World of Darkness - Gothic Icons

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    Table of Contents 

    Introduction 4

    Captain Robert Walton 6 Countess Anna Fedotovna 9 

     Princess Hermonthis 12 

    The Black Cat 15 

    Baron Vordenburg 18

    Thomas Carnacki 21

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     Gothicicons 

    4

     Introduction

    Inspired by the success of the Dark Eras Kickstarter, we at Onyx Path

    Publishing have decided to overhaul every classic and new World of Darkness

    game in our catalog to transport the entire line back to the nineteenth century,

    during the height of Gothic literature’s popularity, to add Historical Angst™! To

    highlight the new, gothtacular path we’ll be following, we’ve filed a trademark

    for the phrase Historical Angst™ and have created Gothic Icons to help shed

    some insight on where the line is headed.

    Gothic Icons includes six characters that represent the gothiest Gothic

    icons, and have been drawn from several sources found in Gothic literature.

    The characters are presented in chronological order of their Historical

     Angst™ appearance, and include:• Captain Robert Walton: Captain Robert Walton, a failed poet who

    believed his only saving grace was to launch an expedition to the North

    Pole that, unfortunately, ends with his boat getting stuck in the ice. He

    originates from a Gothic novel that requires no introduction whatsoever.

    If you haven’t read Frankenstein by Mary Shelley, there are several copies

    available for you to read in reprinted editions or in the hallowed halls

    of your local library or school. And since this 1818 novel is in the public

    domain, you don’t have to worry about hurting Mary Shelley’s bank ac-

    count by perusing the story online for free from various sources.

    • Countess Anna Fedotovna : The Queen of Spades by Aleksandr S. Pushkin

    is a Gothic short story featuring the elderly Countess Anna Fedotovnain several guises (of the alive-dead-ghost variety), and was first published

    in March 1834 in a Russian literary magazine. The Countess is not only

    an arrogant yet absent-minded Russian royal who boasts friends like the

    Comte de Saint Germaine, but is also a gamer with “the” trick to win-

    ning card hands. Don’t be fooled by her elderly appearance; the Count-

    ess is extremely crafty, and she figured out a unique way to stop players

    from min/maxing in this moral tale of avarice. One day, the Countess’s

    methodology might just prove to be the earliest (and harshest) rule ever

    devised to punish power gamers.

    • Princess Hermonthis: The Mummy’s Foot, written by Théophile Gautier,

    describes the ordeal of a four-thousand year old Egyptian mummy named

    Princess Hermonthis who has, much to her extreme disappointment, losther foot. The short story was first published in 1840 in Musée des Familles.

    If you’re thinking: “No way is Hermonthis an Egyptian name!” you’d be

    right. Hermonthis is a Greek name for the modern-day city of Armant,

    Egypt, and that name is a derivative of lunu-Montu. Montu is the falcon-

    headed Egyptian god of nomads who’s also associated with raging bulls,

     war, valor, strength, and the sun. Thus, Princess Hermonthis is actually 

    Princess Montu, and if you’re a mummified teenage princess and some

    rich dude buys your foot from an antique shop, you’d be pissed, too.

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    5

     Introduction 

    • The Black Cat: No collection of Gothic characters

     would be complete without a terrifying Gothic crea-

    ture, and for this purpose we have featured The Black

    Cat or, as he’s also referred to in the short story by

    the same name, Arch-Fiend. The Black Cat by Edgar

     Allan Poe takes a horrifying look into the guilty mindof an afflicted animal lover who blames his cat for his

    sins, and was published in 1843 in The Saturday Eve- 

    ning Post. At this point, we would like to reassure you

    that no black cats were harmed during the research

    process or writing of this character. The poor, poor

    Dickensesque furballs might want to convince you

    otherwise, but we can attest with vigor that yes, they

    have been fed pureed, organic chicken livers, their

    crystal water dishes have been filled with purified,

    mineral-free water collected from the brow sweat of

    a thousand archangels, and we have not bricked our

    cats up in the wall accidentally or intentionally — not

    even at five o’clock in the morning.

    Rounding out our collection of Gothic icons, we

    decided to highlight two supernatural hunters — both

    mortal, and both very Goth with a capital “G.”

    • Baron Vordenburg:  After taking up the charge of

    his vampire-hunting ancestor, Baron Vordenburg

    arrives in the nick of time (or right before the story

    About these Rules

    The characters found in Gothic Icons are

    designed for you to use in your new World

    of Darkness chronicles to help you add more

    Historical Angst™.

    Character creation was completed using the

    rules found in the World of Darkness 

    rulebook and The God-Machine rules

    revisions on pp. 150 to 246.

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

    a stack of papers that leads him straight to the final

    resting place of Mircalla, Countess Karnstein, a vam-

    pire who goes by the name of Carmilla. Carmilla, by

     Joseph Sheridan Le Fanu, is a Gothic novella that

     was first published in 1871 as a serial narrative; the

    unlikely Gothic hero Baron Vordenburg swoops in

    at the very last moment to save the day, after readingeverything there is to know about vampires. Appar-

    ently, excellent reading comprehension can save

     you, your family, and your friends from all kinds of

    angst — including vampires!

    • Thomas Carnacki: Last but not least, Thomas Car-

    nacki is a ghost finder for England’s elite. He dresses

    up in Victorian era clothing, pens unusual occult

    tomes no one else has ever heard of, and tinkers

     with strange objects like his electrified pentagram.

    Carnacki is the Gothic hero of Carnacki the Ghost- 

    Finder , a collection of short stories by William Hope

    Hodgson, and a detective to boot. A consummatestoryteller and entertainer, Carnacki spends his days

    rescuing wealthy families from the spirits, both hu-

    man and not, that dare to haunt them.

     At this point, we feel it’s important to point out that,

    unlike our other sources, Carnacki the Ghost-Finder   was

    technically published in the twentieth century (e.g. 1913).

    However, since Thomas Carnacki is one of many figures that

    represent the shifting literary landscape as it moved away

    from Victorian Gothic literature toward pulp, we decided

    to include him even if he wasn’t a precise, historically-

    accurate fit. Or, in other words, we exercised our rights as

    game designers to slightly modify the Historical Angst™timeline for the purposes of designing playable characters

    that could be used in a role-playing game. Should you

    choose to ignore Thomas Carnacki because you prefer to use

    these melancholy characters in a more purist, historically

    precise manner, we placed him last in this collection so he

    can be easily dropped.

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     GothicIcons 

    6

    Description: Long before Robert Walton became the captain and

    leader of a scientific expedition to the North Pole, he was a dreamer

    and aspiring poet who, unfortunately, did not earn the fame and

    prestige he felt he richly deserved. His failure as a poet (which, in

    part, was caused by the fact he gave himself one year to achieve his

    success) drove him to great and unimaginable lengths, to consider

    all manner of get rich quick schemes, which his sister rightly

    discouraged him from.

    Like many failed writers, Walton worried that he’d

    be forced to take odd jobs here and there to survive,

    until one day fortune smiled upon him, and hegained a sizable inheritance following the death

    of his cousin. With great sums at his disposal,

     Walton chose to follow the dreams of his youth

    and headed north to become a great seafarer

    like the legendary captains of old. Walton

    greatly desired fame and fortune, and was

    convinced that if no one would acknowledge his

    talents were on par with the likes of Homer and

    Shakespeare, he would do what all other seafarers

    could not: discover all the mysteries the North Pole

    had to offer and stake his claim as the greatest explorer

     who ever lived.

    Prior to becoming a captain, Walton spent six

    miserable years putting his body through many rigors: cold,

    hunger, thirst, and lack of sleep. He believed that these

    trials, which he endured on many whale-fishing expeditions,

     would prepare him to become the captain of his own ship.

    To Walton’s credit, he often took on the role of a common

    sailor, and taught himself some mathematics, medicine, and

    physics applicable to seafaring, and did serve as a first mate

    on two of those expeditions. Despite these preparations

    and the crew, ship, and supplies his inheritance could help

    “You will rejoice to hear thatno disaster has accompanied thecommencement of an enterprise

    which you have regarded with suchevil forebodings.”

    - Frankenstein(Or, a Modern Prometheus)

    by Mary Shelley

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    7

     CaptainRobertWalton 

    him purchase, Walton did not have enough experience to

    become a ship’s captain.

    Unfortunately, Captain Walton is the very model of

    angst caused by shattered idealism and foolhardy dreams.

    Though he began his recent journey with the heart of a

    child, he has failed and proved to be a disgrace to his family’s

    name. Because he did not heed his sister’s advice, Walton

    encountered a soul so wretched he will never be able to sleepagain. Captain Walton did manage to sail north — further

    north than he had ever been — but his ship got stuck in the

    ice. Unable to break free, Walton and his crew remained

    in that spot for many days until they spotted an unlikely

    figure, and rescued Victor Frankenstein not long afterward.

    Now that he’s heeded the dire warnings of Victor

    Frankenstein and his abominable creation, his current

    aspiration is to return to London and live out the rest of

    his days in peace, or until his inheritance runs out. His

    last shred of dignity remains in what might happen on his

    travels home. He may yet prove to be a notable personage,

    for like Odysseus, Captain Walton still has a lot more to

    lose, and much to learn about sailing.

    Image: Though Captain Walton is unskilled as

    the captain of a ship and has little training (despite his

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

    for the part. Walton carries a spyglass, has grown a long

    beard, and wears a sailor’s hat, suspenders, wool pants,

    undershirt, and boots. Occasionally, he’ll wear furs to fend

    off the cold, but will wear less clothing when he runs up

    and down the deck for his morning exercises. When he

     wishes to impress his crew, he ties down the riggings himself.

    Roleplaying Hints: While you originally set off on your voyage to the far north with such great vigor, you and your

    crew have fallen on desolate times and are now surrounded

    by ice, both literally and figuratively. Oh, how you regret

    this expedition and your assumptions that your discoveries

     would save you from obscurity! Now you are beginning to

    understand the depths of the wisdom your beloved sister

    had attempted to impart to you, and you loathe yourself for

    ignoring her letters of warning. It is true that your failure

    as a poet and the way you’ve squandered your inheritance

    has led to disaster in all things. Your sorrow dogs at your

    heels, it bites your ankles, and has led you to growl and

    snap at the world around you. You have discovered a bitter

    monster lurking within your chest — and your fear that you

    are utterly useless is far worse than Victor Frankenstein and

    his abominable progeny.

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

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

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    Captain Robert Walton

    Mid-Thirties

    Hope

    Pride

    Suffering Goth

    (Physics)

    (Ships)

    (Arctic Cold)

    Eye for the Strange

    Hardy 

    Resources (Inheritance)

     

    5

    7

    1

    2

    Broken (Persistent)

     

    Cure my insomnia.

    Return home to my sister in London.

    Forget Frankenstein and his monster.

    Rope 2 3 2 1 dot

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    9

     CountessAnnaFedotovna 

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

    Russian aristocrat from the early nineteenth century. Her entire youth is an

    enigma, begging to be decoded by a worthy opponent. Many years ago, the

    Countess became friends with the legendary Comte de Saint Germaine, and

    discovered a card-playing secret that was foolproof and never fails to earn im-

    pressive winnings. The secret she gleaned helped lift her from instant poverty,

    a temporary state she suffered due to the unimaginable gambling losses that

    befell her.

    For many years, dozens of men and women attempted to pry the

    secret of the cards from the Countess — but never could. It wasn’t

    until she became an old woman that others once again tried tolearn the mystery of the cards, and a man named Hermann

    almost succeeded. The Countess had other plans, however,

    for while her mind wasn’t as sound as it used to be, she cared

    greatly for her young ward, Lizavyeta Ivanovna, and pledged to

    ensure she’d be well taken care of.

    Hermann, in his zeal to glean the secret of the cards,

    pretended to lust after Lizavyeta. He sent her letters that made

    her blush like a schoolgirl, so he could get close to the forgetful,

     yet sometimes bossy and arrogant, Countess. One fateful night,

    Hermann paid a visit to the Countess in her dressing room

    after her maids helped undo the trappings of her carefully-

    maintained regal appearance. Gone were her rosy cheeks,

    her powered wigs, and her yellow, satin gown. Gone were her

    hairpins and her silver necklace and earrings. All that was left

    behind was an old woman in a nightcap and a dressing gown

    befitting her age.

    The Countess, who was not expecting any visitors in her

    dressing room, ordered the young man to identify himself. Hermann

    pressed his advantage, and demanded that the Countess reveal

    the secret of the cards, for he would know it or make her pay

    for it. When she didn’t answer him the first or second time, the

    “Three, seven, ace, will win for

    you if played in succession,but only on these conditions:that you do not play more thanone card in twenty-four hours,and that you never play againduring the rest of your life.”

    - “The Queen of Spades”by Aleksandr S. Pushkin

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     GothicIcons 

    10

     young man pulled a pistol from his coat pocket — and the

    Countess’s heart failed from the sight of it, taking her

    secret to her grave.

    Despite having lived a long and storied life, never

     wanting for anything, the Countess entered the afterlife as

    a wandering ghost who had unfinished business to attend

    to. Her spirit awoke in the body of her corpse at the sight

    of her murderer, and she was compelled to haunt him untilshe answered the gambling addict’s demands. Ordered by

    forces more powerful than she, the Countess did reveal the

    secrets of the cards, provided Hermann play three cards in

    succession — 3, 7, and an ace — over the course of three

    games, for three nights. At the conclusion of the third night,

    the Countess warned him, Hermann was to marry her

    charge and give up gambling for the rest of his life, which

    he was unable to do. Driven to madness by the sight of the

    Countess appearing as the Queen of Spades in his deck of

    cards, Hermann was committed to an insane asylum, and

    her secret has been kept safe for all time.

    Though she technically fulfilled her end of the bargain,

    the Countess was doomed to become a spirit, haunting

    Lizavyeta Ivanovna and all her descendants, until the day

    she can find a skilled card player who’s worthy enough to

    learn her secret, use it properly, and then have enough

    self-control to abandon gaming forever.

    Image: As an old woman, the Countess is a respected

    member of the Russian royal court who takes great care to

    maintain her appearance. She may be eighty-seven years

    old, but she was once a highly attractive woman whose

    company was sought after by many notable personages.

    To disguise her wrinkles and her gray hair, she spends

    many hours with her attendants maintaining a youthful

    appearance by putting on her makeup, a powdered wig

     with all manner of adornments, and an elaborate dress

    and sash. She’ll never far stray far from a set of playing

    cards, and her hand will almost always include a 3, 7, ace,or the Queen of Spades.

     After her death, the Countess will either appear

    exactly as she did when she was alive (except for the fact

    her haunting image will be ghostly white) or as the visage

    on a specific playing card, the Queen of Spades.

    Roleplaying Hints: You are an aging Russian royal

     who grew comfortable with your station in life. You do

    not suffer fools, even though you may not remember all

    of them, and you certainly don’t reveal your secrets to just

    anyone. It is true, however, that you have in your possession

    a dangerous secret that most men and women would kill

    for. You have the secret to winning at cards, and the stakes

    are high. While many upstarts have tried to learn it for

    themselves before and after your death, you believe were

    chosen by the Comte de Saint Germaine to keep it safe. You

     will guard that secret even as a ghost, though you’ll bend

    the rules and damn your opponent in the process. Should

     you find a worthy gamer, one who can follow your strict

    rules exactly as they were intended to be used in a game,

     you might finally understand peace.

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

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

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    Countess Anna Fedotovna 

     87

    Fortitude

    Pride

    Gamer Goth

    (Card Games)

    (Notable Occultists)

    (Russian Court)

     Allies (Russian Royal Court)

    Patient

    Resources (Gambling Winnings)

     

    4

    7

    1

    2

    Fugue (Persistent)

     

    Protect my secret.

    If I find a worthy soul, share my secret.

    Makeup Kit 1 2 3 3 dots

    Housing 4 8 12 5 dots

    Haunted Deck of Cards 2 2 1 N/A  

    ●●

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     GothicIcons 

    12

    Description: The story of Princess Hermonthis’s angst begins after her death

    over four thousand years ago in ancient Egypt, long after her young body was

    mummified. Her foot broke off sometime during those long and storied years.

    Through the millennia, however, tomb robbers and overzealous archaeologists

    found and shipped that separated foot to curio shops all around the world.

    Many times, Princess Hermonthis has tried to force these greedy, short-

    sighted individuals to return what is rightfully hers. Worse, her foot has gone on

    many travels without her. This singular (but incredibly necessary) piece of her

    body has stepped all the way to the halls of a Chinese emperor in the pack of

    a trader, hopped on rickety boats to sail to the shores of Brazil, and awkwardly

    danced its way into a caravan of soldiers bound for America. Each time, theprincess cried out for her foot, but it ignored her, and began to act of its own

     volition.

    Princess Hermonthis was helpless. The will of her foot was too strong, and

    she was forced to follow it on its many adventures. One fateful day, her foot

    grew tired of the many battles that broke out up and down the Eastern coast

    of the American colonies, and stowed on board a French naval vessel bound

    for Europe. There, in the belly of that great ship, a French sailor discovered

    the foot and snatched it up, then sold it to the owner of a curio shop after

    returning home. He erroneously claimed (much to Princess Hermonthis’s

    anger and dismay) that the foot was not actually a foot, but a misshapen piece

    chiseled off of Plymouth Rock.

    Thanks to the efforts of Princess Hermonthis — who attempted, in vain,

    to communicate with the curio shop owner — the merchant didn’t fully believe

    the sailor’s story, but understood the precious value of the foot and bought

    it for a handsome sum. For years, the mummy’s foot was trapped, forced to

    remain a solitary, accursed part of the body, often overlooked and neglected

    until a young Parisian nobleman purchased it. He fell in love with the foot

    and declared it shall be his for eternity.

    “Well, my dear little foot, you always fleefrom me, yet I always took good care of

    you. I bathed you with perfumed water in a

    bowl of alabaster; I smoothed your heelwith pumice-stone mixed with palm-oil;your nails were cut with golden scissorsand polished with a hippopotamus tooth;I was careful to select tatbebs for you,painted and embroidered and turned up

    at the toes, which were the envy of allthe young girls in Egypt.”

    - The Mummy’s Foot by Theophile Gautier

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    1

     PrincessHermonthis 

    Princess Hermonthis was beside herself. Over the

    millennia, she tried reasoning with her foot and its temporary

    owner, but not one of her negotiations was successful. In her

    most desperate hour, she even went so far as to cry and pray

    to her foot, begging for it to take her back — but nothing

     worked. Vowing that she would force her foot to return to

    her mummified body this time, she gritted her teeth and set

    aside her anger, pretending to be the nicest, prettiest, calmestteenager that had ever existed. When that effort failed,

    however, she turned to her father, the Pharaoh, for help to

    convince her foot and its new owner to come to where it truly

    belonged. Believing that her royal daddy would help her at

    last, the Princess continued her charade of pleasantry until

    the foot rejoined the rest of her mummy in her sarcophagus

    in the Louvre.

    Sadly, the Princess could not keep her anger in check,

    and unleashed her wrath on the foot after it returned to

    her body. The foot, not wanting to put up with her angst

    any longer than it had to, escaped the first chance it got. It

    has undertaken a new quest, hoping to be rid of his angst-

    ridden owner for all eternity.

    Image: Princess Hermonthis is a young, Egyptian princess

     who’s been mummified for over four thousand years. She is

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

    ghost takes on the guise of her mortal self, the princess wears

    her black hair braided, dons gold arm bracelets, and favors a

    green pendant of the goddess Isis. She has tan skin, almond-

    shaped eyes, a chiseled nose, and is very slender.

    Roleplaying Hints: You are the ghost of an Egyptian

    princess who has led a fairly uneventful afterlife for the

    most part, but you’re pretending to be a human teenager. At some point within the last four thousand years, you — or

    more to the point, your mummified corpse — lost a foot.

     You’re not sure why, but that missing foot of yours has

    taken on a life of its own, and you’re loathe to admit that

     you lost it in the first place. Technically, your separated foot

    is still a part of you, but no matter what you do it finds a

     way argue with you, make deals, and often winds up getting

    bought, traded, or sold. When you do manage to discover

     where your foot is, you attempt to reason with its owner by

    presenting him with visions of your beloved Egypt and by

    introducing him to your father, the Pharaoh. Unfortunately,

     you are keeping a secret from dear old dad: the rest of your

    mummified corpse isn’t in the greatest shape either, and it’s

    just a matter of time before another body part suffers the

    same fate as your foot. And you’re really, really mad about it.

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

     Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Merits 7 • Health = Stamina + SizeDefense = Lowest of Dexterity or Wits + Athletics• Initiative Mod = Dexterity +

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    ●●

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    1

     TheBlackCat 

    Description: No one knows much about

    the black cat’s journey from a tiny kitten with

    brilliant green eyes to a heavyset adult who only

    had one. While he’s big-boned, this particular

    cat is decorated with a strange white marking

    on his chest, a pattern others with a guilty

    conscious have interpreted as the image of a

    hangman’s noose. The tale describing

    the black cat’s mysterious and storied

    origins, including the tragic memory

    of how he lost the one eye, may shedsome light on what drove the black cat

    to become the proud feline he is today.

     What has been confirmed is that

    the black cat came into the possession

    of a childless couple who loved and

    cared for many animals. It was one of

    several pets in the house. Despite the

    male’s attempts to rein in his fear of it,

    he wound up becoming suspicious of

    the onyx-colored feline, succumbing to

    hundreds of years of silly superstition

    that claimed the color of the cat’s fur

    meant the cat was an agent of the devil

    and a witch’s familiar.

     While the black cat and his female

    owner grew to like each other very much,

    her husband could not stand the feline,

    and became increasingly convinced that the

    black cat was a hellspawn he referred to as

    the Arch-Fiend. Eventually, the cat succumbed

    to desperation and opted to ignore the human

    male’s ignorance by rubbing up against his leg,

    purring loudly, and following him wherever he

     went — but despite these careful and well-timed

    affections, the human male could not be convinced

    “The cat followed me downthe steep stairs, and, nearly

    throwing me headlong,exasperated me to madness.”

    - “The Black Cat”by Edgar Allan Poe

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     GothicIcons 

    16

    that the cat was, in fact, not trying to drive him mad.

    Much to the black cat’s surprise and dismay, the

    human male grabbed an axe and attempted to murder

    him. He swung and swung and swung, but the cat proved

    to be too agile and quickly dived out of the madman’s way,

    leaping toward the human female. The male would not be

    dissuaded, however, and continued to slice at the black cat,

    to ensure it met an untimely death. Unfortunately for themboth, the husband’s axe did eventually land — in the skull

    of his own wife who died protecting her beloved feline.

    Following the death of the human female and the

    disappearance of her body behind a wall, the black cat finally

    understood its purpose in life: to avenge the only, kind soul

     who ever loved him, and ensure that particular human

    male would never hurt anyone again. Over many weeks, the

    cat became obsessed with learning all he could about the

    human body in its various states, both living and dead. Then,

    unbeknownst to the murderer, the black cat snuck out of the

    house and slowly drew other, (hopefully) saner humans to the

    door of that Victorian home, pointing the way to that wall of

    doom to ensure that justice would be met upon the human

    responsible for killing the female he preferred.

    Fortunately for the cat, his perseverance was rewarded

    after a fashion, and he did find a way to incriminate the

    murderer so he would be hung for his appalling crime.

    However, the sight of a one-eyed black cat standing on the

    head of a rotting corpse so greatly disturbed the humans

     who brought her murderer to justice that the poor,

    downtrodden feline was shooed out of the house, never

    to be seen again.

    It is rumored the black cat now spends his days

     wandering the streets, hopelessly and endlessly searching

    for an owner who won’t fear or try to kill him.

    Image: The Black Cat is missing one eye and has apatch of white fur on his belly. The other eye is bright

    green, and the rest of the cat’s fur is onyx-colored. Rumor

    has it that if a sinner stares too long at that patch of white

    fur, he’ll see the image of a hangman’s noose.

    Roleplaying Hints: You are a cat who has lost

    everything except the will to live. You like to be petted, eat

     well, and drink fresh water. Unfortunately, you’re also a

    one-eyed black cat with a patch of unusual white fur — which

    means some people will fear you for no reason whatsoever.

     You approve of any humans who like cats and treat you

     well, and will do whatever it takes to get off the streets. If

     your human guardians don’t like you, you’ll make them

    pay. Oh, how you’ll make them suffer. You might point out

    their treacherous crimes other humans, use the knowledge

     you’ve gained to exploit weaknesses in human anatomy,

    or you might play up to your reputation as a spawn of the

    devil. Either way, you refuse to ignored, and don’t plan on

    being homeless for long.

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

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

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    Black Cat a.k.a. Arch-Fiend

    Unknown

     Justice

    Sloth

    Emo Goth

    (Hairballs)

    (Claws)

    Fleet of Foot

    Fast Reflexes

     

    1

    8

    2

    1 (Fur Coat)

    4

    Lost

    Blind in One Eye (Persistent)

     

    Find a loving owner if I can.

    Protect my good owner's corpse.

    Sharp Claws (Built-In) 1 N/A N/A 0 1 1

    Ear-splitting Howl of Doom 2 1/5/10 N/A -1 0 N/A  

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     GothicIcons 

    18

    Description: Some vampire hunters learn the art of their

    trade through many years of trial and error — but not this

    one. Baron Vordenburg is related to a heroic vampire hunter,

    renowned for his knowledge and prowess in ridding small towns

    of the fanged creatures.

    The Baron grew up in his ancestor’s shadow. His parents

    constantly reminded him of his worth, and he was pushed to

    study swordfighting (which he never mastered) and literature

    (which he took to like a moth to a flame). At first, the Baron

    believed he was destined to become a vampire hunter and

    pretended he was just like his forefather, but as a young manhe began to doubt his abilities after reading the many journals

    and papers carefully kept in his family’s library along with

    the Magia Posthuma, Phlegon de Mirabilibus,  Augustinus de

    cura pro Mortuis, Philosophicae et Christianae Cogitationes de

    Vampiris, alongside many other rare and weird books.

    These books, journals, and maps reflected the life-

    long obsession of a madman, a jilted lover

     who died before he could murder his

    undead lover. They were filled with

    strange, cryptic messages describing

    corpse-like hands, iron grips, the graves

    of suicide victims, and wild theories on the

    origin of blood-drinkers. The Baron read each passage

    carefully, but could not decipher conclusive fact from

    fiction — and had no desire to find out the truth for

    himself. Why should he put himself and his title

    at risk? What did he have to gain by becoming a

    hero for a people who knew nothing about him?

    For a decade following the realization that

    he did not want to become a vampire hunter,

    “One sign of the vampire

    is the power of the hand. The slender hand of Mircalla closedlike a vice of steel on the General’swrist when he raised the hatchet tostrike. But its power is not confined

    to its grasp; it leaves a numbnessin the limb it seizes, which is slowly,

    if ever, recovered from.”

    - Carmilla by Joseph Sheridan Le Fanu

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    1

     BaronVordenburg 

    Baron Vordenburg forgot all about his forefather and his

    obsession, and pledged to do as his father had done: marry

     well, live idly, and fade into the background. Unfortunately,

    the reputation and the promise of his ancestor to rid the

     world of vampires pursued him wherever he went. It is

    this desperate pledge that led the Baron to receive a letter

    he could not ignore. The request for aid came from a

    reputable but ailing general who hailed from the very townhis forefather had rescued from the bloodsuckers. The letter

    begged for his assistance, claiming that he was the only one

    to help him. The Baron could not refuse. His forefather

    had done so much research, so he believed that finding the

     vampire would be an easy task. Though he knew he was

    out of his depth, the Baron turned the instructions left by

    his ancestor, tracing the path of the vampire through many

    dates, maps, and entries, to come to a decisive conclusion.

    Emboldened by the powers granted to him through

    his excellent reading comprehension, Baron Vordenburg

    dressed the part of a vampire hunter, bringing along his

    trusty saber and a single piece of paper that revealed the

    location of the vampire’s tomb. The Baron instructed a

    team of inspectors, and quickly found the gravesite. Then he

    simply left, basking in the gratitude of the old general who

    believed he was the vampire’s great and worthy adversary.

    Now, the Baron is forced to pretend he knows much

    more than he actually does, for the old general has said

    many things about his deeds, but there is little truth to

    those stories. Not only has the Baron attracted the attention

    of commoners and nobles alike, from Stygia to Moravia

    and every town in between, he has also become an object

    of curiosity to the vampires in the area, the very creatures

    the General claims he can behead with the single stroke

    of his trusty saber.

    Image: Baron Vordenburg is tall and narrow-chested.

    He tends to walk with a stoop, and often dresses in black.

    On occasion, he’ll wear an oddly-shaped hat and may forgetto shave or cut his hair, depending upon what stage of

    research he’s conducting. To read his ancestor’s journals,

    he’ll wear a pair of gold spectacles.

    Roleplaying Hints: You have never met a vampire,

    ghost, werewolf, or any other supernatural creature, and

     you hold this secret close to your heart. You have a small

    fortune, which you haven’t had time to squander, and spend

    the majority of your time poring over your ancestor’s books,

    journals, and papers which describe the various properties

    (both real and imagined) of the vampire. You have some

    idea of what a vampire might be, but truth be told, you rely

    on your charm and station in life to convince others you

    know how to hunt vampires. You don’t want to admit it,

    but there’s been a few times where you’ve mistaken a strong

     woman who had icy cold hands for a monster. Sometimes,

     you tell other hunters to dig up the corpses of suicide

     victims and cut off their heads, just to appear knowledgable.

    Should you ever meet a real vampire, you’re not sure what

     you’d do — which is why you carry a saber, just in case. It’s

    much easier, you think, to find their graves.

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

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

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    Baron Vordenburg

    Middle-Aged

     Charity 

     Envy 

     Wannabe Goth

    (Ancestor's Journals)

    (Vampires)

    (Saber)

    Encyclopedic Knowledge (Vampires)

    Library (Family Home)

    Quick Draw (Trusty Saber)

     

    5

    7

    2

    3

    Embarrassing Secret (N00b)

     Notoriety (Family Name)

     

     Actually hunt and kill vampires.

    Live up to my family name.

    Saber 1 N/A N/A -2 1 2

     Worn Vampire Hunting Manual 2 2 1 3 Dots

    Iron Crucifix 4 3 2 2 Dots

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    2

     ThomasCarnacki 

    Description: Thomas Carnacki, like Fanu’s Dr. Martin Hesselius before

    him, is an occult investigator who revels in the use of his intellect, and favors

    logic and clear reasoning above all else. He is a likeable fellow who enjoys sharing

    the tales of his exploits with his friends, and often invites his friends to dinner by

    sending them an invitation. During the meal, Carnacki engages in pleasantries

    and strictly forbids the discussion of his cases — no doubt to avoid spoiling

    the appetite of his friends — but quickly ushers them into his study shortly

    afterward. There, in his tall, wing-backed chair, Carnacki lights his

    pipe, but before the match’s flame is put out, the ghost

    detective calmly begins to regale his guests with the story

    of a particular case chosen for the occasion. He addressesthe finer details of his subject matter carefully, to avoid

    upsetting the genteel nature of the fine and upstanding

    gentlemen invited into his humble home.

    Often, Carnacki reveals the very human reason why the

    home of a wealthy widower or noblewoman was haunted. On

    occasion, a great house might be plagued by rats or common

    bandits attempting to rid the home of its unsuspecting owners

    in order to rob them from the treasures that lie within. Though

    he is loathe to admit the truth, Carnacki often feels grateful when

    the culprit turns out to be human, for despite all his writings and

    inventions, he is afraid of the dark.

    To cope with his fears, Carnacki relies on the adoration of his friends,

    and enjoys his dinner parties to such a degree that he often plans out his

    performance in the study after the conclusion of each case. It’s better for

    him if his client is wealthy — and many of them are — for the gentlemen

    and ladies of Victorian England are grateful to be talked about in such a

    manner. Indeed, some of the nobles secretly wish their homes were haunted,

    too, so that Carnacki would grace their doors with his presence. To that end,

    the detective does offer a bevy of services for handsome sums, including the

    purchase of certain protective rites and sigils, to prevent a haunting before a

    spirit has a chance to take up residence.

    “You all know I am not really acowardly chap. I ’ve gone into too many

    cases connected with ghostly things, to beaccused of that; but I tell you I funked it;simply funked it, just like any blessed kid. There was something precious unholy in

    the air that night.”

    - Carnacki, the Ghost-Finderby William Hope Hodgson

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     GothicIcons 

    22

    Carnacki is the picture of a Victorian gentleman. He

    is never seen with a hair out of place, and spends his time

    perfecting his trade. He favors schools of study relevant

    to the period, like photography, and holds himself to

    the highest standard, each time relying on the methods

    of scientific discovery to uncover the truth about ghosts.

     When he is not tinkering with technology or devising new

    implements like the electric pentacle, Carnacki spendshis time collecting stories of folklore, writing down his

    occult theories in books like the Sigsand Manuscript  and

    Incantation of Raaaee, or devising new rites of magic like

    the Saaamaaa Ritual.

    Despite the fact that many skeptics have attempted to

    glean the secrets of his trade, Carnacki the ghost-finder is

    tight-lipped and does not open his home or study to just

    anyone. He has yet to meet another gentleman (or genteel

    lady) that shares his lifestyle and desire for truth, which

    may damn him eventually, forcing him to experience great

    tragedy and misfortune. After all, while Carnacki may

    experience many financial and social comforts serving

    England’s elite in their supernatural needs, these are the

    ephemeral trappings of mortals that will not follow him to

    the grave. The ghost-finder may yet faint and hit his head

    at the sight of a ghost who haunts a pauper — or worse, his

    own study — with nary a brave soul to rescue him.

    Image: Thomas Carnacki is a middle-aged gentleman

     who dresses in Victorian or Edwardian era suits. He has a

    pocket watch, tends to wear round, gold-rimmed spectacles,

    and is often accompanied by any number of relics befitting

    a scientifically-minded spiritualist like a camera, salt, crystal

    ball, Ouija board, occult tomes, and the like. Carnacki

    does not fear technology, and occasionally uses the art of

    photography or mysterious devices of his own creation,

    like the “electric pentacle” he claims he’s invented, to solve

    his cases and track ghosts. At this time, no one else, save

    for Carnacki himself, has been able to confirm how histechnological wonders actually work.

    Roleplaying Hints: You are an expert on ghosts who

    enjoys telling stories as much as being the star of one. Your

     wealthy friends are important to you, and you often send

    them invitations to regale them with your deeds over a fine

    meal. You rely on your keen mind and your wits to help you,

    but you aren’t afraid of technology and the uses it offers you,

    either. On occasion, you do talk about the all-too-human

     villains who dare to try and trick you, masquerading as a

    ghost to commit crimes against the innocent. Though some

    might find you unsufferable, most believe you’re a stunning

    example of what the rational mind can accomplish when

    put to the task. You follow wherever a trail of clues might

    lead you, and trust that you will always find the evidence

    needed to solve your mysteries. Your only fear is what might

    happen if you are presented with a case that cannot be

    solved, or worse — a client who cannot pay you. Would you

    fall into madness, obsessing over minute details to find a

    solution? Or, would your faith in yourself be so irreparably

    shaken you’d give up hunting ghosts?

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    _______________

    _______________

     Power

    Finesse

    Resistance

     Attributes Intelligence

     Wits

    Resolve

    Strength

    Dexterity 

    Stamina 

    Presence

    Manipulation

    Composure

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    OOOOO

    Virtue:Vice:

    Concept:

    Chronicle:Faction:

    Group Name:

     Name:Age:

     Player:

     Skills OtherTraits 

     Academics__________Computer__________Crafts_____________

    OOOOO

    OOOOO

    OOOOO

    Mental(-3 unskilled)

    Investigation_________Medicine___________Occult_____________

    OOOOO

    OOOOO

    OOOOO

    Politics____________Science _____________

    OOOOO

    OOOOO

     Athletics __________Brawl___________Drive_____________

    OOOOO

    OOOOO

    OOOOO

     Physical(-1 unskilled)

    Firearms_________Larceny ___________Stealth _____________

    OOOOO

    OOOOO

    OOOOO

    Survival ____________ Weaponry ___________

    OOOOO

    OOOOO

     Animal Ken________Empathy _________Expression_________

    OOOOO

    OOOOO

    OOOOO

     Social(-1 unskilled)

    Intimidation_________Persuasion___________Socialize___________

    OOOOO

    OOOOO

    OOOOO

    Streetwise__________Subterfuge__________

    OOOOO

    OOOOO

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

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    Merits 

    _______________

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    _______________

    _______________

    OOOOO

    OOOOO

    OOOOOOOOOOOO

     Health

    _________________ ______ _____ ____ ____

    OOOOOOOOOO

     Willpower

    OOOOOOOOOO

    Integrity

     Size:__________________ Speed:__________________Defense:________________Armor:_________________Initiative Mod:_____________Beats:

    _________________Experiences:______________

    ____________ ___ ______ ____ ___ ___ ___

    Equipment  Durability   Structure  Size  Cost

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

    _________________ ______ _____ ____ ____

     Weapon /Attack   Dmg Range Clip Init Str Size

    ____________ ___ ______ ____ ___ ___ _______________ ___ ______ ____ ___ ___ ___

    ____________ ___ ______ ____ ___ ___ ___

    OOOOO

    OOOOO

    _________________

    _________________

    _________________

    Aspirations 

    _________________

    _________________

    _________________

    _________________

    Conditions 

    Thomas Carnacki

    Middle-Aged

    Prudence

    Pride

     Victorian Goth

    (Odd Inventions)

    (Con Artists)

    (Ghosts)

     Area of Expertise (Ghosts)

    Eidetic Memory 

    Pro Training (Occultist)

     

    5

    6

    1

    3

    Spooked

     

    Use my logic to investigate ghosts.

    Tell stories to mask my fear.

    Don't die.

    Electric Pentacle 2 1 1 2 Dots

    Photographic Chemicals and Camera  3 2 2 1 Dot

    Sigsand Manuscript 2 1 1 1 Dot

    Salt 1 1 1 1 Dot

    ●●

    ●●

    ● ●●

    ●●

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