delicate negotiations. He has made a career of dealing with criminals, honest men, and the police. Planning crimes is no simple matter, and the character has learned to get people thinking his way. When negotiating, the character can reroll failed Charm – Credibility rolls. Each failed roll can be rerolled only once due to Negotiator.

• Nobbler: The character is an inspired master of physical intimidation. He knows just where to apply pressure to cause the maximum amount of pain with minimal effort. The character gains +3 on Charm – Intimidation rolls against anyone he has previous harmed physically. If the character works over a Helpless Victim, he can inflict virtually any complication at will with his bare hands.

• Phantom: The character knows the streets of the metropolis like the back of his hand. He knows all the shadows, shortcuts, and hidden passages. He instinctively blends into crowds, effectively becoming invisible. The character is never lost and can reasonably identify his surrounds with a quick look around. The character can reroll failed Shadow rolls. Each failed roll can be rerolled only once due to Phantom.

• Procurer: The character is a professional black marketer and can find both goods and buyers. He can procure illicit alchemical solutions, drugs, hardware, weapons, or whores at any hour of the day. The character can find items in half the usual time and can reroll failed Streetwise rolls when attempting to locate illegal and highly illegal goods. Each failed roll can be rerolled only once due to Procurer.

• Rothschild: The character is skilled at impersonating the upper classes. He has an assumed identity that allows him some access to the aristocracy, though in a limited capacity. Anyone conducting any real research into the character’s background will quickly find him out as an impostor. The character has a fine wardrobe set aside for times when he needs to blend in at society functions and has access to other thieves who are willing to pretend to be servants. The character can use his Streetwise Skill in place of Etiquette when making Etiquette rolls.

• Screwsman: The character has a gift for picking locks. He also has a collection of skeleton keys that could open most of the doors in Arkham. The character does not require lock picks to go about his work and can pick a lock with just about anything. The character can reroll failed Lock Picking rolls. Each failed roll can be rerolled only once as a result of Screwsman.

• Tooler: The character is an exceptionally talented pickpocket. The character can reroll failed Pickpocket rolls. Each failed roll can be rerolled only once as a result of Tooler.

STARTING QUALITIES

Criminals begin with the Criminal Associations and Reputation – Street Qualities.

STARTING SKILLS

Streetwise 2

Choose three Criminal Skills. These Skills begin at 2.

Choose three of the following Skills:

Acting 2, Appraise 2, Gambling 2, Language (Thieves’ Cant or Rhyming Slang) 2, Melee Weapon 2, Pistol 2, Seduction 2, Trade 2, Unarmed Combat 2

ASSETS

The Criminal has a number of inexpensive residences throughout the slums of the metropolis. These may be rented flats, abandoned buildings, or spare rooms. Most criminals move around frequently, trusting neither their associates nor the police. Criminals tend to live a feast or famine existence, living it up while flush and starving during the lean times.

Criminals begin with Wealth 2 which can be supplemented with particularly large scores. The Criminal begins with $32 that may be spent on weapons, armor, and equipment. Up to $10 may be kept as savings.[/HIDE]

DEATCHWATCH SOLDIER

[HIDE]The Homeland Defense Force, America’s bulwark against the Plague-animated dead, are ruthless, indiscriminate killers bringing low innocent lives and undead monstrosities alike. They are lauded and feared by a populace that would all too likely be wiped from existence without them.
The H.D.F. is a powerful military body, organised along the standard military lines of the Neo-Victorian army. It instils the discipline and respect for the strict hierarchy of command that is necessary for troops to perform cohesively and decisively when facing unnatural foes that would send most people fleeing in fear. Training in the Deathwatch is an unforgiving affair, as might be expected. Rigorous physical regimens soon weed out the unhealthy and increase the endurance of suitable members. Even at this early stage of training, prospective soldiers are regularly exposed to animates that are chained but still mobile in order to breed familiarity, reduce the impact of fear, and highlight those trainees who are likely too faint hearted to make effective combatants. Weapon training is nearly constant, with live-fire exercises becoming the rule rather than the exception as training progresses. Sergeants drill the trainees again and again to always shoot for the head as they use restrained or impaired zombies for target practice.

H.D.F. discipline procedures are also harsh, especially in cases of insubordination or failure of duty. The current ranking officer judges and assigns punishments in a given situation, but a ranking N.C.O. (non-commissioned officer), such as a sergeant or regimental sergeant major in the case of NCO disciplining, typically carries them out. Confinement, docking of pay, laborious duties such as cleaning the toilets with a toothbrush, public whipping, dismissal, and even summary execution may all be dispensed depending on the severity of the soldier’s wrongdoing. Though the H.D.F. accepts both male and female recruits, barracks are strictly segregated according to gender and guarded so as to reduce any potential for off-duty fraternisation and the complications that can arise from it. This is not to say that soldiers of the Deathwatch cannot marry, but romantic entanglements within the same regiment are discouraged to the point that severe punishments are meted out for infractions, and transfers to different regiments or dismissals are enforced in cases where relationships are serious.

Despite the demands of training, the harsh discipline, the dangers faced in fighting the animate dead, and the psychological traumas suffered during actions that require the deaths of innocent or uninfected people, the H.D.F. does not lack for volunteers. For many of the poorest members of Neo-Victorian society, the chance to earn a wage for a worthwhile effort and to assure a roof over your head, clothes on your back, and a warm meal in your belly is a seductive prospect.

DEATHWATCH RIFLE BRIGADE

The sharpshooters of the Deathwatch form the prestigious rifle brigade. These marksmen serve as individual snipers in the field or in independently operating sections. Requires the Rifle Brigade Marksman Quality.

DEATHWATCH PENAL CORPS.

Members of the Penal Corps. are remanded criminals of a generally hardened or violent sort and do not receive the benefits of anything more than the most cursory training and equipage due to their expendable nature. They are unpaid and, when not in action, are kept in cells under lock and key. It is little wonder that they possess a reputation for poor morale and discipline. Penal Corps. members who serve with distinction may advance to the rank of sergeant major and receive a monthly wage of $2.70. A corporal receives a monthly wage of $1.35. Those few who survive the full term of their sentence are offered employment in the H.D.F. proper at whatever rank they attained. Penal Corps. soldiers are commanded by officers from the primary branch of the Deathwatch. Requires the Penal Corps Soldier Impediment.

PLAYING A DEATHWATCH SOLDIER

Soldiers of the Deathwatch have a tough, oftentimes brutal and horrific job. They see the worst of the Neo-Victorian world when they contain and neutralise outbreaks of the Plague, eradicate the hordes of undead in reclamation efforts, and defend the cities of America from the attacks and incursions of zombies. They make every effort to stop the spread of the Plague in the swiftest, most direct manner possible. This all too often results in the loss of innocent lives when a section of infected habitations is sealed off and anything moving is executed or the entire area is simply razed to the ground. Though these losses of life are deemed officially acceptable, if regrettable, this does little to diminish the horror of those directly involved in such actions.

Deathwatch soldiers routinely encounter death, typically developing a morbid sense of humour. Oftentimes, they become callous and driven in their duty or take to numbing their pain through alcohol or drugs. That their mortality rate is high despite the superior armour and weapons they bear only adds to their typically macabre outlook. Deathwatch soldiers lead a military life, barracked, fed, clothed, equipped, and drilled and trained constantly. What little off-duty time they have is generally spent squandering their wages on gambling, alcohol, and entertainment of a more dubious nature.

FEATURES

Familiarity: Animate – A Deathwatch Soldier never makes a Will – Fear roll due to being in the presence of an animate.

Military Training – Members of the Domestic Security Force are trained specifically to combat the animate dead, and this training—combined with constant combat during animate outbreaks and ongoing reclamation efforts—gives them prowess in combating the Plague-born menace. For each level of the Survival Skill the Deathwatch Soldier possesses, he can take one of the following Stunts.

• Broad Shoulders: The character is exceptionally strong and determined. He is able to act at peak physical performance levels even while encumbered. As a result, the character’s Coordination is never reduced due to the amount of armour he is wearing.

• Bullet to the Brain: The character has extensively trained to shoot at a target’s head, the surest means of destroying a zombie. As a result of the repeated shooting drills targeting this area, the character does not suffer an attack roll modifier when making a ranged attack with a firearm targeting the head location.

• Field Medic: The character is able to keep cool and treat wounds under fire. The Deathwatch Soldier operates with the pragmatic skill of an army surgeon under the worst possible conditions. The character suffers no penalties for Imperfect Operating Conditions.

• Hold Off: Animates invariably grapple victims before attempting to bite them, and some Deathwatch Soldiers become adept at continuing to block bite attempts and other attacks, even when held. Unlike other characters, the soldier can parry while being grappled, unless his arms are pinned, but he still cannot dodge or make other evasive manoeuvres.

• Keen Eyed: Few details escape the soldier’s keen eyes. The character is able to reroll failed Wit – Perception rolls. Each failed roll can be rerolled only once as a result of Keen Eyed.

• Peak Physical Condition: Military life suits the character, and he is in excellent physical health. The character gains the Strong Man Quality. Additionally, he can reroll failed Vitality – Feats of Strength and Coordination – Leap rolls. Each failed roll can be rerolled only once as a result of Peak Physical Condition.

• Supply Chain: The character has friends working within the supply chain and can sometimes requisition extra arms and equipment. Provided the character does not abuse his friends’ trust, can come up with a credible explanation for his needs, and can succeed in a Charm – Credibility roll, he can generally get what he needs. The difficulty rating (D.R.) for getting common supply items, such as extra hand grenades, clips of ammunition, or survival rations, is 11. The D.R. for requisitioning a flamethrower, Westgate Firebrand, or a fresh suit of Deathwatch armour is 16. The D.R. for borrowing a lightning gun or other powerful galvanic weapon is 20. The character should only reasonably expect to tap his sources once a month or so. Of course if the character breaks or loses expensive or restricted weapons and gear or gets his chums reprimanded, he will have a tough time getting so much as ammo for his sidearm in the future.

• War Hero: The character is highly decorated soldier who has been recognized for his valour and determination in battle, likely during a major animate incursion or during a reclamation mission. The player and the Narrator should determine the circumstances surrounding the character’s decoration before the start of the game. The character will be widely known not only throughout the H.D.F. but also among informed members of civilian society. As an acknowledged and decorated hero, the character will be free of the disdain the upper classes show the Deathwatch and may even find himself invited to aristocratic social functions. When dealing with his peers or a member of polite society who knows his reputation, the Deathwatch Soldier can reroll failed Charm – Credibility rolls. Each failed roll can be rerolled only once as a result of War Hero. This Stunt must be taken at character creation.

• Wastelander: The character is familiar with the wastes. He has travelled extensively outside the walls of the metropolis and may have even ventured into a sepulchre. He is well versed in recognizing edible plants and potable water sources outside the metropolis. Additionally, he is able to identify places likely to be inhabited by some of the unpleasant creatures that have grown in the blight and avoid them safely. The character can reroll failed Survival rolls pertaining to the wastelands. A failed roll can be rerolled only once as a result of Wastelander.

• Plague Resistance – The character has developed an unusual resistance to the effects of the Plague. The character receives a +2 bonus to Vitality rolls to avoid infection by the Plague. This bonus does not apply to any other diseases.

STARTING QUALITIES

A Deathwatch Soldier begins with the Able Bodied and Resolve Qualities.

STARTING SKILLS

Due to their strictly regimented basic training, all Deathwatch Soldiers have the same initial Skills.

Artillery 2, Demolitions 2, Melee Weapon 2, Pistol 2, Rifle 2, Survival 2, Thrown Weapon 2, Unarmed Combat 2

ASSETS

H.D.F. soldiers live in a barrack or encampment in the field, where their basic needs in terms of food, shelter, clothing, and facilities are provided for free. Officers enjoy greater perquisites: officers’ messes are provided with superior comestibles and officers are provided with private quarters, unlike lower ranks who bunk in communal halls.

Each soldier is issued a Deathwatch uniform and equipment. When on duty, he wears full Deathwatch armour and carries standard weaponry, including a Kramer 2086 rifle, Westgate Executioner pistol, bayonet, skull crusher knife, two explosive grenades, four extra clips of sidearm ammunition, and a box of rifle shells. Additional equipment and munitions, such as the Westgate Firebrand, are issued as the H.D.F. deems necessary, with galvanic weapons and flamethrowers being typically reserved for officer use.

The character has a stable income of $6.75 per week to spend on personal effects, entertainments, and other sundries as desired. Given the lack of rent and food expenses, this provides the soldier with a slightly higher standard of living than the wage itself would indicate. Deathwatch Soldiers begin with Wealth 4 (as his higher disposable income raises him a level above his earnings) but have little chance of supplementing their income.

The soldier begins with $10 that may be spent on personal, "backup," weapons, armor, and equipment.[/HIDE]

DETECTIVE

[HIDE]Detectives make their livelihoods investigating the secrets of the metropolis. A detective may be a plainclothes policeman in the employ of the Arkham Police Department, an expert in some aspect of criminology who is sought after for his professional opinion, or a private investigator representing the interests of paying clients. Regardless of the terms of his employment, a detective must be patient, persistent, courageous, and cunning. He must be willing to go anywhere and say anything to discover the information he requires to solve his case.

A police detective identifies and brings to justice those who commit crimes. Often working alone, he spends the majority of his time interviewing witnesses, interrogating criminals, and examining crime scenes. Once the detective has put his case together, he is able to call upon the uniformed constabulary to apprehend his suspect and bring him in for questioning.

The consulting detective lends his services to other investigators. He may be a retired policeman, an academic with a taste for adventure, or a talented man of leisure with refined and specialized interests. It is understood that the involvement of the consulting detective will be kept confidential, not only to allow the official investigators to save face but also to protect the potential secrets of those whose lives upon which the case touches.

Private investigators serve the interests of anyone who pays their wages. Scandal is bread and butter to such individuals. More often than not, private investigators are employed to sniff into the affairs of their betters, concealing or gathering information on the indiscretions of socialites and moneyed classes. In fact, these detectives are as likely to obfuscate the criminal associations of their employers as they are to solve a crime. As a result, private investigators share a longstanding animosity with the detectives of the Arkham Police Department, who consider them mercenaries and overpaid amateurs. These parties often operate at cross-purposes, with the private investigator doing his best to destroy evidence, confuse witnesses, and protect the secrets of his employer.

For any detective, information is the key to the trade. He must be able to identify clues and piece them together. Many detectives make excellent use of scientific knowledge and principles in the course of their work, integrating technological developments where possible. Others rely on bribes, networks of informants, intimidation, and sheer force of personality. In truth, the most successful detectives are those who are flexible in their methods of gathering information. Sometimes, a measured application of force will reveal greater truths than a lifetime of scientific discovery, and occasionally, even police detectives are willing to step outside the boundaries of the law for the greater good.

PLAYING A DETECTIVE

Because of the nature of his work, the Detective offers players an opportunity to interact with all elements of Neo-Victorian society from the criminal class to the aristocracy and the servants in their employ. Though the Detective may be looked down upon by his betters and hated by the criminals he questions, he is able to openly associate with anyone under the pretence that such associations pertain to his investigations.

Police detectives are a perfect choice for players who want to focus on criminal investigations. Not only are these characters able to call upon the resources of the City Security, but their affiliation also offers protection. Killing a police officer, even one out of uniform, would call down the full might of the constabulary. The drawback to this profession is that police detectives must answer to their superiors, who often dictate a detective’s assignments. These detectives must also negotiate departmental politics and accept interference from the A.P.D. when scandal seems unavoidable.

Consulting detectives operate in a semi-official capacity by aiding in police investigations while remaining outside the politics and day-to-day drudgery that afflict the police detective. However, these individuals lack the authority of the law and often must rely on others to apprehend the criminals they work so diligently to catch. The consulting detective must learn to operate without receiving recognition; he is a slave to the ego of his employer. Still, if Sherlock Holmes could put up with it, so can you.

The private investigator option offers the most freedom to a player, both in terms of the cases the character accepts and his liberty in pursuing his own interests. However, the authority of the private investigator comes from his employer, who will often demand anonymity. Furthermore, working for a variety of sometimes unreliable clients, the private investigator will seldom know until it’s too late when he has been told reliable information and when he has been lied to. If caught breaking the law, the private investigator can expect his employer to disavow knowledge of his activities, the police to mistreat him, and the law to prosecute him to its fullest extent.

FEATURES

Investigator – Throughout his career, a Detective will continue to perfect his methods of investigation and knowledge of human nature. As he grows in experience, fewer and fewer details will elude his keen gaze. For every level of the Forensic Science Skill the Detective possesses, he can take one of the following Stunts.

• By the Book: The character is a scholar of modern criminology and crime detection techniques. He is methodical and thorough in his forensic investigations. As a result, when attempting to analyse evidence or reconstruct a crime scene, the character can use his Forensic Science Skill in place of his Wit Attribute. If the character’s Wit is equal to or higher than the character’s Forensic Science Skill, instead of using the Forensic Science Skill, make the roll normally and add 1 to the roll.

• Cleaner: Knowing what others expect to find, the Detective is an expert at manipulating crime scenes. He is capable of convincingly planting, covering up, and altering evidence. When a character uses this ability, his controller describes the alterations the character intends to make to the crime scene. The Narrator then determines how long it will take to make the alterations described. After the allotted time passes, the character makes a Forensic Science roll (difficulty rating 14 or greater, depending on the extent of the alterations). If the Detective fails, he botches the job, and it will be obvious the crime scene has been tainted. If he succeeds, he will have believably altered the crime scene.

• Cryptanalyst: The character is an expert code breaker, well versed in all methods of encryption and a vast array of ciphers. The Detective can reroll failed Cryptography rolls. Each failed roll can be rerolled only once as a result of Cryptanalyst.

• Dark Lantern: The character is accustomed to operating outside the law and does so with a refined sense of professionalism. He is an expert in the fine arts of persuasion, bribery, manipulation, and collusion. The character can reroll failed Charm – Guile rolls. Each failed roll can be rerolled only once as a result of Dark Lantern.

• Encyclopaedic Knowledge: The Detective has studied a vast array of subjects to better himself at the art of criminology. The character can reroll failed Intellect – General Knowledge rolls. Each failed roll can be rerolled only once as a result of Encyclopaedic Knowledge.

• Gut Feeling: Having spent many years on the streets, the Detective has developed an almost intuitive sense for when trouble is about to erupt around him. When the character is the target of a Surprise Attack before initiative is rolled, the attack automatically misses.

• Inside Knowledge: The Detective is aware of all ongoing and upcoming police operations. He knows where and when the police intend to make busts and who they are looking to bring in for questioning. Either the Detective has an informant on the inside or he uses his placement within the City Security to keep himself informed. The character is never surprised by the appearance of the constabulary and knows nearly every plainclothes man in the field.

• Insight: The Detective is a natural judge of character. He can generally tell when someone is being honest with him and when they are being deceitful. When the Detective suspects someone of lying to him, he can make a Wit roll (D.R. 11 + the target’s Charm). If the Detective succeeds, he knows whether the other character was lying or telling the truth. If the Detective fails, he cannot discern the truth. Additionally, when another character initiates a contested Charm roll against the Detective, the Detective can reroll failed results. Each failed roll can be rerolled only once as a result of Insight.

• Investigative Journalist: The Detective is a skilled reporter and may write professionally for the dailies. When writing crime reports or news articles, the character can add his Forensic Science Skill to his Trade – Writing rolls. Additionally, the character can reroll failed Trade – Writing rolls. Each failed roll can be rerolled only once as a result of Investigative Journalist. A character with the Police Detective Stunt or the Illiteracy Impediment cannot take this Stunt.

• Keen Eyed: Few details escape the Detective’s keen eyes. The Detective is able to reroll failed Wit – Perception rolls. Each failed roll can be rerolled only once as a result of Keen Eyed.

• Manhunter: Having pursued his share of fugitives overland, the Detective has developed an aptitude for tracking. When following a human or humanoid creature, the character can reroll failed Tracking rolls. Each failed roll can be rerolled only once as a result of Manhunter.

• Man of a Thousand Faces: The character is a master of disguise. He will have several well-developed personas that can be used to avoid detection on the streets, and he seldom appears in public without some sort of disguise. The character can reroll failed Disguise rolls. Each failed roll can be rerolled only once as a result of Man of a Thousand Faces.

• Master Detective: The Detective is well versed in deductive reasoning and the application of scientific principles in solving crime. He is adept in the detection of details that others would overlook. The Detective is able to reroll failed Forensic Science rolls. Each failed roll can be rerolled only once as a result of Master Detective.

• Phantom: The character knows the streets of the metropolis like the back of his hand. He knows all the shadows, shortcuts, and hidden passages. He instinctively blends into crowds, effectively becoming invisible. The character is never lost and can reasonably identify his surroundings with a quick look around. The character can reroll failed Shadow rolls. Each failed roll can be rerolled only once as a result of Phantom.

• Police Detective: The character is a police detective in the employ of the Arkham Police Department. A police detective has a number of privileges that are not shared by civilian detectives. He is able to question and detain witnesses and suspects, as long as they are commoners. He can arrest criminals and bring them to the local police station for lockup, though he will likely spend the rest of his evening filling out paperwork. The police detective can call upon police backup in times of need. However, should the character abuse these privileges, he will certainly pay the price. Though detectives are afforded some leeway in their pursuit of criminals, they must remember that they are agents of the law. How far a detective can step out of line depends on the disposition of his senior officer and how much is known about his actions. If the character is caught acting outside the bounds of the law, he may be disciplined, demoted, discharged, or prosecuted, depending upon the severity of his crimes. In addition to the Detective’s starting Assets, he is issued a heavy revolver, a whistle, and a pair of handcuffs. To take this Stunt, a Detective must have Law 2 and Streetwise 2 and cannot have the Criminal Record or Wanted Impediments. This Stunt must be taken at character creation.

• Renowned: The Detective is well known throughout Neo-Victorian society as one of the foremost experts on criminal investigation and detection. He is asked to consult on every difficult case that confronts the Arkham Police Department as well as on some matters of national security. The character consistently has offers for private investigation. When speaking on matters of criminology or dealing with his peers and admirers, the character can reroll failed Charm – Credibility rolls. Each failed roll can be rerolled only once as a result of Renowned.

• Screwsman: The character has a gift for picking locks. He also has a collection of skeleton keys that could open most of the doors in Arkham. The character does not require lock picks to go about his work and can pick a lock with just about anything. The character can reroll failed Lock Picking rolls. Each failed roll can be rerolled only once as a result of Screwsman.

• Stone Faced: The Detective is an expert in fine arts of interrogation and intimidation. Just one look is enough to break all but the most hardened criminals. The Detective is able to reroll failed Interrogation and Charm – Intimidation rolls. Each failed roll can be rerolled only once as a result of Stone Faced. Additionally, when the Detective initiates an Interrogation or Charm – Intimidation roll, the target character cannot add his Concentration Skill to his contested Will roll.

• Tooler: The character is an exceptionally talented pickpocket. The character can reroll failed Pickpocket rolls. Each failed roll can be rerolled only once as a result of Tooler.

STARTING QUALITIES

Choose two of the following:

Business (3), Criminal Associations, Linguist, Murder of Crows, Nondescript, Photographic Memory, Reputation – Street, Resolve, Safe House, Savant.

STARTING SKILLS

Forensic Science 2, Interrogation 2, Shadow 2

Choose six of the following Skills:

Acting 2, Concentration 2, Cryptography 2, Disguise 2, Escapology 2, Etiquette 2, Forgery 2, Language 2, Law 2, Lock Picking 2, Medicine 2, Parapsychology 2, Photography 2, Pickpocket 2, Pistol 2, Psychology 2, Safecracking 2, Streetwise 2, Tracking 2, Unarmed Combat 2

ASSETS

A Detective begins with a rubber or leather armoured long coat, a notebook, and a respirator. The Detective lives in a modest flat either in a safe and unassuming neighbourhood or on the edge of a rookery. The Detective’s home is likely to be in constant disarray, covered with case files, open reference books, evidence, maps, and the scattered debris of his labours.

The Detective begins with Wealth 4. He also starts with $81 that may be spent on weapons, equipment, and armor. Up to $27 may be kept as savings.

Additionally, police detectives are able to seek reimbursement for some expenses, provided the character is not using the funds for illegal actions (including bribery). If the character is perceived to abuse this privilege, it will quickly be revoked. If he pushes his luck, he may find himself suspended or worse. A police detective can expect to have up to $27 of expenses accrued in the line of duty reimbursed each month.

Consulting detectives and private investigators are able to charge their clients for their expenses in addition to payment for services rendered. The details of which expenses will be paid should be negotiated at the time the Detective accepts the job.[/HIDE]

DHAMPHIR VAMPIRE HUNTER

[HIDE]Many dhampiri, cursed with the knowledge that they will rise in death as that which they most hate, dedicate their existences to the destruction of vampires and revenants. The occupation is particularly common amongst the dhampiri of Central and Eastern Europe who are raised from birth to become vampire slayers. In these countries, the birth of a baby with a caul over its head, a sign of supernatural origins, is heralded at a great boon to the community.

In America, dhampiri are often treated much the same as they are in Britain, popularly seen as dark knights defending the innocent from the predations of inhuman monsters. They are the tragic and cursed heroes of countless stories and plays dramatizing their exploits. Their fiery passions only serve to fuel the public’s fascination, and the most refined are accepted at the highest levels of society.

In truth, this vocation is both a cultural obligation and a psychological imperative. Not only does society look to the dhampiri for protection from the vampire threat, but also the dhampiri’s very instincts howl for vengeance against the monsters that robbed them of natural lives. This overpowering loathing for the undead, inborn resistance to vampiric mind control, and ability to sense the unloving make the dhampiri the most efficient of the vampire hunters. For many dhampiri, the constant awareness of the vampiric taint is inescapable. The destruction of these monsters offers a momentary sense of redemption for the dhampiri’s troubled souls.

Most dhampiri are survivors of vampiric infection. Having been victimized by these undead monsters, their sense of violation is only deepened by the ravages of the supernormal contagion. It is little wonder that these half-living vampires devote their energies to the destruction of their most hated foes.

Those dhampiri born of an undead parent are similarly predisposed. These individuals live out their lives with the constant reminder that they are forever separated from other men by the deathly corruption of their vampiric origins. Many dhampiri are compelled to deny their vampiric heritage at all costs, refusing to drink the blood of mortals in hopes of preserving the remnants of their humanity at any cost. Others fully embrace their natures and see the power of blood as another weapon in their arsenals to be turned on their hated enemies. Only those who are able to control their blood-born passions have any hopes of making peace with themselves and mastering the benefits of their unnatural conditions. Dhampir vampire hunters tend to favour melee weapons, such as swords and axes, over firearms. These weapons both enable the dhampir to take full advantage of his physical capabilities and are also more manageable in the midst of the bloodlust brought on by the heat of battle. Likewise, dhampiri tend to eschew the vampire hunter’s kits favoured by human Undertakers and rely on their inborn senses. For the dhampir, identifying the vampire is a simple matter, as is the decision of how to deal with the creature.

A large number of dhampiri join the Noctuary, a secret organization devoted to the destruction of vampires. This organization not only offers them a sense of belonging but also has many senior hunters within its ranks who can tutor "young" dhampiri in making the most of their capabilities. Further information on the dhampiri is available in the .pdf.

PLAYING A DHAMPIR VAMPIRE HUNTER

Dhampir Vampire Hunters are tragic and romantic anti-heroes. Though the subjects of sometimes fawning adoration from the populations they protect, they are, in truth, driven by passions born of an inhuman origin. The psychological weight of the awareness that they will rise in death as the very same monsters they hunt takes a grave toll. Many devote their energies to hunting with single-minded determination while others dwell on the irony of their existences, treating life as a joke.

In addition to hunting vampires, dhampiri also make excellent bodyguards, criminals, and assassins. Dhampiri prostitutes are among the highest paid in the metropolis, not only for their alien charms but also because as half-lifers they are known to be free of the diseases that run rampant through such circles. As noted above, dhampiri have been accepted in American society, and the most renowned hunters are regular guests at society functions. There does exist a puritanical spite towards beings which some class as being unnatural or even infernal in nature, but the dhampiri can rely on a degree of protection from more powerful social factions. Socialites seem to particularly favour the dhampiri of Britain and the Continent who make their way to America. Not only do American impressions of the harsh life in Europe make the vampire hunters that operate there seem all the more heroic, but the accents of these ex-patriots also heighten their exotic airs.

A Dhampir Hunter who interacts with high society must consider appearance, poise, and reputation. The Neo-Victorian public lauds the natural grace of the dhampiri, and few seem to appreciate it so much as the perpetually bored nobility jet set and other fanatics, who tend to gawk at the movements of the dhampiri in their midst with barely restrained hunger. In turn, many dhampiri take it as a mark of their station to wear their armour when in public. Most favour suits of black leather that accentuate their superhuman physiques while offering at least a small degree of protection. Though many dhampiri are renowned duellists, their bloody instincts must ever be held in check. One fell move and they will forever be exiled from the heights to which they have climbed.

FEATURES

Dhampir Rules – A Dhampir Vampire Hunter is played in accordance with the following rules, which are outlined in greater detail in the .pdf:

• Alien Grace
• Blood Drinker
• Half Lifer
• Hatred of Vampires
• Heightened Vision
• Immune to Vampiric Mind Control
• Sense Undead
• Unnatural Passions
• Vampiric Transformation

Blood Legacy – With training, acceptance, experience, and the sheer force of will, a Dhampir Vampire Hunter can master his unnatural form by overcoming his passions rather than allowing them to rule him. Though not true vampires, the Dhampiri can learn to manifest a fraction of the power of the living dead. For each level of the Concentration Skill the Dhampir Vampire Hunter possesses, he can take one of the following Stunts.

• Casanova: The character has a natural gift for seduction. He can reroll failed Seduction rolls. A failed roll can be rerolled only once due to Casanova. After consummating a love affair, his paramour will be permanently enthralled with him, unable to relieve herself of thoughts of the character. The Casanova gains a +1 bonus on contested Charm and Seduction rolls versus any character whom he has previously seduced.

• Dustman: The Dhampir is an expert vampire hunter. As a result, the character does not suffer an attack roll modifier when making an attack with a melee weapon targeting the heart location.

• Immortal: The Dhampir’s longevity has been greatly increased as a result of the potency of his blood. Unlike others of his kind who continue to age, albeit at an exceptionally slow rate, this character’s aging process has been completely arrested. Though he can still be destroyed through violent means, the character is effectively immortal.

• Lingering Vitality: The character’s body draws much greater sustenance from blood than others of his kind. When the character drinks blood from a living human, the +1 Vitality and Coordination bonus gained from Blood Drinker lasts for eight hours.

• Noctuary Agent: The character is an established member of the Noctuary, the premiere Neo-Victorian secret society for vampire hunters. A member in good standing, the character has taken part in a number of missions and is highly regarded. In addition to beginning with the Noctuary Membership Quality, the character gains +1 on Charm – Credibility rolls when dealing with other members of the organization. This Stunt must be taken at the time the character is created.

• Paragon of Inhumanity: Graceful, beautiful, and beguiling, the Dhampir is a true product of his supernormal condition. His every movement exudes preternatural confidence and predatory exuberance. His eyes glisten with a feral sheen, and his hair and flesh take on the lustre of perpetual health. If he was once greying, he is now restored to the appearance of youth. The character gains the Quiet and Haunting Beauty Qualities. If this Stunt is taken after character creation, it represents a sudden change in the character’s physiognomy brought about by his tainted blood.

• Secrets of Blood: The Dhampir has learned to extract secrets from the blood he drinks. With a taste of an individual’s blood, the Dhampir can determine the donor’s species, his rough age, diet, and present health. The character instantly knows whether the blood was taken from a living or dead source, the donor’s present mental stability, and any diseases or ailments from which he may be suffering. Additionally, the character gains a visual image of the individual that may be used to identify him later. If the Dhampir drinks the blood of a vampire, he will know if the vampire is sentient or feral, how long it has been a vampire, and, if he has tasted the blood of others belonging to that vampire’s legacy. For example, if he tastes the blood of Lord Crowstaff, he will know if he has tasted the blood of Lord Crowstaff’s creator or the blood of any vampire created by Lord Crowstaff. The character does not need to draw the blood personally, and he can sample any amount of blood, whether fresh or dry.

• Social Predator: The character’s carefully cultivated demeanour is charming at the best of times and frightful in its intensity at the worst. The character is clearly a man to avoid crossing. With a glance, he can silence an offending speaker or rout an angry mob. The character can reroll failed Interrogation and Charm – Intimidation rolls. Each failed roll can be rerolled only once due to Social Predator.

• Sol Invictus: Through the sheer will to survive, the character has altered his supernormal make up. Unlike vampires who grow weak in daylight, the Dhampir is invigorated by the rays of the sun. During the day, the character gains +1 Vitality. On those rare days during which the sun shines on the metropolis, this bonus is increased to +2. The character does not receive any bonus at night or during lost days.

• Tempered Passions: The Dhampir has gained a measure of control over his hatred of vampires. Though he still loathes the creatures and desires their destruction with every fibre of his being, the character can now reroll failed Hatred of Vampires Will rolls. Each failed roll can be rerolled only once due to Tempered Passions.

• Transfixing Gaze: Though true mind control is beyond his capabilities, the Dhampir has developed the ability to transfix a human with his stare. The character gains the vampire ability Transfix.

• Vigil of the Damned: Sustained by the unnatural potency of his blood, the Dhampir no longer requires sleep. Though his sanity may eventually pay a terrible price, the character can stay awake constantly. He can sleep for short durations if he succeeds in a Will roll (difficulty rating 14). Even then, however, his sleep will be restless, and he will be awakened by the slightest sound or the presence of an undead creature.

STARTING QUALITIES

A Dhampir Vampire Hunter begins with the Resolve Quality.

STARTING SKILLS

Melee Weapon 2, Unarmed Combat 2

Any five other Skills at 2.

ASSETS

A Dhampir Vampire Hunter is likely to have amassed quite a lot of money from a combination of bounties, loot taken from vampiric kills, and stipends paid by wealthy benefactors wishing to support the hunter’s work. Though most of his funds will likely be spent on arms and maintaining his lifestyle, the character should be able to live comfortably and begins with a flat anywhere in the city. The flat will be small, but well decorated, and may include a practice room. Dhampiri Vampire Hunters have approximately Wealth 4 supplemented by any work available. A Dhampir Hunter begins with $162 that can be spent on weapons, armor, and equipment. Up to $27 may be kept as savings.[/HIDE]

DOCTOR

[HIDE]Doctors are more than mere men of medical science; they are pioneers into the secrets of life and death. Doctors have never been well trusted by the common folk, and that includes the simpletons of all social classes. Then there are those who would separate true visionaries from their peers based upon nothing more than class association or schools attended. However, it is neither the degree nor the honours which make the physician but rather his dedication to the craft and a true familiarity with the flesh. Some, but not all, doctors are surgeons, technicians well versed in the functioning principles of the human body. These are the physicians who combat death in its common forms, dealing with the sick and the injured and seeking cures for the maladies of daily life. Among them are surgeons who specialize in treating trauma in the field and philanthropists seeking to lessen the degree of human suffering in a city where the depth of misery is not easy to comprehend.

Other physicians apply their craft more philosophically, using medicine to gain access to the secrets of human nature. These men subordinate treatment and medical care to the needs of experimentation. Why limit one’s self to simple maintenance of the human clay when there are such discoveries to be made? Many of these doctors find it impossible to resist tampering with nature and trespass into the province of the divine. After all, once one acquires the tools and the knowhow, it can be very tempting to create life in one’s likeness, or at least according to one’s whims.

It is fearsomely common among doctors who seek alchemical methods to sustain the flesh to attempt alchemical reanimation. For the galvanic reanimist, however, neither the imprecision of alchemical reanimation nor genetic tampering will do. The galvanist strives to craft the perfect form from the most flawless flesh through mechanical augmentation. Only then can the creature be brought to life with the vitalic spark. Depending upon the legal nuances of their research, most doctors with a predisposition for the outlawed science of reanimation must conduct their experiments in secret to avoid drawing unwanted attention. Those caught will be ruined and likely face lengthy prison terms, and thus most reanimists set up hidden laboratories a safe distance away from their homes and practices.

Reanimists require regular access not only to a lab, but also to fresh cadaverous materials, preserving agents, organ tanks, and other tools of the trade. While equipment such as this can be extremely costly, what price can one put on defeating death? The acquisition of raw materials presents further challenges. Few resurrection men possess the moral fortitude not to sell out their clients when apprehended by the constabulary. Deliveries must also0 be handled in such a way as not to draw unwanted attention. Once the materials are delivered, most reanimists have means of obfuscating them from casual observers who may happen to be in their labs. These precautions may include false walls, elaborate pulleys that can be used to lift bodies from view, or trap doors.

Generally, the philosophical physician must hide his aspirations behind a façade of morality, tending to the sick and injured while concealing his true investigations from the eyes of common men. Those lacking sufficient cognitive faculties and a scientific disposition would simply never understand the scope of such great works.

PLAYING A DOCTOR

For the Doctor, medical knowledge intermingles with alchemical lore and the metaphysical realities of the Neo-Victorian world. Of course, maybe you chose this Calling because your intentions are altruistic. Perhaps, you have no intention of calling down fire from the heavens to give birth to a new race of Promethean demigods. Maybe, you are really just interested in treating wounds and making sure your patients make a speedy recovery. Just remember to hide your smirk every time the apes think they have discovered a piece of the puzzle.

Most Doctors either keep a private practice or are employed at a hospital. Both situations can carry a great deal of prestige provided the hospital is well respected or the character’s patients affluent and notable. Medical researchers who work for schools or major institutions are not expected to treat patients.

FEATURES

Black Bag – The Doctor is no mere physic. He is a cognoscenti of medical science adept in the manipulation of life and death. For each level of the Medicine Skill the Doctor possesses, he can take one of the following Stunts.

• Alchemical Reanimist: In addition to his keen knowledge of medicine and anatomy, the character has an instinctual proficiency for alchemical reanimation that borders on the supernatural. Corpses seem to call to him, revealing their secrets while longing for his ministrations. The character can reroll alchemical Reanimation rolls. Rolls can only be rerolled only once due to Alchemical Reanimist.

• Chemist: The character is an alchemical adept. He can reroll failed Alchemy rolls pertaining to manufacturing drugs or alchemical solutions. Each failed roll can be rerolled only once as a result of Chemist.

• Credentials: The character is a well-respected man of science. He can expect to be permitted entrance to any hospital, school, library, or research facility he deigns to visit—day or night. Few men in his field would refuse to meet him in person, and his correspondence will never go unanswered. He can count on receiving advice or opinions from his peers if requested. Should the character maintain his good name, his reputation will draw wealthy patients to him. Of course if the character involves himself in scandal, his credentials will be worthless. When dealing with his peers, the Doctor can add his Medicine Skill to Charm – Credibility rolls.

• Euthanasia: The Doctor is a master of enacting painless human destruction. He can quickly kill anyone in his care with practiced ease. The Doctor can euthanize an unconscious character or one who allows the Doctor to treat his wounds. Instead of making a Medicine roll to treat a wound or complication, the Doctor may simply extinguish the individual’s life. With a successful Medicine roll (difficulty rating 14), the Doctor leaves physical evidence consistent with the injuries the character had already suffered or no evidence at all, providing little room for allegations of foul play. A character with the Forensic Pathology Stunt can attempt to discover the true cause of death by making a Medicine Skill roll with a D.R. equal to the Doctor’s roll to euthanize his patient.

• Field Medic: The character is able to keep cool and treat wounds under fire. The Doctor operates with the pragmatic skill of an army surgeon under the worst possible conditions. The character suffers no penalties for Imperfect Operating Conditions.

• Forensic Pathology: With a cursory examination of a corpse, the Doctor will be able to determine the likely cause and time of death as well as the likelihood that its demise was ushered along by malicious intent. With a more thorough autopsy, the Doctor will be able to begin to reconstruct the likely chain of events that led to death, including, but not limited to, signs of physical trauma, cellular damage, disease, the presence of toxins in the blood, the deceased’s last meal, and evidence of recent sexual contact. In the case of foul play, the Doctor may begin to put together a picture of the perpetrator based on physical evidence left on the body, including height, hand size, mouth shape, blood type, gender, and hair colour.

• Healer: The Doctor has a gift for remedial surgery. A convalescing character who has suffered a wound or complication recovers in half the normal time if attended to by the Doctor for at least one hour per day.

• Heal Thyself: The Doctor possesses the knowledge and fortitude to treat his own wounds. The character never falls unconscious as a result of an Incapacitating Wound. The Doctor is capable of remaining conscious through the most painful medical procedures and does not suffer wound penalties while treating himself.

• Legally Sanctioned: The Doctor has been legally sanctioned to conduct experiments into the outlawed sciences. The legal terms of his experiments are very strict but enable him to carry out his work without the threat of arrest. The character will be sanctioned to carry out experiments in genetic engineering or alchemical or galvanic reanimation. Despite the legal authority to carry out his experiments, the character still must take care to avoid drawing attention to himself. If his activities are brought to light, they will certainly prove embarrassing for the government agency that sanctioned them. The resulting scandal would, at very least, end the arrangement by which the character carries out his experiments. The exact details of the character’s legal status should be worked out by the player and the Narrator prior to the start of the game. This Stunt must be taken at the time the character is created.

• Life Bringer: The Doctor is adept at the creation of life itself, having acquired considerable skill in the creation of Anathema and Homunculi. The doctor may reroll failed rolls to create life. Failed rolls can be rerolled only once due to Life Bringer.

• Peerless Surgeon: The character possesses one of the foremost medical minds of his era. He is a gifted genius adept at working flesh like another might work clay. Should the character fail a Medicine Skill roll to treat or stabilize a wound, he may reroll the results. Failed rolls can be rerolled only once as a result of Peerless Surgeon.

• Plague Doctor: The Doctor is able to influence an infected character’s chances of surviving the Plague or vampiric infection. If a character is treated by the Doctor soon after being bitten by an animate, he can re-roll a failed attempt to shake of the infection. If the Doctor treats the character throughout his infection, the patient may also reroll a failed attempt to throw off the infection at hour 8. If a character is treated by the Doctor soon after being exposed to vampiric infection from either a bite or through the exchange of bodily fluids, he can reroll a failed attempt to shake off the infection. If the Doctor treats the character throughout his infection, the patient may also reroll a failed attempt to throw off the infection after the third week. Failed rolls can be rerolled only once due to Plague Doctor.

• Promethean Surgeon: Having honed his galvanic surgical skills, the Doctor is an expert in the art of creating life through galvanic reanimation. The character can reroll failed Galvanics and Medicine Reanimation rolls. Each roll can be rerolled only once as a result of Promethean Surgeon. Now all you have to do is come up with the biogalvanic reanimation lab.

• Street Doc: The Doctor is well known on the streets of the metropolis as a man who will help those in need. He may barter his skills for various services or simply operate a free clinic for those who could not afford medical attention otherwise. Regardless of the nature of the character’s dealings with his lower-class patients, he is viewed as an asset to the neighbourhood in which he operates and is owed a great number of favours. The denizens of the street will come to his defence in a time of need, watch over his office, and generally keep him apprised of curious happenings. They will never betray the Doctor’s confidence or speak to outsiders or the authorities about the character. Additionally, the character gains the Murder of Crows Quality.

STARTING QUALITIES

The Doctor begins with the Resolve Quality.

STARTING SKILLS

Alchemy 2, Etiquette 2, Language – Latin 2, Medicine 2, Parapsychology 2

Any three other Academic Skills at 2.

ASSETS

The Doctor begins with a medical valise containing the tools of his trade, a small wardrobe of respectable clothes, including at least one fine suit of clothes and one fine brass respirator. He also starts with a modest home, possibly even in the vicinity of the Miskatonic district if he is particularly well off. The house will be staffed by one or two nervous servants who do their best to keep their minds on their work. Doctors begin with Wealth 7. The Doctor begins with $216 that may be spent on weapons, armor, and equipment. Up to $54 may be kept as savings.[/HIDE]

MOURNER

[HIDE]While most of the Neo-Victorian dead are cremated without ceremony, bereaved survivors with wealth and distinction may employ a Mourner, a professional watcher of the dead, to sit over the remains of the deceased. A Mourner keeps a silent vigil over the corpse for the three days preceding the funeral, ensuring that the corpse does not animate. During this time, the Mourner is expected to sit deathly still, neither sleeping nor speaking. Should the corpse move, the Mourner must be prepared to spring into action, decapitating the animate in a blink of an eye.

All Mourners are members of the Guild that trains and presides over them, but aside from her guild affiliations, a Mourner is a freelance operative. She is expected to establish long-term relationships with the families whom she serves. Once such a bond is formed, a client family is likely to carry on using the Mourner for their bereavement and vigil services as long as they both should live. It is a common practice for the wealthiest families to hire fulltime Mourners. These Mourners are part of the household and are expected to dwell on the family estate. When not sitting vigil, the Mourner serves as a bodyguard for the senior members of the household. It is known that Mourners go to exceptional lengths to protect those whom they serve. Though there have been allegations of Mourners crossing the line into the outright removal of their employer’s enemies, these claims have never been proven.

Due to the sensitive nature of a Mourner’s position, they tend to come from similar backgrounds. They are invariably from the middle and upper classes as the low born would not be accepted by the families that the Mourners Guild serves. Many young widows enter the Guild during the process of mourning, hoping to turn their sorrow to a benevolent pursuit. A prospective Mourner must be at least seventeen years of age and possess a spotless reputation. Though a small number of men complete the rigorous training required to become a Mourner, the vast majority are women.

A Mourner must develop physical endurance bordering on the supernormal. While sitting vigil over a body, the Mourner must go without food and sleep for days at a time while maintaining complete awareness of her surroundings. Her limbs must remain ready for use, even as she remains rigid and unmoving over the body. She must also be a skilled combatant, capable of decapitating a rising animate at a blinding speed. A Mourner takes her martial prowess extremely seriously. Her weapon, the exculpus, is her constant companion, and the heavy, long, razor-sharp blade is always within reach. She must master it as she masters herself. Once she does, the weapon can be far deadlier than any firearm. Some Mourners develop the talent for two-weapon fighting while others focus on honing their skill with a single blade. The exculpus is so central to the identity of the Mourner that none would consider carrying any other weapon. A Mourner would never dream of picking up a firearm and doing so would certainly damage her professional standing.

Mourners are likewise keen students of thanatology, anatomy, and mortuary lore. Though the applications of a keen knowledge of anatomy may be obvious, the study of bereavement is equally important. Before taking her place over a corpse, the Mourner is expected to offer comfort to the family of the deceased. Not only must a Mourner be capable of seeing to her duties, but she must also be able to sell her services on the personal level.

Though well paid and comfortable, Mourners live distant, lonely lives. Each is marked by her characteristic mourning wear and by the impenetrable reserve instilled by her training. Deathly silent in movement, a Mourner is sombre to a fault. They seldom speak, and when they do, it is in measured tones. Shrouded in mystery and superstition, Mourners are often avoided by those that find their eerie silence disquieting. A Mourner’s clients expect her to remain an exemplar of purity, and thus, each Mourner must take an oath of celibacy that she is expected to follow to her dying day. Those submitting to carnality are cast out of the Guild. Though lonely and occasionally shunned, Mourners are also highly respected members of Neo-Victorian society. Their profession is viewed as a noble one, and they are renowned for their lethal skills and endurance. Despite the harsh expectations placed on Mourners, few ever leave the Quiet Service.

PLAYING A MOURNER

A Mourner can offer a player some interesting challenges. Though a deadly combatant, a Mourner is also subtle and complex. By her nature, a Mourner is quiet and subdued to the point of unsettling those around her. A Mourner seldom speaks, but when she does, she should be listened to. The Mourner’s cultural role is tied deeply to the concepts of ritual and status, and Mourners must always be attentive to their reputations. Avoiding scandal can add some humorous roleplaying opportunities for Mourners in mixed groups of character who are forced to associate with lowlifes and degenerates.

Death Trance – The Mourner is able to enter a meditative state in which her breathing slows to a death-like stillness. In this state, the Mourner is fully aware of her surroundings but can sit rigid and silent for up to three days at a time without any ill effects, though afterward she falls into a deep torpor for at least ten hours. While in this meditative state, the Mourner requires no nourishment. The Mourner may voluntarily end her meditations at any time, fully ready for action.

FEATURES

Exculpus Mastery – Having spent countless hours practicing with the signature weapon of the Guild, the Mourner is an expert with the exculpus. In addition to her other Melee Weapon Stunts, the Mourner begins the game with the Preferred Weapon: Exculpus Stunt.

Familiarity: Animate – A Mourner never makes a Will – Fear roll due to being in the presence of an animate.

Guild Training – The character is a graduate of the Mourners Guild. Her training sets her forever apart from her fellow men. For each level of the Concentration Skill the Mourner possesses, she can take one of the following Stunts.

• Body Mastery: Aware of her every motion, the Mourner has learned to move with liquid grace. The Mourner gains +1 on Initiative and dodge rolls.

• Death Councillor: The Mourner is an expert grief councillor. She is looked to by the bereaved for her calm disposition and assuring words. The Mourner gains +1 on Charm – Credibility rolls when dealing with other characters in their time of grief.

• Decapitator: When attacking with an exculpus, any attack to the head of a target that inflicts an Incapacitating Wound or greater results in the decapitation and almost certain death of the target.

• Disciplined Mind: The Mourner has achieved an unparalleled level of self-control. The Mourner automatically succeeds at Will – Fear rolls and can reroll failed contested Will rolls when a psychic targets her with his powers, a spirit attempts to possess her, or a vampire tries to affect her with Mental Control or Transfix.

• Disconcerting: Her deathly silence and fluidity of motion make the Mourner a spectacle to be feared. Few would dare make eye contact with her, but her presence is impossible to ignore. The Mourner is naturally adept at taking advantage of the anxieties of others. She gains +1 to Charm – Intimidation rolls against other characters and automatically resists other’s attempts to intimidate her.

• Focused Healing: The character has learned to devote her body’s energies toward rapid healing. The character recovers from her wounds and complications in half the normal time.

• Force of Will: The Mourner has boundless reserves of strength. When the character is required to make a Vitality roll, she can use her Will in place of her Vitality. If the character’s Vitality is equal to or greater than her Will, add 1 to the die roll using Will. This Stunt does not affect damage rolls.

• Head Taker: When attacking with an exculpus, the Mourner suffers no penalties when targeting the head location.

• Noctuary Agent: The character is an established member of the Noctuary, the premiere Neo-Victorian secret society for vampire hunters. A member in good standing, the character has taken part in a number of missions and is highly regarded. In addition to beginning with the Noctuary Membership Quality, the character gains +1 on Charm – Credibility rolls when dealing with other members of the organization. This Stunt must be taken at the time the character is created.

• Permanent Situation: The Mourner is in the employ of an upper class household. In addition to sitting vigil over the corpses of their deceased, the Mourner serves as the family bodyguard. In times of need she may also be called upon to take extreme measures to protect family secrets. The Mourner is expected to serve on call and has scant free time to pursue her own interests. However, she has spacious accommodations provided at the family demesne. Furthermore, her Starting Wealth is increased to 6. The Mourner must take extreme care not to jeopardize her reputation. Any misstep will not only reflect poorly on her but also on her house and will cause irreparable damage. This Stunt must be taken at the time the character is created.

• Twin Blade Fighter: Having gone far beyond her traditional Guild training, the Mourner has mastered the art of fighting with paired exculpus. In addition to her other Melee Weapon Stunts, the Mourner gains the Two-Weapon Fighting Stunt and the Ambidextrous Quality. She also begins the game with a second exculpus. This Stunt must be taken at the time the character is created.

STARTING QUALITIES

A Mourner begins with the Quiet Quality.

STARTING SKILLS

Due to their strictly regimented training, all Mourners have the same initial Skills.

Concentration 2, Etiquette 2, Melee Weapon 2, Shadow 2, Thanatology 2, Theology 2

ASSETS

The Mourner begins with an exculpus and an armoured leather corset that were both custom made for her. She will possess a large wardrobe of mourning clothes custom made for the concealment of her exculpus. The Mourner has a matte-black respirator that will generally be worn beneath a veil while she is outdoors. The Mourner owns a comfortable, spacious flat, perhaps in the French Hill district. The grounds surrounding the flat are luxurious and well maintained. Though the doorman will be used to the Mourner’s comings and goings, he will not allow gentlemen callers into the building after sundown even if they are in the Mourner’s company. Mourners begin with Wealth 4 which may be supplemented by taking mourning jobs. The Mourner starts with $43 that may be spent on additional arms and equipment. Up to $16 may be kept as savings.[/HIDE]

UNDERTAKER

[HIDE]Undertakers are freelance bounty hunters licensed by the Department of Exorcism to track down and exterminate vampires, animates, and other corporeal supernormal threats to the populace. Accustomed to staring death in the face on a daily basis, Undertakers are solemn individuals hardened by the rigors of their profession. Though the work is not pleasant, it is not without its rewards. Those bounty hunters who survive to retirement can amass small fortunes from their grim harvests. A wide variety of types take up this profession. Most come from the lower classes and find the work a simple, if distasteful, means of making money. Others, however, are a bit higher-minded, preferring to see themselves as intrepid monster hunters doing their part to keep the world safe. Many are former Deathwatch personnel seeking their livelihood as private citizens after a stint in the military. Some are moonlighting plaguemen looking to make more scratch than they can take home driving a plague cart by day. Others are outcast members of the Mourners Guild who found celibacy or the quiet life not to their liking.

There are as many methods to undertaking as there are Undertakers, but each relies on personal experience, tricks, and tools of the trade. Some approach Undertaking like a science, studying their prey closely to gain every possible advantage. Others are hunters in the purist sense, tracking their quarry overland and bringing them down from a safe distance with an accurate, high-powered rifle. Many Undertakers are duellists or gun fighters who live to test their mettle against the horrors of the supernormal. Most Undertakers operate exclusively outside the metropolis where they hunt animates in the wastelands. These Undertakers are more likely to rely on tracking to locate their prey than those who operate with the city. These Undertakers sometimes use traps to catch animates that can be sold to research facilities "alive." An Undertaker can also make good money bringing down a thrope or other abomination of the wastes. Of course, returning their trophies to the nearest Department of Exorcism office is another matter.

No small number of Undertakers operate exclusively within the metropolis, chasing bounties and hunting undead in the "hot zones" of the city. Many city-dwelling Undertakers have established solid relationships with either the Arkham Police Department or private concerns who call them to service when their skills are required. At the best of times, urban Undertakers can make excellent money tracking down vampires, anathema, and the occasional thrope that gets loose within the metropolis. These horrors are mercifully scarcer than common animates, but they are considerably more dangerous and thus command much higher bounties. When hunting such powerful prey, force of arms is seldom enough. Those Undertakers who come face-to-face with the likes of vampires must also rely on an encyclopaedic knowledge of folk and mortuary lore.

At the bottom of the heap are scalp hunters, individuals who cannot get licenses or who have had their licenses suspended for "conduct unbecoming." Scalp hunters are forced to sell their kills
to licensed Undertakers at a discount. The Undertaker then takes the trophy in and collects the bounty.

PLAYING AN UNDERTAKER

Undertakers are larger-than-life characters tailor-made for the penny dreadfuls. Each is armed with an arsenal of weapons to do battle with the monsters plaguing the Neo-Victorian world. While many Undertakers see themselves as simply doing a job, others view their work as having far greater significance. A socialite turning to the pursuit of demonian horrors may see himself as a reincarnated St. George out to slay the dragon. A clergyman turned Undertaker may believe the Lord guides his hand and whispers to him in his sleep.

FEATURES

Familiarity: Animate – An Undertaker never makes a Will – Fear roll due to being in the presence of an animate.

Monster Hunter – Undertakers routinely face the most dangerous horrors known to man. Along the way, they accumulate a vast amount of knowledge about their supernatural enemies from a combination of experience and research. For each level of the Survival Skill the Undertaker possesses, he may take one of the following Stunts.

• Broad Shoulders: The character is exceptionally strong and determined. He is able to act at peak physical performance levels even while encumbered. As a result, the character’s Coordination is never reduced due to the amount of armour he is wearing.

• Bullet to the Brain: The character has extensively trained to shoot at a target’s head, the surest means of destroying a zombie. As a result of the repeated shooting drills targeting this area, the character does not suffer an attack roll modifier when making a ranged attack with a firearm targeting the head location.

• Deadeye: The Undertaker’s trained eyes can recognize the undead on sight, regardless of distance. Animates are fairly easy to pick out among the lurkers and lepers on the street, but identifying vampires is slightly more difficult. The Undertaker can reroll failed Wit – Perception rolls to identify zombies, vampires, and ghouls. A failed roll can be rerolled only once due to Deadeye.

• Dustman: The Undertaker is an expert vampire hunter. As a result, the character does not suffer an attack roll modifier when making an attack with a melee weapon targeting the heart location.

• Eviscerator: The Undertaker’s knowledge of animate physiology has become so refined that he can effectively destroy the creature’s mobility by inflicting a Fatal Wound to the creature’s torso. After receiving a single Fatal Wound, the animate will be unable to move, except to feebly snap its jaws. Though the creature is still moderately dangerous, it is a simple matter to dispatch an animate in this state.

• Huntsman: The Undertaker is an expert tracker specializing in hunting down animates, ghouls, and thropes. When tracking one of these creatures, the Undertaker can reroll failed Tracking rolls. A failed roll can be rerolled only once due to Huntsman.

• Lore Master: The Undertaker is exceptionally well versed in the lore of the monsters he hunts. He can reroll failed Parapsychology rolls pertaining to supernormal creatures. A failed roll can be rerolled only once due to Lore Master.

• Mortifier: Through means no one in their right mind can comprehend, the Undertaker has learned to impersonate an animate. He covers himself in their scent and feigns their movements to avoid detection. Those unaware of the masquerade may mistake the character for the genuine article. Add the character’s Survival Skill to the difficulty rating of animates attempting to locate him with Prey Sense.

• Noctuary Agent: The character is an established member of the Noctuary, the premiere Neo-Victorian secret society for vampire hunters. A member in good standing, the character has taken part in a number of missions and is highly regarded. In addition to beginning with the Noctuary Membership Quality, the character gains +1 on Charm – Credibility rolls when dealing with other members of the organization. This Stunt must be taken at the time the character is created.

• Thought Mask: The character may reroll failed contested Will rolls to resist external mental influence, such as vampiric mind control or Telepathy powers. A failed roll can be rerolled only once due to Thought Mask.

• Wastelander: The character is familiar with the wastes. He has travelled extensively outside the walls of the metropolis and may have even ventured into a sepulchre. He is well versed in recognizing edible plants and potable water sources outside the metropolis. Additionally, he is able to identify places likely to be inhabited by some of the unpleasant creatures that have grown in the blight and avoid them safely. The character can reroll failed Survival rolls pertaining to the wastelands. A failed roll can be rerolled only once as a result of Wastelander.

• Weapons Expert: The character is an expert in the use of most weapons. He can use any weapon as if he had the pertinent Skill at level 2, including artillery and galvanic weapons.

• Plague Resistance – The character has developed an unusual resistance to the effects of the Plague. The character receives a +2 bonus to Vitality rolls to avoid infection by the Plague. This bonus does not apply to any other diseases.

• Tough – Undertakers are notoriously hard to kill. Regularly pitting their talents against the abominations of the Neo-Victorian world, those Undertakers who live long enough have learned to keep moving even after sustaining injuries that would fell a lesser man. The Undertaker does not suffer penalties to his Skill rolls, Coordination, or Prowess from Serious Wounds. When an Undertaker suffers an Incapacitating Wound, he automatically remains conscious.

STARTING QUALITIES

Undertakers begin with the Resolve Quality.

STARTING SKILLS

Parapsychology 2, Survival 2, Tracking 2

Any three Combat Skills at 2.

Any two Criminal Skills at 2.

ASSETS

The Undertaker begins with a modest flat, likely on the fringes of the Hangmans district. Most Undertakers dwell on the outskirts of slums where they can rely on low rents and plenty of action. Though it is hard to generalize the sort of habitations Undertakers choose, most feature hidden arms caches and secret doors for rapid escape in case the constabulary comes calling. Undertakers begin with Wealth 3 that is supplemented with bounties. Despite this seemingly low rank, many Undertakers do quite well for themselves reaping the bounties on particularly dangerous quarry. The Undertaker also begins with $270 that may be spent on weapons, armor, and equipment. Up to $16 may be kept as savings.[/HIDE]

DICE MECHANICS

ATTRIBUTES & SKILL ROLLS

[HIDE]Any time a character attempts a task at which he has a chance of failing, such as scaling a high wall or making a combat action, an Attribute roll or Skill roll is made to determine whether or not the action was successful.

Attribute rolls gauge the character’s success when performing an unskilled action based on innate physical or mental capabilities, such as when he has to perform a feat of strength or resist the effects of poison.

Skill rolls are made when a character attempts to use a Skill to perform an action, such as regaining control of a runaway cab, repairing a galvanic radio, or attempting to fire a Requieter into the heart of a vampire.

As their names imply, Attribute rolls are based on a character’s Attributes and Skill rolls are based on a character’s Skills. If the rules do not explicitly state what Attribute or Skill should be used for a particular action, the Narrator decides. An Attribute or Skill roll is named after the Attribute or Skill being rolled. For example, a Vitality Attribute roll is referred to as a Vitality roll.

To make an Attribute roll or Skill roll, roll 2d10 (two ten-sided dice) and add the character’s pertinent Attribute or Skill, as defined by the action attempted. Most rolls are made against a static difficulty rating (D.R.) assigned by the rules text or the Narrator. If the roll meets or beats the difficulty rating, the action succeeds. Unless the rules text includes a formula for determining the difficulty rating of the action, the Narrator determines the D.R. of a task. The Narrator is the final authority in assigning a task’s D.R.

TASK RATINGS

Simple Tasks – These are tasks so simple that they do not require a die roll. Simple tasks include any action a character can reasonably make at will, such as soliciting a prostitute with cash in hand, shooting the broadside of a barn, basic mathematics, and so forth. A simple task does not have a D.R. because success is automatic.

Moderate Tasks – Moderate tasks are actions that a basically unskilled character can accomplish half the time. Narrators may prefer to allow characters to succeed in some moderate tasks without a die roll. Moderate tasks have a D.R. of 11.

Complex Tasks – These are tasks with a reasonable chance of failure. Complex tasks require hands-on experience and, perhaps, a little practice. Treating broken bones, picking a lock in the dark, and discovering obscure information in a good library are complex tasks. Complex tasks have a D.R. of 14.

Hard Tasks – It is unlikely that a character lacking substantial skill in the applicable area will be able to accomplish hard tasks. Hard tasks include removing a bullet from a bone, climbing a sheer surface in the rain, and forging government documents. Hard tasks have a D.R. of 16.

Virtually Impossible Tasks – Virtually impossible tasks can only be accomplished by the most skilled characters and, even then, not without substantial risk of failure. The flawless alchemical reanimation of life, the creation of a new galvanic weapon, and a successful swim across the blight-tainted waters of the English Channel are all virtually impossible tasks. Virtually impossible tasks have a D.R. of 20 or more.

Impossible Tasks – Some tasks are simply impossible. A character attempting what the Narrator considers an impossible task automatically fails without a die roll.

FAILURE

Except in critical situations, a character failing an Attribute or Skill roll may attempt the action again once the failure is resolved. A researcher may waste hours following false leads and return to work the next day. An alchemical reanimist may be displeased with the fruits of his labours and choose to redouble his efforts to obtain a more perfect result.

Some failures have immediate and dire results. The poor sod who fails to climb a slippery wall only to slide into the waiting grasp of a horde of animates may not get a chance to attempt another climb. Likewise, an Arkham Police Department detective attempting to disarm an anarchist’s bomb may only get a single attempt at success before becoming so many bloody fragments.

In some cases, failing an initial roll may make a character’s chances of success more difficult on subsequent attempts. After failing an initial attempt at deception, a swindler may have a hard time getting his mark to believe anything he says. A character that falls and breaks a wrist may find additional attempts at climbing virtually impossible. Under such conditions, the Narrator should modify the D.R. accordingly.

CRITICAL ROLLS

When making an Attribute or Skill roll, a roll of double 1s is always a critical failure. A roll of double 10s is always a critical success. The effects of critical die rolls are determined by the Narrator unless described in the rules pertaining to the action attempted. No matter what the outcome of a critical roll, it should be memorable. For example, the results of a critical failure on a Charm – Intimidation roll could cause the interrogator to accidentally spill every secret he knows to the subject of his interrogation. A poisoner mixing a lethal concoction could poison himself or accidentally mix a fortifying tonic instead. A theologian puzzling through a complex ecclesiastical concept could unwittingly convince himself that God does not exist. On a critical success, a fiery politician could give the speech of his life, propelling his career to new heights. A painter could create a masterpiece, immortalizing himself for all time.

CONTESTED ROLLS

If a character is attempting a task that another character directly opposes, both characters make contested rolls. Contested rolls do not have difficulty ratings. Instead, the characters involved roll 2d10 and add the pertinent Skill or Attribute. The character with the highest total succeeds. If both characters have the same result, the roll was a draw and neither succeeds.

ATTRIBUTES

Attributes are statistics gauging a character’s capabilities and natural aptitudes. They also provide a means of comparing characters’ strengths and weaknesses. A physically powerful character has a high Vitality. An exceptionally intelligent character has a high Intellect. The higher the Attribute is, the greater that potential. The human average is 2, and thus an Attribute score of 1 reflects underdeveloped or stunted potential. An Attribute score of 3 is above average. A score of 4 denotes an exceptional aptitude, and an Attribute score of 5 marks that aptitude as truly exceptional. A score of 6 is considered supernormal. An Attribute score of 7 or higher marks the character as inhuman.

There are six primary Attributes: Vitality, Coordination, Wit, Intellect, Will, and Charm. Prowess is a seventh Attribute that is derived by adding a character’s Coordination and Wit.[/HIDE]


Combat
[hide]

INIATIVE ROLL
The initiative roll determines the order in which each character involved in the combat takes his turn each round. To determine a character’s initiative, the player or Narrator controlling the character rolls 2d10 and adds the character’s Prowess. The total is the character’s initiative roll. The character with the highest initiative roll acts first, followed by the character with the next highest total. In case of a tie, the character with the highest Coordination acts first. If two or more tied characters have the same Coordination score, they act simultaneously. Once determined by the initiative roll, the order in which characters take their turns does not change during the combat, no matter how many rounds it spans and regardless of the wounds suffered by the characters involved in the combat.

SURPRISE ATTACK
Any time a player or Narrator controlling a character declares anattack before combat breaks out, he is considered to have made a Surprise Attack. The Surprise Attack is immediately resolved before initiative is rolled. Once the attack has been resolved, initiative is rolled and combat begins.


COMBAT ACTIONS
Each round, a character can take one or more combat actions on his turn. The number of combat actions a character can take depends on his Prowess. On his turn, a character can spend an action to attack with any weapon in his hand. If a character does not have a weapon in his hand, he must first spend an action to draw the weapon. A character can also use an action to switch the hands his weapons are held in, retrieve a weapon from the ground, stand up if knocked down, move a short distance, etc. Once all one character’s actions have been resolved, his turn ends, and it is the next character’s turn to act.

Combat Actions per Turn
Prowess Number of Action
1–4 1 action
5–8 2 actions
9–12 3 actions
13+ 4 actions

HELD ACTIONS

Characters generally take all of their actions on their turn, in initiative order. If a character does not take all of his actions on his turn, the remaining actions are held. If a character is holding an action, he is waiting to see what the other characters involved in the combat do. To hold one or more actions, the controlling player or Narrator declares his character is holding his action during his character’s turn to act. If a character has more than one action, he may take one or more of his actions during his turn and hold the rest. The character can take one or more of his held actions immediately after any character resolves an action but cannot interrupt the acting character’s action. If two characters act simultaneously, a character holding his actions must wait to act until both characters have completed their actions.

[/hide]

Goods and Prices

[hide]
CLOTHING AND ACCOUTREMENTS

The following prices represent average costs of clothing of good quality. Expensive and fashionable clothing that is purchased new will almost certainly be tailored. Clothing that is clearly second hand can be purchased for half the list price.

Virtually all the items below can be found in rubber, leather, and more exotic materials at higher prices. Rubber clothes cost twice the listed price. Leather clothes sell for three times the listed price. More expensive materials, such as silk, could easily quadruple the cost of any item of clothing.

For detail information and descriptions of all listed items refer to the pdf.

Apron: 13c
Ball Gown: $64
Belt, Leather $1.08
Bonnet: 11c
Boots, Leather: $5.94
Boots, Leather Riding: $27
Boots, Rubber: $2.70
Bowler: $2.70
Calling Cards (pack of 50): 54c
Cane: $1.35
Cane, Concealed Compartment: $2.70
Cane, Silver-Tipped: $16
Collar, one dozen: 81c
Coat, Dress (Heavy): $16
Coat, Dress (Light): $9.45
Coat, Fashionable (Fur): $54
Coat, Military: $9.45
Coat, Plain (Heavy): $2.16
Coat, Plain (Light): $1.35
Corset (Metal Bone): $1.35
Corset (Whale Bone): $4.86
Cravat: 16c
Dress, Fashionable: $27
Dress, Plain: $2.70
Dust Mask: 4c
Folding Fan: $1.35
Gloves, Dress: $1.35
Gloves, Work: $1.35
Greatcoat: $5.40
Handkerchief: 4c
Handkerchief, Silk: 27c
Hand Mirror, Silver: $2.70
Hand Mirror, Wood: 54c
Hip Flask: 54c
Leather Polish, Tin: 54c
Makeup Kit: $2.70
Mourning Dress, Full: $27
Mourning Dress, Half: $10
Pants, Dress: $2.16
Pants, Fashionable: $6.75
Pants, Work: 22c
Parasol, Rubber: $3.24
Parasol, Rubber, with floor-length veil $8
Parasol, Silk: $10
Perfume, Cheap: 18c
Perfume, Quality: $5.40+
Pipe: 27c+
Pipe, Opium: 54+
Pocket Book, Leather: $2.70
Pocket Watch, Gold: $11.35
Pocket Watch, Silver: $5.40
Respirator: $2.70
Respirator, Brass-Plated: $10
Respirator, Gold-Plated: $64
Respirator, Silver-Plated: $32
Respirator Filter Replacement: 61c
Respirator Filter Replacement, Scented: $1.35
Respirator Filter Replacement, Scented Ether: $2.70
Scarf: 13c
Shawl: 13c
Shirt, Dress: $1.35
Shirt, Fashionable: $6.75
Shirt, Work: 11c
Shoes: $2.70
Shoes, Expensive: $27
Spectacles: $2.70
Spectacles, Photo-Reactive: $10
Spectacles, Tinted: $5.40
Stockings, Silk: $2.70
Straight Razor: 54c
Suit, Dress: $37
Suit, Morning: $27
Suit, Riding: $27
Suspenders: 18c
Tie, Silk: $3
Top Hat: $2.70
Travel Bag: $1.35
Uniform, Servant: $3.24
Veil: 9c
Veil, Rubber: 13c
Wig: $10

ARMOR, FULL SUITS

Armor, Deathwatch: $675
Armor, Chain Mail: $164.70
Armor, Lacquered $1,350
Armor, Leather $56.70
Armor, Leather, Reinforced: $135
Armor, Plate: $433.35
Armor, Rubber $29.70
Armor, Rubber, Reinforced: $64

ARMOR, BY LOCATION

ARMS
Arm Bracers, Leather: $29.70 per pair
Arm Bracers, Leather, Reinforced: $66.70 per pair
Arm Bracers, Plate: $162 per pair
Arm Bracers, Rubber: $12.70 per pair
Arm Bracers, Rubber, Reinforced: $27 per pair
Chain Mail Sleeve: $81 per pair
Gauntlets, Chain Mail: $23.70 per pair
Gauntlets, Leather: $8 per pair
Gauntlets, Leather, Plated: $56.70 per pair
Gauntlets, Plate: $34.70 per pair
Gauntlets, Rubber, Reinforced: $4.05 per pair

LEGS
Boots, Leather, Reinforced: $39.70 per pair
Boots, Rubber, Reinforced: $23.70 per pair
Leggings, Chain Mail: $55.35 per pair
Leggings, Leather: $18.70 per pair
Leggings, Leather, Reinforced: $27 per pair
Leggings, Plate: $135 per pair
Leggings, Rubber: $10 per pair
Leggings, Rubber, Reinforced: $12.70 per pair

HEAD
Coif, Chain Mail: $23.70
Coif, Leather: $12.70
Coif, Rubber: $1.62
Helmet, Deathwatch: $108
Helmet, Leather, Reinforced: $8
Helmet, Rubber, Reinforced: $2.70
Helmet, Steel: $16

TORSO
Breast Plate: $135
Coat, Armored, Leather: $81
Coat, Armored, Rubber: $27
Combat Corset, Leather: $27
Combat Corset, Mourner: $108
Combat Corset, Rubber: $10
Combat Corset, Steel: $64
Shirt, Chain Mail: $54
Shirt, Chain Mail, Sleeved: $97
Shirt, Leather: $10
Shirt, Leather, Reinforced: $21
Shirt, Rubber: $8
Shirt, Rubber, Reinforced: $16

MELEE WEAPONS

Bayonet: $2.70
Combat Knife: $1.35
Combat Knife with Skull Crusher: $2.70
Combat Syringe: $27
Cutlass: $10
Exculpus: $135
Headsman’s Axe: $4.05
Holy Water Sprinkler: 12c
Knuckle Dusters: $1.35
Polearm: $4.86
Sap: 11c
Stake, Wood: 11c
Stake, Wood, Reinforced: 81c
Sword: $10
Sword Cane: $27
Truncheon: $2.70
Two-Handed Sword: $43

RANGED WEAPONS

Bow, Composite: $21
Bow, Long: $5.40
Crossbow: $16
Derringer (pair): $4.86
Derringer, Semi-Automatic: $5.40
Elephant Gun: $81
Flamethrower: $54
Grenade, Cindiary: $27
Grenade, Explosive: $10
Kramer 2013 Bolt-Action Rifle: $5.40
Kramer 2086 Bolt-Action Rifle: $16
Magwitch Gravedigger 10-Bore Combat Shotgun: $21
Magwitch Reaper: $32
Magwitch Terminus: $32
Revolver: $4.86+
Revolver, Custom Heavy: $54
Revolver, Heavy: $10
Revolver, Pocket: $2.16
Schreck-Hutter Balefire: $43
Schreck-Hutter Requieter: $64
Schreck-Hutter Syringe Gun: $43
Throwing Knife: 81c
Vickers Machine Gun: $1,080
Westgate Executioner 12mm Semi-Automatic Pistol: $27
Westgate Firebrand 40mm Grenade Launcher: $64

GALVANIC WEAPONS

Dr. Merrifield’s Pandemonius Timidifier: $432
Replacement Alchemical Capacitor: $21
Grenade, Electro-Pulse: $54
Stun Cane: $81 (Extra Galvanic Capacitor: $5)
Stun Gloves, pair: $43 (Extra Galvanic Capacitor: $5)
Stun Prod: $54 (Extra Galvanic Capacitor: $10)
Van Haller Death Ray $1,620 (Extra Galvanic Capacitor: $216)
Van Haller Lightning Gun $405 (Extra Galvanic Capacitor: $54)

RANGED WEAPON ACCESSORIES & AMMUNITION

Ammunition, Elephant Gun, box of ten rounds: $10
Ammunition, Flamethrower, Fuel Tank: $5.40
Ammunition, Handgun, box of twenty high-calibre rounds: $2.70
Ammunition, Handgun, box of twenty low-calibre rounds: $1.35
Ammunition, Handgun, box of twenty rounds: $2.16
Ammunition, Rifle, box of one hundred high-calibre rounds: $21
Ammunition, Rifle, box of twenty rounds: $2.70
Ammunition, Stake Projectiles, Reinforced, box of ten rounds: $2.70
Ammunition, Schreck-Hutter Syringe Gun, box of six rounds: $10
Ammunition, Shotgun Shells, box of twenty (either solid or shot): $3.78
Ammunition, Westgate Firebrand Grenade, Flare: $1.35
Ammunition, Westgate Firebrand Grenade, High Explosive: $5.40
Ammunition, Westgate Firebrand Grenade, Net: $4.05
Arrows, Wooden, Dozen: 54c
Cartridge Belt: $1.35
Clip, Semi-Automatic Derringer: $1.35
Clip, Kramer 2086: $2.70
Clip, Westgate Executioner: $2.70
Compressed Gas Cylinder: $2.70
Compressed Gas Tank (Miniature), Magwitch Terminus: 27c
Crossbow Bolts, Wooden, Dozen: 54c
Firearm Cleaning Kit: $2.70
Fuel Canister, Schreck-Hutter Balefire: $4.05
Gun Brace $8
Magazine, Schreck-Hutter Requieter: $2.70
Quiver: $1.35
Shoulder Holster: $2.70
Telescopic Sight, x2 Magnification: $4.05
Telescopic Sight, x3 Magnification: $10
Telescopic Sight, x5 Magnification: $27

TOOLS & EQUIPMENT

Backpack, Canvas: 27c
Binoculars, Field: $5.40
Blowtorch, Gas: $4.05
Bolt Cutters: $1.08
Box Camera: $16
Camera Slates (packet of twelve): $1.62
Camping Gear (including tent): $16
Chain (per foot): 9c
Compass: $2.70
Crowbar: 54c
Field Cooking Kit: $4.05
Fingerprinting Kit: $2.70
Gas Mask, Equestrian: $5.40
Glass Cutter: 9c
Goggles: $3.24
Goggles, Photo-Reactive: $21
Goggles, Tinted: $8
Gramophone: $16
Gramophone Record: $2.70
Hacksaw: $1.08
Handcuffs: 27c
Hatchet: 54c
Knife, Small: 22c
Knife, Folding (Small): 34c
Lantern, Bull’s-Eye: $1.08
Lantern Oil (quart): 11c
Lock Picks: 54c
Magnifying Glass: $3.24
Map of Arkham: $1.08
Matches (box): 2c
Meat Cleaver: 54c
Metal File: 54c
Padlock, Cheap: 2c
Padlock, Quality: $1.35
Pencils (dozen): 18c
Photo Developing Kit: $4.86
Rope (per ten feet): 11c
Saw: 81c
Shovel: $1.08
Spy Glass: $4.59
Telephone: $16
Typewriter: $13.78
Water Bottle: $1.35
Wheelbarrow: $1.35
Wire Cutters: 81c
Whistle: 22c
Writing Paper (per ream): $8
Writing Paper, Highest Quality (per ream): $12.70

GALVANIC DEVICES

Field Generator: $108
Gloves, Aetherically Grounded: $10
Grill $12.70
Lamp, Electrical: $2.70
Lamp, Electrical, Surgical: $27
Lamp, Plasma: $5.40
Radio, Field (Transmitter/Receiver): $21
Radio, Home Console: $10
Tattoo Machine: $5.40
Tattoo Machine Needle: 54c
Torch, Electrical: $1.35

UNDERTAKER GEAR

Animate Restraints: $2.70
Dust Kit: $3.24
Piercing Irons: $2.70
Vampire Hunter’s Kit, Deluxe: $37
Vampire Hunter’s Kit, Standard $21

SCIENTIFIC & MEDICAL EQUIPMENT

Alchemical Lab, Complete: $1,080
Alchemical Lab, Travelling: $108
Anatomical Preservation System: $270
Artificial Womb, Anathema-Grade: $1,620
Artificial Womb, Homunculus-Grade: $405
Autoclave: $108
Bandages (one dozen): 2c
Beaker: 54c
Biogalvanic Reanimation Lab, Complete: $810
Ethanol, Laboratory-Grade (per half gallon): 11c
Forceps: $2.70
Industrial Crucible: $27
Interface Jar: $270
Medical Valise Kit: $3.24
Microscope: $10
Microscope Box Camera: $16
Operating Room Furnishings: $216
Operating Table with Restraints: $21
Operating Table with Restraints (Folding): $32
Scales: $5.40
Scalpel Set: $1.62
Straight Jacket: $10
Surgical Saw Set: $2.16
Syringe: 22c
Test Tube: 22c
Text Book, Alchemical: $54
Text Book, Anatomical: $16
Text Book, Galvanic: $54
Text Book, Medical Reference: $27
Wheel Chair: $54

MEDICAL CARE

Invalid Care (one month): $64
Medical Treatment, by a surgeon (per day): $5.40
Medical Care, by a physician (per day): $27

PROSTHETIC GRAFTS

Oraculum: $270
Rattler: $54
Ticker: $243

ACCOMODATIONS

Finer hotel rooms come with electrical lighting, access to shared bathrooms on each floor, and maid service.

Hotel, Average (per night): $1.62
Hotel, Lavish West End (per night): $27
Hotel, Respectable (per night): $2.70
House: $650
House, Large (per month) $60
House, Modest (per month) $30
Lodging House Room with a Double Bed (per night): 18c
Lodging House Room with a Double Bed (per week): 67c
Lodging House Room with a Single Bed (per night): 9c
Lodging House Room with a Single Bed (per week): 34c
Mansion: $5,400

ENTERTAINMENT

Cigarettes (packet of 20): 4c
Music Hall Attendance, Working-Class Seats: 9c
Music Hall Attendance, Upper-Class Seats: $2.70
Novel: 54c+
Penny Dreadful: 2c
Pipe: 54c
Playing Cards (pack): 9c
Prostitute, Working Class (back-alley congress): 7c
Prostitute, Working Class (night): 18c
Public Bath, Cold: 11c
Public Bath, First Class: $1.89
Theatre, West End (Box): $10
Theatre, West End (Seated): $2.70
Theatre, West End (Standing): 67c
Tobacco (tin): 13c
Violin with Case: $10

TRANSPORTATION

Cart: $64
Coach: $216
Hansom Cab: $64
Hansom Cab Fare (per mile): 13c
Horse, Cart: $135
Horse, Racing: $1,080
Horse, Riding: $270
Horse Stable Fee (per day): $1.35
Horse Stable Fee (per month): $21
Omnibus Fare: 11c
River Steamer Fare: 11c
Row Boat: $2.70
Saddle and Tack: $13.24
Steamer Rental (per day): $32
Subway Fare: 4c
Subway Fare, First Class: 54c

COMMUNICATION

Postage within Arkham, Letter: 2c
Postage within Arkham, Parcel: 2c
Telegram (per twelve words): 13c
Telephone Call (per three minutes): 4c

SERVICES

Locksmith (Key Manufacture): 54c
Locksmith (Pick Lock): 11c
Mourner (three day vigil): $27
Mourners Guild Dues (yearly): $54
Sin Eater (one meal): 13c
Tattoo, Large: $4.05
Tattoo, Sleeve or Back: $27
Tattoo, Small: $1.35
Undertaker, Bounty (per animate): $1.35
Undertaker, Bounty (per thrope): $27
Undertaker, Bounty (per vampire): $54

[/hide]


CHARACTER SHEET TEMPLATE
[HIDE]NAME:

CALLING:

AGE:

WEALTH RATING:

APPEARANCE:

BIO:

ATTRIBUTES
• Vitality:
• Coordination:
• Wit:
• Intellect:
• Charm:
• Will:
• Prowess:

CORRUPTION(S)

SKILLS

STUNTS

QUALITIES

IMPEDIMENTS

FEATURES

ASSETS

EQUIPMENT

FUNDS

THEME SONG(S):[/HIDE]


And here is my character sheet for this game:

NAME: Victor Darville
CALLING: Undertaker
AGE: 28
WEALTH RATING: 3

APPEARANCE:
de78d8c0-7965-4fe7-a2c1-e6c23741604d_zps88e97e1b.jpg

BIO:
When the plague first hit in 1905 it hit like a ton of bricks,and while things were bad over across the Atlantic, over in the states things were quickly going downhill. With so many large cities with large populations most places had become animate, or as the came to be called on this side of the Atlantic "Dead Head" infested death traps. In those times those who had firearms and a good amount of bravery or at least a flask full of liquid courage were th go to guys for dealing with such things. Overseas they called people like that Undertakers, a term that managed to caught on on this side of the ocean as well. Among the first of the American Undertakers was Ezekiel Darville, usually just called Zeke who despite being a raging alcoholic managed to rack up a respectable kill count in the early days, and inadvertantly became the first in a line of men who turned to business of killing off undead for cash. Since then in some areas the last name Darville became synonymous with hunting down Dead Heads and at the age of ten Victor got his first rifle from his old man and soon began tagging along with his old man during his extermination jobs, learning the trade a little bit better each time he went out and enjoying it a little more each time. It wasnt just a steady job, it was damn fun further motivating him to get better at it. Thanks to the years of training with his old man, his uncles, some cousins, occasionally hearing stories of how his grandfather and great grandfather he managed to get pretty damn good at the old family business. It proved pretty easy for him to get licensed by the Department of Exorcism, partially thanks to the fact that he had family reputation to coast on as well as talent with his weapons of choice, and decided to take his talents somewhere where he didnt have any relatives giving him competition: Arkham, Massachusets. More than anything else his main speciality was fighting larger groups off Dead Heads, and often leaving large amounts of collateral damage in his wake, though considering the alternative some damaged buildings tended to be a better alternative when the only other option was being eaten by or turned into a walking corpse. It was a damn good setup he managed to work his way into. In a world that was often in danger from all sorts of hideous inhuman creatures those who killed them managed to make a damn good living for themselves, especially when their jobs allowed them to buy bigger and better guns. Of those bigger guns there was one Victor had his eye on that he was determined to have, a beauty known as the Van Haller Death Ray, already fueled by the fact that he found Galvanic Weapons to be really cool the weapon itself was a fine example of military grade electric doom that could be put to wonderful use when fighting off hordes of dead heads, and the fact that it was also very much illegal made it a little more tantalizing for him to aquire. Though with that price point he had to kill a hell of alot of dead heads to afford it or at least pull off a job so big that he would make a great big pile of cash that he could use to get it.

What had looked like a great opportunity finally came, and it would be lifechanging event for him and many others...

A district of the city had been almost totally overrun with the undead and things were getting more and more desperate, to the point where they were seriously considering letting the district go and just walling it off in hopes that the dead heads would run out of stuff to eat and just drop dead eventually, an unlikely outcome but there didnt seem to be any better options by this point. And then Victor stepped up, with his weapons in hand, a cocky smile on his face, hidden by his spare gas mask since he couldnt find his lucky gas mask and was in a hurry. He told them to have a briefcase full of cash ready because he was gonna handle this problem, and dashed on in, leaving many to wonder if he was brave, insane, or drunk like old great grandpa Zeke, and they were willing to give him a chance. Really what was the worst that could happen? The answer to that: a lot. He had kind of underestimate just how many dead heads were in there and found that he probably didnt have quite enough ammo to take them all out so he had to get a little creative. With some hastily cobbled together explosives, some already killed dead heads he hatched a plan to find a few decent sized buildings, light them up. and them use the explosives to drop them on the dead heads to smash or fry them in an awesome display of zombie killing awesomeness. The fire starting went alright, as did toppling some structurally unsound buildings and the water tower but then a detail that he overlooked reared its ugly head: actually containing th fire. Dead heads being as flammable as they were caught on fire very quickly, and the fire didnt make them any less mobile either, and when flaming zombies scramble around like mad in a place where the main source of water already got evaporated in the intial blaze up of what had turned out to what would likely be remembered as the biggest zombie burning in the history of man. In the end, the zombies were gone, but so was the district with the fire department barely keeping the fire from spreading forth and burning down the rest of town. Those who werent zombified during the attack who had escaped were now homeless, and possessionless and pissed. The local politicians werent happy, nor was the Department of Exorcism. Essentially a lot of people were all really mad at him and sadly anger from losing property and stuff and when the dust,and ashes, settled Victor's Undertaker's license was revoked.

Life got rougher after that, he didnt have many other talents outside of those for Undertaking, plus he had to get a place a little closer to the outskirts in order to lay low. Still he stubbornly stuck to his guns, literally. Even without a license he chose to continue working as an Undertaker, just now with more willingness to operate outside official channels. In a way it was good for him, even if he was now the shame of the Darville Dead Head Hunting Dynasty, due to having to work under the table he ended up cultivating a fairly impressive list of contacts, and became considerably more streetwise. Unable to charge as much as before he ended up being known in some circles as the Discount Darville due to having the name, but not that same reputation. In time he became the go to guy for those who wanted monstrosities taken care of quietly with no questions asked. Indeed quite a few upper class folks who for one reason or another ended up in compromising positions with undead end up calling him, and he is as unwilling to ask about it as they are unwilling to talk about what happens, he just comes in, shoots, gets paid and leaves before hearing anything that he cant unhear. He still hasnt given up his goal of getting an increasing amount of bigger and more impressive rack of guns, with that Van Haller Death Ray still being on his list of goals, considering he works outside the law anyway whats the point of sticking to legal weaponry? Still he wouldnt mind getting his license back, though he may be more wary of potential big scores in the future.



ATTRIBUTES
• Vitality:4
• Coordination:3
• Wit:2
• Intellect:2
• Charm:2
• Will:3
• Prowess:5

CORRUPTION(S):
(Drive) Consumed: 1



SKILLS
Parapsychology 2
Survival 2
Tracking 2
Rifle 4
Melee Weapon 3
Pistol 2
Streetwise 2
Forgery 2
Demolition:2
Galvanics:1
Acrobatics: 2
Concentration: 1
Gambling:1

STUNTS

Melee (3)
Riposte
Fast Draw
Snap Reaction

Pistol (2)
Two Weapon fighting
Night Fighter

Rifle (4)
Pistol Whip
Trick Shot
Fast aim
Preferred Weapon (Magwitch Reaper)

Undertaker (2)
Wastelander
Weapons Expert

QUALITIES
Able Bodied
The character is in excellent health. He heals quickly and is seldom ill. The character recovers lost Vitality at double the normal rate. Additionally, he gains +2 on Vitality rolls to avoid contracting diseases and other ailments.

Ambidextrous,
The character is equally adept at using either hand. Although ambidexterity is rare at birth, it can be learned. Most duelists spend their whole lives refining this talent. The character does not suffer offhand attack penalties when using two weapons in combat (see page 164).

Murder of Crows
The character has a large network of friends and associates that keep an eye out for him wherever he goes. Any time the character is in apparent danger or likely to be apprehended, a crow, or lookout, will approach him and give the word. There are limits to the reach of the character’s network, but he will generally receive ample warning while around the slums, streets, and rookeries of the metropolis.

Resolve
The character has become accustomed to the horrors of the Neo-Victorian world and possesses a steely resolve. When the character fails a Will – Fear roll, he is shaken but does not make a second roll.

Connections (4 points)
The character has contacts who may act as sources of information or assistance from time to time. The character may know City bankers, gypsy mediums, vampire prostitutes, members of government, clerks at the Department of Exorcism, Deathwatch personnel, costermongers, physicians, health inspectors, or just about anyone else he can get the Narrator to agree to. These contacts can provide the character with information and a limited degree of assistance, but their help is seldom without cost.

IMPEDIMENTS
Unlicensed
Notoriety
Minor Tomophobia (Fear of Surgery)
Minor Latrophobia (Fear of doctors)

FEATURES
Familiarity: Animate – An Undertaker never makes a Will –Fear roll due to being in the presence of an animate.
Monster Hunter – Undertakers routinely face the most dangerous horrors known to man. Along the way, they accumulate a vast amount of knowledge about their supernatural enemies from a combination of experience and research.
Tough – Undertakers are notoriously hard to kill. Regularly pitting their talents against the abominations of the Neo-Victorian world, those Undertakers who live long enough have learned to keep moving even after sustaining injuries that would fell a lesser man. The Undertaker does not suffer penalties to his Skill rolls, Coordination, or Prowess from Serious Wounds. When an Undertaker suffers an Incapacitating Wound, he automatically remains conscious.

ASSETS
A decent enough shack on the very edge of the Hangmans section of the city, surrounded by traps and loaded with weapons due to his less than stellar reputation.

EQUIPMENT
Armor, Leather: $56.70
Coat, Plain (Heavy): $2.16
Stun Prod: $54
Schreck-Hutter Balefire: $43
Magwitch Reaper: $32
Cutlass: $10
Magwitch Terminus: $32
Shirt, Work: 11c
Shoes: $2.70
Pants, Work: 22c
x1 Fuel Canister, Schreck-Hutter Balefire: $8.10
Ammunition, Shotgun Shells, box of twenty (solid): $3.78
Ammunition, Shotgun Shells, box of twenty (shot): $3.78
x3 Compressed Gas Tank (Miniature), Magwitch Terminus: 81c
Ammunition, Handgun, box of twenty high-calibre rounds: $2.70
Animate Restraints: $2.70
x2 Shoulder Holster: $5.40
Respirator: $2.70
Respirator Filter Replacement: 61c
Pocket Watch, Silver: $5.40

FUNDS:
$9.23
THEME SONG(S): Coming Soon
 
Last edited:
Lurker
Joined
May 16, 2006
Messages
2,438
Cast so far:

Victor Darville: played by Kain
Irene “The Succubus†Plover: played by Scotty Rave
Happy Ness: played by Arioelle
Nathaniel Zedock “The Silent Huntsmanâ€: played by Tigerhawk21
Bruton Gaster: played by Gatack Striker
Duncan Lavoisier: played by The Bladesman
Benjamin "the Beast" Williams: played by GiantBlaze

Soundtrack:
1.Unhallowed Metropolis by Vernian Process
2. No More Mr. Nice Guy by Alice Cooper (Victor Theme 1)
3.Diesel's Theme (Irene's theme)
4.Dont Stop me Now by Queen
 
Last edited:
Member
Joined
Feb 16, 2006
Messages
593
NAME: Irene “The Succubus†Plover
CALLING: Undertaker
AGE: 27
WEALTH RATING: 4

APPEARANCE: Irene is an attractive, Caucasian woman with a smooth nose, hazel eyes and long, light brown hair which is commonly worn in a French braid but changes frequently when she assumes her other identities. She has two small, vertical scars that travel down her left cheek and underneath her jaw-line, and a third wide, arcing crescent across the upper curve of her right breast. There may very well be other scars, but these are covered by her attire. Her frame is expectedly fit and athletic for a person of her profession, with a swan-like neck, strong, wiry limbs and dextrous digits. With her mastery of the coy smile and a well-chosen ensemble, Irene can appear as much a delicate angel as her black, rubber-clad true self, “the Succubus,†is a fearsome demoness.

NxsTdL7.png

BIO: Irene was an orphan, which in the dark corners of London’s East End was not a wholly uncommon occurrence. She lost her birth parents to a vampire coven’s feeding frenzy, and the same incident saw her trapped for three days in the ruins of a tube tunnel. This traumatic sequence of events permanently scarred her, and Irene never got over the resultant claustrophobia. When she finally did break free, finding a tunnel under the platform, she crawled through who knew how much suffocating filth, slime and dirt before emerging into the blinding light of day. She could not find a home with any of the roving gangs of thieves who lived and operated in the sewers, for they favoured young boys to carry out their pick-pocketing for them, and was constantly forced to hide from the monsters that existed inside the walls of the great, labyrinthine city. It was a miracle she survived as long as she did, and an even greater one that when she finally collapsed from hunger and exhaustion, it was on the doorstep of two of the East End’s most influential gangsters; the twins, Tim and Terry Plover.

It so happened that Tim, the elder twin, had been looking forward to fatherhood, but was infertile. With that in mind, Irene suddenly found herself entering a new family. Clever, cheery Uncle Terry secretly showed her his idea of fun by sniping animates from afar, his reasoning to her being that for each dead-head dropped, there was no telling how many were spared the fate they had in store. It was a statement that Irene, in her wide-eyed awe, thought profound. Her other excursions with Terry involved putting the gang’s underlings and rivals, be they human or monster, in their place, though she had to promise never to let word reach her adoptive father, who doted on her completely, although as she grew up Irene would begin to wonder if his motives were as much geared towards preserving his reputation amongst his fellow gangsters as kindness. Tim’s wife, Mandy, was the one responsible for teaching the girl that despite her past hardships, there were finer pleasures in the world just waiting to be enjoyed by a young girl with ambition. She came to love her family, but it was clear that the eccentricities of her new mother and uncle had a greater effect on her development than her father. Terry taught her to enjoy killing, and Mandy taught her how to use her wiles to manipulate. This combination led her to begin training as an Undertaker the moment she reached the proper age.

After her official sanctioning by Britain’s Office of Urban Defence, Irene quickly began to practise habits that some might find unbecoming of an Undertaker. If she was hunting higher, sentient monsters such as vampires and thropes, ones capable of hiding their presence from the populace, she would use her connections to find those reported to have valuable information. She would exchange her armour for the guise of pretty young maidens, and through various, explicit means blackmail what she needed from them, be it intel or just to put another influential stepping stone under her heeled boot. She would also secretly accept bounties from employers not entirely human. She has never turned down a contract, and delivers her kills with swift, deadly and passionate proficiency. Man, zombie, vampire, it mattered little, so long as it allowed her to continue her way of life unhindered. For these reasons, Irene became more famously regarded as “the Succubus.â€

Irene is, for all her confidence, haunted. Not just by her suffering as a child, but by the image of three particular kills which were eternally burnt into her mind. She had been dispatched to aid in an effort against animate encroachment on her native East End, and was cornered by three creatures, whom she ended with three well-placed bullets. When she saw the faces and clothes of the re-deceased, decaying abominations at her feet, her mind almost snapped.

ATTRIBUTES
• Vitality: 4
• Coordination: 2
• Wit: 2
• Intellect: 2
• Charm: 3
• Will: 3
• Prowess: 4

CORRUPTION(S)
• (Desire) Hedonist: 1

SKILLS
• Parapsychology: 2
• Survival: 4
• Tracking: 2
• Melee Weapon: 2
• Pistol: 2
• Unarmed Combat: 2
• Acrobatics: 2
• Disguise: 3
• Escapology: 2
• Shadow: 2
• Galvanics: 1
• Etiquette: 1
• Interrogation: 1
• Photography: 2
• Seduction: 2

STUNTS
• Eviscerator: expertise in monster physiology; can effectively deal a Fatal Wound to the target’s torso, rendering them unable to move freely.
• Lore Master: well-versed in monster lore; can re-roll a failed Parapsychology roll regarding supernatural creatures once.
• Mortifier: knowledge of how to mask oneself from other animates; can be mistaken for one by those unaware of the masquerade; can add Survival skill to D.R. of animates attempting to use Prey Sense.
• Noctuary Agent: +1 to Charm – Credibility rolls when dealing with fellow organisation agents.
• Preferred Weapon: +1 to attack rolls when utilising a preferred weapon (sword) to strike or parry an enemy blow.
• Two-Weapon Fighting: can attack with weapon covered by Skill in off-hand and also strike with secondary weapon.
• Fast Draw: can draw firearm without spending an action; doing so during the first round of combat grants +3 to initiative roll.
• Pistol Whip: can utilise firearm as a melee weapon without suffering a -2 penalty to attack rolls.
• Iron Grip: +1 to grappling rolls; never drops a held object even if shocked, injured or would ordinarily be disarmed.
• Trip: can strike an opponent’s legs with a chance of knocking them down if the target suffers a Flesh wound; make an uncontested Unarmed Combat roll versus target’s coordination; if higher the target is knocked over, if drawn the target is wounded but remains standing.

QUALITIES
• Resolve: if Will – Fear roll is failed, is shaken but does not require second roll.
• Connections (4): +1 to Charm rolls when dealing with debtors, in her personal case those she has attained blackmail material on.
• Reputation – Underworld (2): respected for unbiased dealings with humans and supernatural entities alike and job success rate.
• Expressive Eyes (3).
• Wealth (1): Wealth score becomes 4; earns 40 shillings ($10.8) per week.
• Time Sense (2).

IMPEDIMENTS
• Night Terrors (2).
• Secret (2).
• Sleepwalker (1).
• Claustrophobia (2): proximity to object of fear provokes a control check; if successful, suffers -1 penalty to Skill rolls until distance has been gained; if failed, undergoes panic attack and is prevented from taking action; if critically failed, overreacts and may attempt to destroy object.

FEATURES
• Monster Hunter: 1 extra stunt per level of Survival.
• Familiarity – Animate: being in the presence of an animate does not provoke a Will – Fear roll.
• Plague Resistance: +2 to Vitality to avoid infection by the Plague; not applicable to other diseases.
• Tough: Serious Wounds do not cause penalties to Skill, Coordination or Prowess rolls; remains conscious after receiving an Incapacitating Wound.

ASSETS
• A modest flat located in the Hangmans district, equipped with hidden panels in the walls for storage of weapons and specialist equipment, as well as an escape route to avoid enemy intruders.

EQUIPMENT
• Pair of Stun Gloves (£8): ammo 4; Unarmed Combat attack inflicts normal damage with secondary electrical shock with +2 damage roll; built-in capacitors regain charge after 5 minutes.
• Extra Galvanic capacitor (£1).
• Sword (£2): damage mod. +4.
• 2x Derringer, Semi-Automatic (£2): ammo 4; max. range 50ft; damage bonus +3, loading requires 1 action.
• 2x Box of 20 low-calibre rounds (10s).
• 2x Extra clip (10s).
• Box of 20 high-calibre handgun rounds (10s).
• Combat Knife (£5): damage mod. +2; parrying roll suffers -2 penalty.
• Respirator (10s).
• Respirator Filter Replacement, Scented (5s).
• Animate Restraints (10s).
• Dust Kit (12s).
• Vampire Hunter’s Kit, Deluxe (£7): includes a leather locking case, 5 wooden stakes, mallet, hand mirror, wooden cross, several bulbs of garlic, pouch of salt, pouch of dried wolfsbane, notebook, a set of long needles and knives, 50ft rope, saw, crowbar, electrical torch, empty vials, 2 syringes of Stitch, 2 doses of Warlock, 1 Revolver, Heavy (see below for weapon statistics*), six silver bullets and a mould to manufacture ammunition.
• Full Suit, Rubber, Reinforced (£12): 2 points of armour to all body locations; boots give 3 points of armour to feet without loss of Coordination; 1 additional point versus galvanic weapons; -1 modifier to Shadow rolls.
• Calling Cards, pack of 50 (2s).
• Dress, Fashionable (£5).
• Dress, Plain (10s).
• Folding Fan (5s).
• Handkerchief, Silk (1s).
• Makeup Kit (10s).
• Parasol, Rubber, with full length veil (£1, 10s).
• Perfume, Quality (£1).
• Pocket Book (10s).
• Scarf (6d).
• Shawl (6d).
• Shoes (10s).
• Shoes, Expensive (£5).
• Stockings, Silk (10s).
• Travel Bag (5s).
â Veil (4d).

* Revolver, Heavy: ammo 5; max. range 275ft; damage mod. +7; loading requires 1 action.

FUNDS: 8 shillings, 8 pence ($2.34).

THEME SONG(S): “Diesel’s Theme†by Mike O’Donnell and Junior Campbell
[HIDE][ame="http://www.youtube.com/watch?v=UittIM3SxzI"]“Diesel’s Theme†by Mike O’Donnell and Junior Campbell[/ame][/HIDE]
 
Member
Joined
Mar 10, 2013
Messages
96
NAME: Happy Ness (prefers Miss Ness or Miss N)
CALLING:Mouner
AGE: 25
THEME: Memories by Within Temptation
WEALTH RATING: 4

APPEARANCE:
7f0441dad50c5c1d4c2e98529c1b7cb5.jpg



BIO:
Happy Ness was born the illegitimate daughter to a high class family. While her mother was alive, her relatives were willing to send occasional aid, but following her passing it became apparent that nobody intended to let a child they considered to be from, "the wrong side of the sheets," set foot on their estate.

As a result, she was carted off to an orphanage, a particularly rough one where the only way was to work hard, fight harder and steal at every opportunity. Five years of this harsh existence made Happy a very solemn girl, who steeled herself against the outside world, after which a representative from another influential and powerful family arrived, seeking a young woman to become the personal servant of his elderly mistress, who had become a recluse due to ailing health. Happy was chosen for the position, and under the tutelage of her new employer, she learned how to comport herself in the way of the upper crust, which included mastering manners, singing and classical dancing, along with the household tasks her new vocation required of her.

Aside from her new house-girl, the only living people the old woman ever communicated with directly were a Doctor Ligot and his young apprentice, Edward, who visited her every fortnight or so at her home. Over the course of several weeks, Happy and the apprentice grew surprisingly close to each other. When her mistress finally passed away, Edward rode for three hours through the middle of the night, just to ensure the girl would not end up alone in the strange house, and once the proper period of mourning was over, Edward proposed to Happy and the two were married. She worked for her late employer's family as a housemaid for the next three years while Edward studied to complete his doctorate, which frequently called for him to make trips into the poorer and desolate districts of Arkham in order to study illnesses for which a cure had yet to be discovered.

On their third anniversary, Edward brought a malnourished puppy home. Happy was not particularly pleased with his snap decision at first, for she had never been fond of dogs, but Edward insisted that for it would, "only be a tiny burden," and would put himself at ease while he was away to know she would have company. Happy had never denied her husband anything he asked of her, so she soon acquiesced, and named the dog Tiny.

1364141814_495298923_17-Thunder-Hawk-Caucasian-Shepherd-Puppies-For-Sale-.jpg


One day, while Edward was working, a fire broke out in the district. Feeling a responsibility to protect his patients, he helped as many as he could to escape the inferno, but unfortunately became trapped under a collapsing building. The news of his death devastated Happy, and to make matters worse, her masters were systematically dismissing their staff in preparation for their departure from Arkham forever. She came to know of the Quiet Service, and became a member, undergoing the intense training that would change her into a Mourner, a watch-woman over the dead and the dying. This new career has gone well for her so far, allowing Happy and her once-deplored, now-cherished pet dog, to live a life of reasonable comfort.

ATTRIBUTES
• Vitality:3
• Coordination:3
• Wit:3
• Intellect:2
• Charm:3
• Will:2
• Prowess:6

CORRUPTION(S)
• (Desire) obsession: 1


SKILLS

Concentration:3
Etiquette:2
Melee Weapon:3
Shadow:3
Thanatology:2
Theology:2
Acrobatics:3
performance:2
Unarmed Combat:3

STUNTS

Preferred weapon: Exculpus
Twin Blade Fighter
(Concentration)
Two Weapon Fighting
Decapitator
Body Mastery
(Melee Weapon)
Riposte
Fast Draw
Free Parry
(Unarmed Combat)
Triping
Free Dodge
Hardened Strike




QUALITIES
Expressive Eyes
Haunting Beauty
Savings: L2 ($54)
Ambidextrous
Quiet


IMPEDIMENTS
Night Terrors
Superstition


FEATURES
Exculpus Mastery
Guild Training: Mourner
Familiarity Animate




ASSETS
Comfortable Flat: French hill District (dorrman, no males after dark)

Wardrobe:
4 full Mourning: 2 winter 2 Summer (black)
6 full Mourning: 3 winter 3 Summer (black, lavender, gray, dark blue)
6 Hats/bonnets/veil to go with dress above

EQUIPMENT

exculpus X2
Armored Corset
Matte Black Respirator
Calling Cards (pack of 50): 54c
Radio, Home Console: $10
Parasol, Silk: $10
Pocket Watch, Silver: $5.40
Hip Flask: 54c
Shoes: $2.70
Folding Fan: $1.35
Gloves, Dress: $1.35
Hand Mirror, Wood: 54c
Rope (per ten feet): 11c
Stockings, Silk: $2.70
Map of Arkham: $1.08
Bandages (one dozen): 2c x2
FUNDS:
$54 (savings quality) - $4.86
 
Last edited:
Member
Joined
Dec 5, 2006
Messages
2,254
NAME: Nathaniel Zedock “The Silent Huntsman”

CALLING: Dhampir Vampire Hunter

AGE: appears 30

WEALTH RATING: 5

APPEARANCE:
DhampirVampire.jpg


BIO: Born in London after the worst of the plague, a young boy found himself wandering the streets of death and decay. Both parents died in the fires that ravaged the city in the wake of the animate riots. Sold into servitude due to family debt, 8-year old Nathaniel found himself truly entrapped in the world of monsters. Officially a house servant, Nathaniel suffered greatly behind closed doors. The beatings for failed chores, or sloppy work were only the beginning. The 'Master' was a wicked man that delighted in pain and suffering. 'Parties' meant a gathering of those similar to his Master and a fresh scar, if not several, in the morning light. 9 years would pass. It was one of those parties that Nathaniel met him. Lord Crowstaff.

Nathaniel was immediately captivated by the Vampire. And perhaps the Lord saw something in Nathaniel as well. The last memory of his former life is feeling the Vampires long fingers on his back, silently guiding him to a room. A sharp pain dragged the young man from his unholy slumber. Three feral vampires were gathered, hissing and snarling as they resumed to gnaw and claw on Nathaniel. Rage, inhuman in its raw fury, exploded from somewhere inside and with the aid of a pipe all the vampires soon fell. Dragging his bounty to the nearest Undertaker, it was only as Nathaniel counted his money that a strange realization occurred. His feat, dragging the three corpses through the alleyways. Though he'd been a fit lad before, such a weight was... humanly impossible. Politely leaving the bewildered Undertaker, Nathaniel quickly took stock of himself. Stronger, faster and able to sense undead. But he needed food and sleep. Water too. Not a vampire. But not fully alive either. Trapped halfway.

Nathaniel's mind threatened to snap, but fate held a different card in store. Refusing to let the monster win, Nathaniel rapidly began to hunt. It was easier than it should have been, his instincts leading him right to the prey. Deciding he needed a more 'proper' weapon, Nathaniel went to Wolcott Cutlery Co. The hand sharpened blade felt a part of him now. Years went by... Nathaniel didn't keep track. Aging slower than human's meant that days and years blended together. Contacted by the legendary Noctuary, Nathaniel rose through the ranks with his skills and grace. Earning a permanent place among them, Nathaniel was christened “The Silent Huntsman” by the young bloods he taught. Always keeping grace and manners among aristocrats and their kind, but able to instantly shift should a target be in range. The trick however was to gracefully leave the party, and the mortals, to hunt without raising alarm.

It was this very reason that Nathaniel was summoned and given the means to cross and live from London to Arkham, Massachusetts in the United States. Ever aware of his task, Nathaniel arrives to meet the Noctuary. Having been set up in a nice flat in the French Hills, Nathaniel quickly took to remodeling to suit his needs. His safe-house contains his prized possession, the final gift for his dedicated service from the London Noctuary. A Long Sword that was forged for him at the legendary Cornelius Eberhart & Sons of Islington, furthermore, forged into the blade was hidden TSH. Nathaniel has bought a much cheaper sword to fight with. His gift and its memories will keep him safe, but Nathaniel wishes to forge new memories in a new home.

ATTRIBUTES
• Vitality: 3
• Coordination: 4
• Wit: 2
• Intellect: 2
• Charm: 3
• Will: 2
• Prowess: 6

CORRUPTION(S)
(Drive) Killer Instinct: 1

SKILLS
Melee Weapon: 4
Unarmed Combat: 2
Shadow: 2
Concentration: 4
Etiquette: 3
Acrobatics: 3
Appraise: 2
Interrogation: 1
Seduction: 1
Galvanics: 1
Parapsychology: 1
Thanatology: 1

STUNTS
(Melee Weapon)
Preferred Weapon: Long Sword
Deadly Skill
Free Parry
Riposte
(Unarmed Combat)
Brutality
Iron Grip
(Vampire Hunter)
Noctuary Agent
Paragon of Inhumanity
Dustman
Immortal

QUALITIES
Resolve
Noctuary Agent (Vampire Hunter)
Quiet (Paragon of Inhumanity // Vampire Hunter)
Haunting Beauty (Paragon of Inhumanity // Vampire Hunter)
Wealth (1)
Reputation (Street) (3)
Savings (2)
Safe House (4)
Time Sense (2)

IMPEDIMENTS
Infectious Bite (3 Points)
Sadist (2 Points)
Genophobia (2 Points)

FEATURES // DHAMPIR RULES

• Alien Grace (+1 to Charm, Interrogation and Seduction Rolls)
• Blood Drinker (Speeds recovery, Willing (seduced or drunk) or Unwilling Victim (grapple/pinned))
• Half Lifer (Disease Immunity, Age 1/5 normal rate, Requires Food, Drink and Sleep)
• Hatred of Vampires (Contact: Will Roll // DR 14, Failure: blind rage, no parry, dodge or evade, +2 Melee, -4 Ranged until Vampire is dead or fled)
• Heightened Vision (+1 Wit, Perception Rolls involving eyesight // No penalty to range attack low light)
• Immune to Vampiric Mind Control
• Sense Undead (Wit x 10ft to locate Undead, Can tell if Vampire or not, Wit Roll // DR 16 to find)
• Unnatural Passions (Fits of extreme emotion; mainly rage. Wit Roll // DR 11 to keep control)
• Vampiric Transformation (Becomes Vampire upon 'true' death, d10 roll for feral or sentient)

//

Blood Legacy – With training, acceptance, experience, and the sheer force of will, a Dhampir Vampire Hunter can master his unnatural form by overcoming his passions rather than allowing them to rule him. Though not true vampires, the Dhampiri can learn to manifest a fraction of the power of the living dead.

Dustman: The Dhampir is an expert vampire hunter. As a result, the character does not suffer an attack roll modifier when making an attack with a melee weapon targeting the heart location.
Immortal: The Dhampir’s longevity has been greatly increased as a result of the potency of his blood. Unlike others of his kind who continue to age, albeit at an exceptionally slow rate, this character’s aging process has been completely arrested. Though he can still be destroyed through violent means, the character is effectively immortal.
Noctuary Agent: The character is an established member of the Noctuary, the premiere Neo-Victorian secret society for vampire hunters. A member in good standing, the character has taken part in a number of missions and is highly regarded. In addition to beginning with the Noctuary Membership Quality, the character gains +1 on Charm – Credibility rolls when dealing with other members of the organization. This Stunt must be taken at the time the character is created.
Paragon of Inhumanity: Graceful, beautiful, and beguiling, the Dhampir is a true product of his supernormal condition. His every movement exudes preternatural confidence and predatory exuberance. His eyes glisten with a feral sheen, and his hair and flesh take on the lustre of perpetual health. If he was once greying, he is now restored to the appearance of youth. The character gains the Quiet and Haunting Beauty Qualities. If this Stunt is taken after character creation, it represents a sudden change in the character’s physiognomy brought about by his tainted blood.

ASSETS

The flat will be small, but well decorated, and includes a practice room and a well hidden safe-house below ground.

EQUIPMENT
Long Sword (+4 damage mod) (Crafted by Cornelius Eberhart & Sons of Islington): A Gift
Long Sword (+4 damage mod): $10
Armor, Leather, Reinforced: $135
Backpack, Canvas: 27c
Knife, Folding (Small): 34c
Cigarettes (packet of 20) x2: 8c
Matches (box) x2: 4c

FUNDS: $70.29 (In Savings)

THEME SONG(S): Wheel of Time by Blind Guardians
[HIDE][ame="http://www.youtube.com/watch?v=CNnhhejBkW8"]Wheel of Time[/ame][/HIDE]
 
Last edited:
Lurker
Joined
May 16, 2006
Messages
2,438
Looks like everything is in order here welcome aboard
 
is Mayor of Farmville
Joined
Aug 27, 2006
Messages
4,971
NAME: Bruton Gaster

CALLING: Detective

AGE: 26

WEALTH RATING: 4

APPEARANCE:
bfg774.jpg


BIO: Born into a long line of police detectives, Bruton was, in particular, the daughter of the Arkham police chief around the time she was just a young girl. Though energetic, like many children of her age, she was also exceptionally bright and gifted. Having recognized that, her father decided to hone her observational skills through a series of "games" they played whenever they hung out; one such game was where she was asked about the design of a hat worn by a passer-by. Though at first it was a struggle, she managed to become successful in such "games". Unbeknownst to her, it would be a skill that would prove to be valuable to her later in life.

Growing up to be an attractive and buxom young woman, Bruton would tap into her keen observational skills as she read the report of an armed robbery occurring at a convenience store. Deciding to be a good citizen, Bruton would phone in the clues she found while looking at the photo next to the news report, as to the identity of the armed robbers. However, because the clues were so intricate, she would find herself in hot water with the Arkham Police Department, who suspected her to be an accessory to the crime. Instead of protesting her innocence, however, Bruton would manage to explain how she knew of the clues by declaring herself to be a psychic, despite not having any real psychic abilities. Although the department accepted her explanation and let her go, Bruton would not walk away without earning the ire of a few of the Police Detectives in the force, who believed that psychics are no more than con artists. Wanting to keep up her sham a little longer to avoid jail time, as well as realizing what she can do, Bruton would go on to open up her own private investigation firm, where people could avail of her "psychic" (Read: observational) abilities for a price. Naturally, going into such a line of work would put her in touch with all sorts of characters, including some really shady ones. Some of them may even have information on the darkness looming over Arkham...

ATTRIBUTES (Out of 25; 2 Remaining points)
• Vitality: 2 (+2 Total cost)
• Coordination: 2 (+2 total cost)
• Wit: 3 (+5 Total cost)
• Intellect: 4 (+9 total cost)
• Charm: 1
• Will: 3 (+5 total cost)
• Prowess: 5 (+2 Coordination, +3 Wit)

CORRUPTION(S)
(Desire) Hedonist: 1

SKILLS (Out of 25; 0 Remaining)
Forensic Science 2
Interrogation 3 (+3)
Shadow 3 (+3)

> Additional Skills (choose 6):
Unarmed Combat 3 (+3)
Streetwise 3 (+3)
Photography 2
Lock Picking 2
Acting 3 (+3)
Concentration 4 (+7)
Pistol 1 (+1)
Medicine 1 (+1)

STUNTS
---------------------------
Combat Stunts:
High Kick -- The penalty for kicks to the head is reduced to -3 to hit. If the kick hits, it gains the standard +5 bonus on the damage roll for hitting a target in the head

Improvisation -- The character does not suffer -2 on attack rolls when throwing unbalanced objects

Free Dodge -- The character can make one dodge each round without spending a combat action. After making a free dodge, the character cannot make another free dodge until after his next turn.

Keen Eyed: Few details escape the Detective’s keen eyes. The Detective is able to reroll failed Wit – Perception rolls. Each failed roll can be rerolled only once as a result of Keen Eyed.

Gut Feeling: Having spent many years on the streets, the Detective has developed an almost intuitive sense for when trouble is about to erupt around him. When the character is the target of a Surprise Attack before initiative is rolled, the attack automatically misses.

QUALITIES(+5 Staring, +4 points from attributes [doubled], +4 from impediments = 13 total; 0 Remaining)
Animal Empathy (2 Points)
Business
Bad Tasting (3 Points)
Able Bodied (4 Points)
Nondescript
Connections (4 Point quality)


IMPEDIMENTS
Allergy (1 -- Pollen and dust)
Sleepwalker (1)
Glass Jaw (2)

FEATURES
Keen Eyed: Few details escape the Detective’s keen eyes. The Detective is able to reroll failed Wit – Perception rolls. Each failed roll can be rerolled only once as a result of Keen Eyed.

Gut Feeling: Having spent many years on the streets, the Detective has developed an almost intuitive sense for when trouble is about to erupt around him. When the character is the target of a Surprise Attack before initiative is rolled, the attack automatically misses.

ASSETS
A Detective begins with a rubber or leather armoured long coat, a notebook, and a respirator. The Detective lives in a modest flat either in a safe and unassuming neighbourhood or on the edge of a rookery. The Detective’s home is likely to be in constant disarray, covered with case files, open reference books, evidence, maps, and the scattered debris of his labours.

Consulting detectives and private investigators are able to charge their clients for their expenses in addition to payment for services rendered. The details of which expenses will be paid should be negotiated at the time the Detective accepts the job.


EQUIPMENT

Leather Armoured long coat
Notebook
Respirator
Respirator Filter replacement (61 c)
Shirt, Dress ($1.35)
Tie, Silk ($3)
Shoes ($2.70)
Box Camera ($16)
Magnifying glass ($3.24)
Photo Developing kit ($4.86)
Typewriter ($13.78)
Writing paper ($8)

FUNDS
$27.46

THEME SONG(S):

"Wreck" by Jim Johnston
 
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Member
Joined
Nov 16, 2012
Messages
112
NAME: Duncan Lavoisier

CALLING: Doctor

AGE: 28

WEALTH RATING: 7

APPEARANCE:

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BIO: Duncan was born a Lavoisier, a family famous for its intrinsic ties to Arkham's academic world, Duncan’s parents, Claudia and Pierre Lavoisier were well known in academic 'circles for both the money and clean research they contributed to Arkham’s universities. Secretly Duncan’s parents like many before them were obsessed with elixir vitae. In their efforts to initially cure the plague Claudia and Pierre had come to the understanding they could possibly purify elixir vitae from the plague to this end lower basement of their home consisted of massive and equally advanced distillation mechanism that would fill the house with a low hum, something Duncan felt companionship with growing up. Duncan as a child was very respectful of his parents almost afraid of them; he didn’t quite understand what they spent all their time but knew enough that it was important. He would come to understand the true nature of their work when he was almost attacked by one of their so called ‘unprocessed samples’.

As a young man fancying himself a socialite he took advantage of their status within the community to gain invitations to certain clubs or celebrations. While he was living his life to the fullest he found his family growing more and more introverted and secluded as their health deteriorated and their obsession intensified. Out of guilt he began helping them, small things at first such as fetching them, their meals of maintaining their machinery but as time progressed and his involvement in their research intensified he came to understand their research and their own motivations. To overcome death, truly overcome it not with some shambling corpses or manufactured imitation of life but with a man made immortal. As someone only really beginning to live his life, their obsession made all too much sense, there was so much he could do so much he could achieve if there was nothing limiting its length. By 19th birthday Duncan had become working with his parents day and night. After witnessing his father die from exposure to the very chemicals he had purified and then witness his mother with little reaction embalm his corpse after removing any potential sample-able material from his corpse made him aware of kind of insanity he was approaching.

It wasn’t long after his father’s death that Duncan began studying within university, he found the work paltry and unfulfilling but it did offer him plenty of time to assist his mother with her research. Not too long before receiving his degree his mother passed away, worse still before he had a chance to properly dispose of delicate samples they already been taken with no clue of the perpetrator. The last few months of the education were filled were paranoia over this he felt at any movement he could be exposed for his role in his parent research.

Finally not long after his graduation he was approached by an investigator of sorts, under the pretence of investigating the cause of his mother’s death. What proceeded was a series of mind games and heated arguments as the investigator tried to trick Duncan into talking about his parent’s hidden research. After hours of this the investigator grew tired of the deception and revealed his damning evidence confiscated from his mothers laboratory. Duncan only met this evidence with stern faced denial and air tight deception. It seemed this was what the investigator was after.

The investigator revealed himself as an agent of a branch of the government interested in the kind of research his parents and he had been carrying out. He had been notified of the evidence of unnatural research when one the police had searched her home. Apparently a few too many incidents of licensed doctors being publicly revealed had made their selection process stricter then it had been in the past. Duncan’s quick wittedness and unwillingness to break his façade had earned him and his more unnatural research government funding allowing him access to facilities his parents couldn’t dream have in public. It has been almost a year since then, to the public Duncan Lavoisier is a respected practicing doctor within Arkham, to the government representatives in Arkham he is dangerous mind with an uncanny understand of nature of life.


ATTRIBUTES
• Vitality: 2
• Coordination: 2
• Wit: 3
• Intellect: 4
• Charm: 3
• Will: 2
• Prowess: 4

CORRUPTION(S)*
Desire: Obsession -1*
SKILLS
Alchemy: 4
Etiquette: 2
Language: Latin – 2
Medicine: 3
Parapsychology: 2*
Forensic science: 2*
Galvanic: 2
Thanatology: 2*
Pistol: 2*
melee: 4
acting: 1


STUNTS
Pistol (2)
Preferred weapon: revolver heavy
Lucky shot

Melee (4)
Duellist
Disarm
Lucky shot
Riposte

QUALITIES
Resolve
Club membership (3)
Credentials (2)
Bad tasting (3)

IMPEDIMENTS
Secret ( 2)
Allergy (1): pollen

FEATURES
Legally Sanctioned: The Doctor has been legally sanctioned to conduct experiments into the outlawed sciences. The legal terms of his experiments are very strict but enable him to carry out his work without the threat of arrest.
Alchemical Reanimist: In addition to his keen knowledge of medicine and anatomy, the character has an instinctual proficiency for alchemical reanimation that borders on the supernatural. Corpses seem to call to him, revealing their secrets while longing for his ministrations. The character can reroll alchemical Reanimation rolls. Rolls can only be rerolled only once due to Alchemical Reanimist.
Credentials: The character is a well-respected man of science. He can expect to be permitted entrance to any hospital, school, library, or research facility he deigns to visit—day or night.
Healer: The Doctor has a gift for remedial surgery. A convalescing character who has suffered a wound or complication recovers in half the normal time if attended to by the Doctor for at least one hour per day.

ASSETS
The Doctor begins with a medical valise containing the tools of his trade, a small wardrobe of respectable clothes, including at least one fine suit of clothes and one fine brass respirator. He also starts with a modest home, possibly even in the vicinity of the Miskatonic district if he is particularly well off. The house will be staffed by one or two nervous servants who do their best to keep their minds on their work.

EQUIPMENT
Medical Valise Kit
Respirator, Brass-Plated
Fine suit of clothes
House, Modest
Alchemical Lab, Travelling : 108
Lantern, Bull’s-Eye: 1.08
Lantern Oil (4 quarts): 44c
Matches (box): 2c
Ethanol, Laboratory-Grade (gallon): 22c
Revolver: $4.86
Ammunition, Handgun, box of twenty high-calibre rounds: $2.70 X2
Armour, Leather $56.70
Pocket Watch, Silver: $5.40
Straight Razor: 54c
Shirt, Fashionable: $6.75
Pants, Fashionable: $6.75
Sword: $10
FUNDS: $23.34

THEME SONG(S): TBA
 
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