Diane McKnight

"What? Hm, oh. OH! Yes, let's weaponize that."


Diane is 5’9". She has brown hair and green eyes. It is not hard to see that Diane comes from money. She dresses well, drives a nice car, and is obviously very well educated. While she enjoys the finer things in life, Diane is not flashy. She does not wear much jewelry nor does she wear perfume.

Diane is dedicated to the cause of Hunter Cell Alpha, which is to say she is more than happy to solve any biological or physiological puzzle that eludes the others. Diane foots the bill for the warehouse and is fastidious about its upkeep.

Concept: Hunter, Born and Raised
Virtue: Inquisitive Profession: Doctor
Vice: Cruel (Wrath) Compact: Null Mysteriis
Intelligence ● ● ● ● ○ Strength ● ● ○ ○ ○ Presence ● ● ○ ○ ○
Wits ● ● ● ○ ○ Dexterity ● ● ○ ○ ○ Manipulation ● ● ○ ○ ○
Resolve ● ● ● ○ ○ Stamina ● ● ● ○ ○ Composure ● ● ● ○ ○
Academics ● ● ○ ○ ○ Athletics ● ○ ○ ○ ○ Animal Ken ○ ○ ○ ○ ○
Computer ● ● ○ ○ ○ Brawl ● ● ○ ○ ○ Empathy ● ● ○ ○ ○
Crafts(●) ○ ○ ○ Drive ● ○ ○ ○ ○ Expression ● ○ ○ ○ ○
Investigation ● ○ ○ ○ ○ Firearms ● ○ ○ ○ ○ Intimidation ○ ○ ○ ○ ○
Medicine ● ● ● ○ ○ Larceny ○ ○ ○ ○ ○ Persuasion ○ ○ ○ ○ ○
Occult ● ○ ○ ○ ○ Stealth ○ ○ ○ ○ ○ Socialize ● ○ ○ ○ ○
Politics ● ○ ○ ○ ○ Survival ● ● ○ ○ ○ Streetwise ○ ○ ○ ○ ○
Science ● ● ○ ○ ○ Weaponry ● ○ ○ ○ ○ Subterfuge ○ ○ ○ ○ ○
Weaponry (One Handed Blades)
Medicine (Psychology)
Science (Biology)
Science (Parapsychology)
Status (Null Mysteriis) You are free (if not always welcome) to take part in any Null Mysteriis meeting, anywhere in the world. You’ve got some academic background. You gain a free specialty in Parapsychology, which you can apply to Academics, Occult or Science (your choice).
Resources ●●●●● This Merit reflects your character’s disposable income. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she might have little money to throw around. Characters are assumed to have basic necessities without Resources.
The dot rating determines the relative amount of disposable funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower without issue. An item one Availability level above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability level below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
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.
Multilingual Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, she may also read enough of the language to understand context.
If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese). Diane’s Multilingual merit applies to Latin and French.
Library (Occult) Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit.
This Merit can be purchased multiple times to reflect different Skills. Its benefits can be shared by various characters with permission.
Eye for the Strange ●● While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence she can determine whether something comes from natural or supernatural origin. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.
Trained Observer Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.
Interdisciplinary Specialty (Psychology) Choose a Specialty that your character possesses when you purchase this Merit. You can apply the +1 from that Specialty on any Skill with at least one dot, provided it’s justifiable within the scope of the fiction. For example, a doctor with a Medicine Specialty in Anatomy may be able to use it when targeting a specific body part with Weaponry, but could not with a general strike.
Primary or Secondary
Deprogramming Secondary A disturbing number of creatures of the night can alter the thoughts and emotions of mortals. Sometimes this power is subtle — a hunter first comes to respect a vampire, then to admire her, then to love her. Sometimes, the power is much more overt. A siren song from afar, and suddenly a hunter would lay down his life for the singer. The Moral Support Tactic (see p. 226) offers some protection against such powers before the monsters have a chance to use them, but sometimes a cell has to talk a member down from such a power. Likewise, some cells use moles, hunters that are sent to infiltrate cults or cabals (usually subjected to double-blind techniques so they don’t know enough to betray their cells) and then debrief and deprogrammed later.
At least two hunters can act as deprogrammers. One talks with the victim, breaking down his self-esteem, then building it back up, explaining rationally what is happening one moment and then growing violent the next. Some cells claim that this shock to the emotional system snaps the hunter’s own mental defenses back into relief, but in actuality, the primary actor is brainwashing the subject. The secondary actors stay in the background and lend support to whatever the primary actor is saying or doing.
One roll is made every hour. The subject resists with Resolve + Stamina + a number of dice equal to the successes achieved on the monster’s roll to mentally control or influence the hunter (if the Storyteller doesn’t know this number, she should assign a modifier based on how powerful the creature is). The subject doesn’t seek to achieve a specific number of successes, only to match or exceed the deprogrammer’s total. Sooner or later, the subject is going to break…or wind up going mad, or being rescued by his supernatural “patron,” or snapping and attacking his fellow hunters. The deprogrammer seeks to achieve a number of successes equal to the subject’s Resolve + Composure + [the same modifier applied to the subject’s roll, as described above].
While only three hunters can deprogram at a time, secondary actors can be switched out at any time. The primary actor can be switched, but the first deprogramming roll after the switch suffers a -2 (primary actor).
Potential Modifiers: Deprogramming hunter has been subjected to the same kind of mental control in the past (+ 3 to appropriate hunter); subject was given commands that are out of character for him, such as to harm or betray his cell (+ 2 to primary actor); subject’s Morality is 7 or higher (+ 1 to primary actor); subject was given commands that he wanted to follow anyway (-2 to primary actor); subject’s Morality is 5 or less (-1 to primary actor).
Roll Results:
Dramatic Failure: If the subject suffers a dramatic failure at any point in the proceedings, he falls catatonic or incoherent for a number of hours equal to 10 – [Resolve + Composure].
He then wakes up with a mild derangement, but is free of the mental control. If the deprogrammer suffers a dramatic failure, he believes the subject to be completely cured, when in fact no progress at all has been made. Failure: No successes are accumulated toward the total.
Success: Successes are accumulated toward the total. If the subject’s player rolls more successes than the deprogrammer’s, the deprogrammer’s successes are not counted toward his total. That is, the deprogrammer only counts successes toward his total when his player’s roll for the hour turns up as many as or more successes than the subject’s. If the deprogrammer’s player achieves the total described above, the subject is free of the mental control. The subject’s player must immediately roll Resolve + Composure. If this roll fails, the character develops a mild derangement.
Exceptional Success: Considerable successes are accumulated.
If the subject beats the deprogrammer’s successes and achieves an exceptional success, successes equal to the subject’s Stamina are subtracted from the deprogrammer’s total. If the deprogrammer’s successes equal or exceed the subject’s and the deprogrammer achieves an exceptional success, the subject’s player suffers a -3 penalty on his next resistance roll.
Size: 5 Willpower:● ● ● ● ● ● ○ ○ ○ ○
Defense: 2/3 Health: ● ● ● ● ● ● ● ○ ○ ○
Initiative: 5 Anticipation: ● ● ● ● ● ● ● ○ ○ ○
Speed: 9
Memory: 7 Current Integrity: 6
Perception: 6
Sway: 12
Breaking Points
Worst Thing Done: Performed live dissections without anesthesia to determine pain thresholds in various creatures.
Worst Thing Imagined Doing: Turning innocent humans into monsters for the purposes of research.
Wort Thing Imagined Someone Else Doing: Willingly becoming one of the monsters. Leaving a friend or ally to the monsters.
Most Supernatural Event: The pages of the Book of One Hundred Thousand Leaves
Most Traumatic Event Experienced: Seeing her uncle return from death as a vampire.
Current Conditions
Pistol, lt120/40/8017+121-
Rapier1--12Armor Piercing 1
Other Equipment
Mental: Communications Headset, Crime Scene Kit, Digital Recorder, Duct Tape, First Aid Kit (2-dot), Flashlight, Luminol Smartphone,
Physical: Handcuffs, Mace, Stun Gun
Social: Fashion (3-dot), Housing (5-dot), Polygraph Machine
Supernatural: N/A

Diane McKnight

Sins of the Father yskah