While the first five members of The Undesirables came together pretty smoothly I’ve hit something of a roadblock with the final member, a middle Eastern blood mage. Neither the aspects nor the stunts seem to be coming together so instead of struggling along with it I spent some time putting the character sheets and backgrounds for the other PCs together.
Ultimately these will be updated for inclusion in the final adventure but that’s a long way off. Short term my plan is to put together a starter and bundle them together so they are available for all. Until then you can download just the characters here: The_Undesirables
The mad genius of Victor Frankenstein needs no introduction. In crafting the creature that would become his tormentor he exceeded all but the gods in giving form to artificial life. In the years since Victor’s death the Creature has walked the earth, slowly learning to control the rage that has threatened to consume it time after time. It is alone. Unique, but flawed. Patient.
Many have hunted the Creature, in the name of God and of Science and of Power but none have come close to understanding its motives. That it desires purpose. Arriving in London under the guise of a circus freak it quickly learned of Mina and her team of outcasts. A meeting was arranged and an agreement reached. The Creature would join the team and aid in combating the pervasive rise of mad technology ushered in by the steam age. In return Mina would redirect the Brotherhood, Chapters re-assigned to inconsequential locales or sent on wild goose chases. All know that the status quo cannot be maintained for long, the Creature is too well known to stay hidden forever and the longer it associates with the team the greater the risk that all involved will be compromised.
Mystic arts d4
Covert ops d4
Social engineering d8
Combat & tactics d6
Concept: Monstrous creation of an infamous scientist
Trouble: Barely restrained rage
Discipline 1: An intellect surpassing my creator
Discipline 2: Harbouring hidden hopes for humanity
Discipline 3: They may hunt me but they will never break me
Stunt 1: Because I am the brawns as well as the brains I gain +1 when I forcefully use Combat & Tactics
Stunt 2: Because I was built to surpass the frailness of mere humans I gain 1 extra moderate condition
Stunt 3: Because I have learned to live in the shadows of civilisation I gain +2 to sneakily overcome attempts to spot my hulking frame
Vulnerability: Because my inhuman visage is impossibly terrifying I automatically inflict the minor condition of “horrified” on all mortals who see me if they have never encountered the supernatural before.
Baron Albertus Beechworth IV arrived in London six months ago from Australia to raise capital for expanding the prosperous mining town bearing his name. At least that’s what the socialites and high flyers of London were led to believe for Albertus is nothing more than a con artist. The Baron, as he prefers to be called, lives day to day, lie to lie, driven to bigger and bolder cons by the blood of his infernal ancestors.
The big con fell apart while trying to offload a batch of so-called meteor alloys to an undercover Winnifred. If her ability to reform the lump of metal into cuffs around his hands hadn’t already scared him senseless the fact she described him of smelling faintly of brimstone would have. He’d heard the tales repeatedly as a child, of an ancestor who’d made a deal they couldn’t keep and been possessed by the devil in return. Stories meant to scare children with an inclination to lie to their parents. Now here was this woman who could smell the corruption of his lineage. Perhaps it was a sign to change, to make the biggest con of his life… convincing himself that he could somehow manage to redeem his soul.
Mystic arts d4
Covert ops d8
Social engineering d10
Combat & tactics d6
Concept: Charming descendant of demons
Trouble: Eternally damned by the sins of my ancestors
Discipline 1: Why lie when you can be creative with the truth
Discipline 2: Debauched darling of high society
Discipline 3: Connoisseur of the five-finger discount
Stunt 1: Because snake oil doesn’t sell itself I gain +2 when I flashily create advantages based on lies, half-truths and pseudo-science gibberish.
Stunt 2: Because demonic essence flows through my veins I roll d8s instead of d6s when rolling demon dice (the DM adds d6s to their pool as normal)
Stunt 3: Because all the best cons require careful planning once per session I may create an aspect with 2 free invocations by describing how I arranged it via a brief flashback
Nobody asks to be a werewolf, least of all a promising initiate of an ancient magical order. Life tends not to ask though, which is how Winnifred Peakes found herself barricaded into the Chancer’s Hand saloon during a siege that lasted close to a week. Night after night the werewolves breached the barricades, taking with them the townspeople a few at a time. Amongst them was her tutor, the senior Allomancer assigned to begin her training.
Winnifred was critically wounded on the penultimate night of the siege but made a miraculous recovery thanks to the werevirus now cursing through her system. Since the siege she has kept the virus (mostly) in check through magical talent and sheer force of will but it has left its mark, with each wound healing over in vicious scars that take weeks to fully fade.
Leaving the West behind her she travelled to London in search of her Order only to be cast out by the elders who were meant to train her. Without the means to return home it wasn’t long before she crossed paths with the Brotherhood. While the Chapter report listed her only as an independent talent Mina pieced together the data and recruited her into the Undesirables in return for occasional access to the Brotherhoods mystical archives. Winnifred may have forsaken by her Order but all that means is she’ll have to teach herself.
Mystic arts d6
Covert ops d8
Social engineering d4
Combat & tactics d10
Concept: Werewolf of the Wild West
Trouble: Branded with the scars of my past
Discipline 1: Forsaken initiate of the Iridium Order
Discipline 2: Survivor of the Chancer’s Hand siege
Discipline 3: Barroom brawler with a bite
Stunt 1: Because I am cursed by the werevirus I may clear one minor condition per turn by spending a demon die
Stunt 2: Because I can smell danger I get +2 to quickly overcome traps and ambushes
Stunt 3: Because I ain’t from around these parts once per session I may effortlessly distract an unsuspecting individual by playing into the stereotypes associated with the Wild West
Vulnerability: Because my pain only makes the beast stronger if I take a moderate or severe condition I must make a Forceful + Mystic arts roll (difficulty 10) to prevent myself from releasing the animal inside. If I fail I clear all my conditions, treat everybody as an enemy and must fight until an opportunity to escape presents itself.
The shadows came for Joseph when he was only a child, one of the many children at the workhouse that hadn’t been expected to last the winter. Instead of taking his soul to the other side the darkness lay almost dormant, carrying him through one winter after another. As he grew so did the shadow, intertwining with his soul little by little until they were one and the same. Light and dark became something else, something that could only exist in the transition between the two.
That was where Mina found the man who had taken the name of Mr Clink, in the bustling shadows of London, trying to find a semblance of balance. Living on the edge has shown him the truths of Victorian society, of uncontrolled greed and morals forgotten at the drop of a hat. He fights it in the only way he knows how, with darkness and unrestrained violence. His soul is already damned, so maybe the ends will justify the means.
Mystic arts d4
Covert ops d4
Social engineering d6
Combat & tactics d8
Fringe: Shadowbound 10
Concept: Shadowbound drifter
Trouble: Slowly succumbing to the darkness within
Discipline 1: Raised by the streets
Discipline 2: The ends justify the means
Discipline 3: They can’t fight what they don’t see coming
Stunt 1: Because my shadow has hands too I gain +2 when I forcefully create advantages by grappling with foes in close combat
Stunt 2: Because there are doorways in the darkness I can step between any two shadows I can see once per scene for the cost of 1 demon die
Stunt 3: Because I choose not to hold back my anger once per scene if I create the aspect “Wide open to attack” against myself I gain +4 to forcefully attack in close combat.
I’ve got a few Demon Hunters projects in the early stages of production right now. One is planning a game for my own stag weekend, which will kick off by getting my old group back together for a one-shot of Demon Hunters. The adventure I’m planning is actually part of a bigger mission, Rocket Demons of Antiquity. Ultimately the finished product will take place over two time frames, modern and the Victorian eras. For the latter, I intend to include a set of pre-generated characters, led by none other than Mina Harker from Bram Stokers Dracula. Her draft text is presented below:
Mina Harker, leader of the Undesirables
After their encounter with Dracula, the Harkers were brought into the Brotherhood by Abraham Van Helsing. They had already seen too much for any other option. While Johnathon rapidly progressed within the organisation Mina was side-lined thanks to the inherent sexism of the era and unspoken fears that she had been forever tainted by Dracula. Relegated to the archives she took it upon herself to form a team comprised of those who the Brotherhood considered incompatible with modern Victorian morals. Supernaturals, infernals, undesirables.
So long as they retain a spark of good within their souls Mina will work with them. Using insights gleaned from mission reports, historical records and the Brotherhood’s ability to tap into telegraph/telephone networks worldwide Mina directs this group of outcasts, operating outside and around Brotherhood channels and limitations. Her intellect and position within the Brotherhood ensures that her team are able to get to and deal with incidents that fall outside the remit of all but the highest Chapters.
Mystic arts d4
Covert ops d10
Social engineering d6
Combat & tactics d4
Concept: Ostracised mastermind archivist
Trouble: Forced to prove myself over and over
Discipline 1: Operating under the Brotherhood’s radar
Discipline 2: No detail too small
Discipline 3: Just a woman!?! I’ll show you, you $@&hole!
Stunt 1: Because I just need to collate the evidence I get +2 when I cleverly overcome or create advantages by piecing together existing clues
Stunt 2: Because I must be free to act despite the expectations of society once per session I may flawlessly fashion or obtain a disguise that will let me act freely in my current location (The disguise may be male or female but not of a specific individual)
Stunt 3: Because I will not fall under their control I get +2 when I forcefully overcome supernatural attempts to influence me
Happy Anniversary, the second episode from Demon Hunters: Slice of Life was released to Kickstarter backers this weekend and as with the first episode I have pledged to release an adventure starter inspired by the episode (you can find the first one here). I don’t want to drop any spoilers for the episode but suffice to say that it has already provided the seed of an idea centred around something I haven’t tried before: a hostage situation. The format will be the same as for Missionary Opposition, 3-4 pages with a combination of background, locations and NPCs. In place of the magical tome for the first mission I’m going to introduce something shamelessly stolen from The Sprawl – a mission clock with a twist, as well as being affected by the actions of the PCs it will serve as a timer for the mission. I’m still only fleshing out the details but my aim is for it to work akin to the GMs Demon Dice pool but restricted to a single roll to set the difficulty of the final skill challenge. In addition to adding dice over the course of the mission as a countdown character actions at crucial points will increase or decrease the pool, even if the reasons why aren’t immediately obvious to the players.
Alongside this adventure starter I have a second adventure in the works. This one is at a much earlier stage but will be getting a partial playtest when I GM it at my own stag party in a few weeks. Set, at least partially, during the Victorian era it will focus on a non-Brotherhood team. A team of outsiders, of outcasts. Of undesirables battling steampunk Rocket Demons.