Sins of the Father
"Monsters are what you make them."
Zak is 6’ 0" has blonde hair and blue eyes. He wears practical clothing, almost always with long sleeves. He never smiles. He sees little funny in a world filled with monsters. If he’s not hunting, he’s searching for something to hunt. The only thing anyone ever sees him do for “fun” is read history books and tomes on the occult.
|Concept: Hard-Hearted Hunter Cell Leader|
|Virtue: Righteous||Profession: Soldier|
|Vice: Wrath||Conspiracy: Task Force Valkyrie|
|Intelligence ● ● ○ ○ ○||Strength ● ● ● ○ ○||Presence ● ● ● ○ ○|
|Wits ● ● ● ○ ○||Dexterity ● ● ● ○ ○||Manipulation ● ○ ○ ○ ○|
|Resolve ● ● ● ○ ○||Stamina ● ● ● ○ ○||Composure ● ● ● ○ ○|
|Indomitable||● ●||Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add a +2 bonus to your Composure before they attempt to sway you. Note that this only affects mental influence and manipulation from a supernatural origin. A vampire with a remarkable Manipulation + Persuasion score is just as likely to convince your character to do something using mundane tricks.|
|Tolerance for Biology||●||Most people turn away at the sight of blood, other bodily fluids, or exotic biology. Your character has seen enough that nothing turns her stomach. When other characters must resist shock or physical repulsion from the disgusting and morbid, your character stands her ground. You do not need to make Composure, Stamina, or Resolve rolls to withstand the biologically strange. This doesn’t mean she’s immune to fear; she’s just used to nature in all its nasty forms.|
|Quick Draw: Pistols||●||Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained enough in that weapon or style that pulling the weapon is her first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time her Defense applies.|
|Firefight||●||Shoot First: In a firefight, the person who gets shot first is usually the loser. Your character has trained herself to fire first in an altercation. If her gun is drawn, add her Firearms score to her Initiative. If she has Quick Draw, she can use Shoot First to draw and fire with increased Initiative in the first turn of combat.|
|Anonymity||● ●||Your character lives off the grid. This means purchases must be made with cash or falsified credit cards. She eschews identification. She avoids any official authoritative influence in her affairs. Any attempts to find her by paper trail suffer a –1 penalty per dot purchased in this Merit.|
|Once Burned||● ●||You used to trust people, until betrayal (or your base suspicious nature) got in the way. Now, it
is extremely difficult to Sway you. You double the lower of Composure or Resolve when calculating your Mental Defense.
Drawback: Trust is impossible, even when it might serve your character in the long term. If you have Willpower, you must spend it to resist Sway, and can never willingly go along with it in order to gain the bonus.
|Small Unit Tactics||● ●||Your character is a proficient leader on the field. She can organize efforts and bark orders to remarkable effect. Once per scene, when making a coordinated action that was planned in advance, spend a point of Willpower and an instant action. A number of characters equal to your character’s Presence can benefit from the +3 bonus from the Willpower expenditure.|
|Resources||●||Zak makes due off the limited funds he finds on the Supernaturals he kills.|
|Status: Task Force Valkyrie||●||As a new recruit, you now have a small chip implanted in your shoulder or thigh, enabling you to operate VALKYRIE’s hyper-tech arsenal. You don’t get access to the best equipment and backup, you don’t get told why you’re doing what you’re doing, and you seem to get the worst jobs. Still, you have the option of spending Merit dots on TFV’s Advanced Armory.|
|.44 Magnum||2||35/70/140||6||3||1||9 again on attack|
|Generic Pump-Action||3||20/40/80||5+1||3||3||9 again on attack|
|● (Renewable)||Use of Hod Rounds in a weapon reduces its efficiency in most cases—any Dexterity + Firearms rolls made to use a weapon loaded with these wooden bullets suffers a -2 penalty. However, when used against vampires, Hod Rounds have two notable bonuses. The first is that due to the bullet shredding into splinters on impact, half of the damage done (round down) to a vampire can be converted to lethal upon impact. Also, if a hunter wishes to make an aimed shot to “stake” a vampire with Hod Rounds he suffers no penalty for the aimed shot as the bullet shreds (outside the -2 penalty noted above), improving the hunter’s chances of a splinter finding the heart. For more on staking rules see World of Darkness Rulebook pp. 165-166.|
|Frequency Pulse Emitter
|● ● (Renewable)||A Frequency Pulse Emitter is used like any other grenade. The operator primes the grenade and tosses it towards the enemy with a Dexterity + Athletics roll (see the World of Darkness Rulebook, p. 67 for throwing rules). Frequency Pulse Emitter grenades have what is called a short fuse, meaning the grenade will go off within a few seconds of being primed. This gives an enemy little chance to pick up the grenade and throw it back at its former owner. Any werewolf within 10 yards of the Dog Whistle when it “explodes” must succeed at a Stamina + Composure roll at a -3 penalty or be stunned (see the World of Darkness Rulebook, p. 167). The penalty to resist being stunned is increased to -5 if the werewolf is in either wolf or near-wolf form. A Frequency Pulse Emitter has no effect on humans unless the character has increased their normal range of hearing in some manner. It may work on any creature (vampire, witch, etc.) assuming an animal-form or using heightened senses.|
|●||The witch buster is roughly the size and shape of a hockey puck, with a sticky adhesive backing that allows it to be mounted on walls or ceilings. Powered by an ordinary lithium-ion battery, the kind that can be purchased at any cell phone store, the witch buster slowly but persistently leaks a small amount of etheric energy — theoretically, not enough to be harmful (although quite a few field agents swear otherwise), but enough to register on a witch’s psychic radar. In game terms, the witch buster triggers a witch’s Unseen Sense Merit (see The World of Darkness Rulebook, p. 109).
Because their Unseen Sense Merit registers any type of supernatural disturbance, mages are the most likely to perceive a witch buster, but any character with an Unseen Sense Merit relating to ghosts, spirits, or Twilight phenomena will sense a witch buster. Supernatural powers or spells that sense disturbances in Twilight or detect ghosts or spirits will also register the witch buster as an odd, not-immediately-explicable twinge.
A witch buster has eight hours of battery life before it must be recharged. Three successes on an extended Intelligence + Crafts roll, with each roll representing 10 minutes of work, allows a hunter to tap into a building’s electrical wiring and hook the witch buster in, allowing it to operate as long as the building has power.
|●||Etheric Rounds allow the hunter to inflict normal firearm damage against manifested ghosts, spirits and other incorporeal entities. They don’t count as blessed items (see The World of Darkness Rulebook, p. 214), and thus inflict lethal rather than aggravated damage. Etheric Rounds can be used against corporeal targets as well, but the attack suffers a -1 penalty, as the pseudo-etheric harmonics are less disruptive to living tissue.|
|Mental: Communications Headset, Digital Recorder, Duct Tape, First Aid Kit, Flashlight, Glowstick, Multitool, Smartphone, Surveillance Equipment|
|Physical: Bear Trap, Crowbar, Gas Mask, Handcuffs, Lockpicking Kit, Nightvision Goggles, Rope|
|Supernatural: EMF Meter, Salt|