Dresden D6 Who's Who

Example Who’s Who entry

 

NAME HERE

Template: Name of template

REFLEXES 0D

Skills Here 0D, Skills Here 0D

KNOWLEDGE 0D

Skills Here 0D, Skills Here 0D

COORDINATION 0D

Skills Here 0D, Skills Here 0D

PERCEPTION 0D

Skills Here 0D, Skills Here 0D

STRENGTH 0D

Skills Here 0D, Skills Here 0D

PRESENCE 0D

Skills Here 0D, Skills Here 0D

MAGIC MANIPULATION 0D

Skills Here 0D, Skills Here 0D

Level:

Feats: Listed here, 1, 2, 3

Supernatural Powers: Power 1, Power 2, Power 3

Initiative: +0

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Information about the character and other stuff.

 

Abby

Template: Prescient Ordo Lebes Member

REFLEXES 3D

Dodge 5D, Marksmanship 5D

KNOWLEDGE 4D

Lore 6D

COORDINATION 2D

PERCEPTION 4D (5D)

Bargain 6D, Investigation 6D

STRENGTH 2D

Running 5D

PRESENCE 3D

Willpower 5D, Persuasion 6D, Persuasion: Toto 7D, Charm 6D

 

Level: probably 1

Feats: Magically Sensitive / Minor Talent

Supernatural Powers: A Few Seconds Ahead (Minor Ability) [1]: Abby can use her Perception skill to get a reasonably accurate picture of events 1-2 seconds ahead of now (limited to what she will personally experience in those moments). She may roll her Perception skill to defend against physical or social attacks. The power gives her +1D to her perception for this purpose.

Initiative: +0

Mojo Points: 10

Action Dice: GM

Move: 10

Size: unknown, “Short”

 

Capsule: Abby is a mid-40s, short, prettily plump woman with blonde hair and rosy cheeks. She is usually seen carrying—or walking—her Yorkshire terrier, Toto. She is a regular patron of Bock Ordered Books. Mouse guarded her and other Ordo Lebes members during the Skavis’ “culling” project. During the White Night case, she was sheltered at a motel by Thomas Raith and Elaine Mallory, and she witnessed the final battle with “the Skavis.” Abby wears a medical bracelet detailing her epilepsy; Toto may be trained to warn her when a seizure is coming on.

 

Ancient Mai

Template: Senior White Council Wizard

REFLEXES 2D

Dodge 5D, Marksmanship 9D

KNOWLEDGE 2D

Lore 10D

COORDINATION 2D

Skills Here 0D, Skills Here 0D

PERCEPTION 3D

Search 6D, Tracking 6D, Contacts 5D, Investigation 5D, Streetwise 5D

STRENGTH 2D

Stamina 5D

PRESENCE 3D

Willpower 10D, Con/Deceit 8D, Charm 8D, Persuasion 8D, Forgery 8D, Sleight of Hand 8D, Intimidation 7D, Resources 6D

MAGIC MANIPULATION 4D

Elements (Earth, Wood, Spirit, Water)

Evocation 7D, Ritual 7D, Craft Items 10D, Wards 10D

 

Level: at least 20 or more!

Feats: Magically Sensitive / Minor Talent, Apprentice Wizard, Wizard, Refinement: Water, Refinement: Mojo, probably more feats.

Supernatural Powers: The Sight [1], Soulgaze [0] Wizard’s Constitution [0]

Initiative: +8

Mojo Points: 26

Action Dice: GM

Move: 10

Size: 1.7 meters

 

Capsule: Do not underestimate the tiny Oriental woman with the porcelain skin and the braided granite colored hair held up with jade combs. Look into her dark, rheumy eyes or hear her creaky but firm voice, and you will sense the age and might of one of the most powerful wizards on Earth.

 

A long-time Senior Council member of the White Council, Ancient Mai is responsible for the creation of the wardhounds (OW 34) used by the Wardens (OW 62)—no small feat, that! Like all Senior Council members, she is active in the administration and execution of White Council strategy in the Vampire War; specifically, she has been working in Indonesia and other hotspots in southeast Asia. Mai is powerful enough to be considered a plot device for most games—it should be more  about beating a difficulty to get past her (or more to the point, escaping her notice) than about taking her head-on.

 

These stats are speculation at best. If anything, we’re underestimating her—maybe by as much as 10 additional levels or more. Unless you go by titles like “Merlin” or “Gatekeeper” or maybe “Blackstaff,” I figure you don’t have a chance in hell if you cross spells with her.

 

Anna Ash (Deceased)

Template: Founder of Ordo Lebes

REFLEXES 2D

KNOWLEDGE 3D

Lore 5D,

COORDINATION 2D

PERCEPTION 2D

Resources 4D

STRENGTH 2D

PRESENCE 2D

Willpower 4D

MAGIC MANIPULATION 2D

Elements unknown

Rituals 4D

 

Level: 1 or 2

Feats: Magically Sensitive / Minor Power, Focused Practitioner, maybe?

Supernatural Powers: Wizard’s Constitution?

Initiative: +2

Mojo Points: 13?

Action Dice: GM

Move: 10

Size: 1.2 meters

 

Capsule: An attractive woman, Anna (pronounced “Ah-nah”) Ash’s dark complexion and long, straight salt-and-pepper hair (often worn in a bun) displayed her Native American ancestry. A hedge wizard, she was a frequent patron of McAnally’s. While in her early 30s, she founded the Ordo Lebes—the Order of the Cauldron—as a place to find fellowship and support for those women whose talents were not developed enough to join the White Council. During the recent “culling” program of the Skavis (detailed in the White Night casefile), she and the rest of Ordo Lebes—suspecting White Council or Warden involvement in the disappearances—hired Elaine Mallory for protection. Unfortunately, despite the protection of Mallory, she came under the influence of the Skavis and hung herself in Mallory’s room at the Amber Inn.

 

Doctor Charles Bartlesby (Deceased)

Template: Doomed Historian

REFLEXES 2D

KNOWLEDGE 3D

Lore 4D, Scholar: History 7D

COORDINATION 2D

PERCEPTION 2D

Contacts 5D, Resources 5D

STRENGTH 2D

PRESENCE 3D

Charm 5D, Con / Deceit 5D, Persuasion 6D

Level: NPC

Feats: Capable Researcher, High Quality Workspace

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.7 meters

 

Capsule: He’s pretty much crap in anything but an academic debate or politicking in museum society.

 

Helen Beckitt/“Ms. Demeter”

Template: Sorcerer’s Assistant/Marcone’s Assistant

REFLEXES 4D

Dodge 8D, Skills Here 0D

KNOWLEDGE 2D

Lore 4D

COORDINATION 3D

Firearms 6D

PERCEPTION 2D

Contacts 4D,

STRENGTH 4D

Brawling 8D, Running 8D, Stamina 10D

PRESENCE 4D

Willpower 11D, Con/Deceit 11D, 

MAGIC MANIPULATION 2D?

Ritual 4D?

Level: NPC

Feats: Old Smoothie, Scoundrel

Supernatural Powers: None

Initiative: +4

Mojo Points: 10 or less, if any?

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Helen Beckitt is many things: the widow of Greg Beckitt, the mother of Amanda Beckitt, a former executive handling accounts with total value in the hundreds of millions of dollars, a functional borderline psychopath, an ex-ritual sex magic cultist, an ex-con, a member of a circle of witches, a stylish dresser, and a madam of high-priced call-girls (working for a man she both loves and hates). Tall and lean, with very short hair and stark features, Helen Beckitt is a striking woman. Helen’s danger comes not from what she can do, but what she’s willing to do. She has a little knowledge about a lot of things, is unstable and emotionally compromised, and is very, very good at lying.

 

Agent Deborah Benn

Template: Hexenwolf/FBI Agent

REFLEXES 3D

Dodge 6D, Sneak 6D

KNOWLEDGE 2D

COORDINATION 2D

Firearms 7D

PERCEPTION 3D

Investigation 6D, Search 6D, Tracking 6D

STRENGTH 4D

Brawling 6D, Stamina 5D

PRESENCE 2D

Willpower 5D

Level: NPC

Feats: Were-Whatever Shapchanger, possibly Obtainer of Rare Antiquities

Supernatural Powers: Item of Power: Hexenwolf Belt, Demonic Co-Pilot, Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D), Pack Instincts, and Supernatural Sense(s), Inhuman Strength [2] Inhuman Speed [2]

Initiative: +3, but with InhSpd: +7

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: In human form, Benn is not only a capable FBI agent with the power and authority that implies, but she also packs heat (Beretta model 92; 2D damage, sidearm) and isn’t shy about using it. In wolf form, she is a murder machine: thanks to her demonic co-pilot, her bite & claw attacks are great, and the claws and strength abilities mean she’s effectively 8D damage on those attacks. Speed comes into play to make her initiative +7, and her dodges are 7D or more. All of this at the low, low cost of her identity as a human being!

 

Agent Deborah Benn’s Wolf-Form

Reflexes 3D

Dodge 6D, Sneak 6D

Coordination 3D

Strength 4D

Brawling 10D, Stamina 5D, Running 7D

Knowledge 1D

Perception 3D

Investigation 6D, Search 6D, Tracking 6D

Presence 3D

Willpower 5D

Initiative: +7

Move: 12

Natural Abilities: claws (STR+1D), teeth (STR +1D)

Powers: Claws (STR+1D), Pack Instincts, and Supernatural Sense(s), Inhuman Strength [2] Inhuman Speed [2]

 

Artemis Bock

Template: Occult Bookstore Operator

REFLEXES 0D

Skills Here 0D, Skills Here 0D

KNOWLEDGE 2D

Lore 4D, Scholar: 4D

COORDINATION 2D

Firearms 4D

PERCEPTION 3D

Contacts 7D, Search 6D, Tracking 6D

STRENGTH 2D

Brawling 4D, Stamina 4D

PRESENCE 3D

Charm 6D, Persuasion 6D, Willpower 7D

MAGIC MANIPULATION 0D

Skills Here 0D, Skills Here 0D

Level:

Feats: Listed here, 1, 2, 3

Supernatural Powers: Power 1, Power 2, Power 3

Initiative: +0

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Artemis Bock is a bear of a man: broad-shouldered, heavyset, weathered, unshaven. Under years of comfortable living, he still sports a bit of muscle. His knuckles are big and scarred. In his late 50s, he peers at customers at his occult bookstore over the rims of a pair of reading glasses, then pushes them up with a stumpy finger. While not a practitioner himself, he understands basic magical theory and—better yet—his mystical clientele and the occult society of Chicago. He deals with everyone—from werewolves and vampires to hedge wizards and White Council sorts. All their money spends the same—after all, he’s got a kid in college to worry about. (And he’s been known to let customers who don’t have the money reinforce the wards and protections on the shop in lieu of cash.) This egalitarian nature, along with his habit of not taking sides in internecine conflicts, has made Bock Ordered Books one of the most respected occult establishments in the Midwest. Artemis uses his Perception when rolling against surprise attacks to duck behind the counter or close up shop. He’s a businessman, but he’s not an idiot.

Georgia McAlister Borden

Template: Surrogate Mom of the Alphas

REFLEXES 2D

Dodge 4D, Sneak 3D

KNOWLEDGE 3D

Lore 4D, Scholar 6D

COORDINATION 2D

Pilot 4D

PERCEPTION 2D

Investigation 5D, Search 4D, Resources 5D, Tracking 4D

STRENGTH 2D

Brawling 4D, Stamina 4D

PRESENCE 4D

Bargain 7D, Charm 7D, Con/Deceit 6D, Persuasion 7D, Willpower 8D

Level: NPC

Feats: Were-Whatever Shapchanger

Supernatural Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength, Inhuman Speed, Pack Instincts And possibly Supernatural Sense(s)

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Tall, extremely thin, blonde grad student Georgia McAlister Borden is a werewolf. More than that, she’s the second in command and surrogate mom of the Alphas. Recently, she married Will Borden, fellow Alpha and combat leader of the pack. Their cramped apartment near the University of Chicago has served as nominal “Alpha HQ” for many years.

 

As detailed in the “Something Borrowed” casefile, Georgia (and the other Alphas) incurred the animosity of Maeve the Winter Lady of Faerie while working with Harry Dresden. Hours before her wedding, she was kidnapped, spellbound, and replaced by Jenny Greenteeth (under a glamour). A kiss from her true love freed Georgia from her enchanted sleep, then she and her intended gnawed a bit on the faerie interloper.

 

Georgia’s Wolf Form

Reflexes 4D

Dodge 6D, Sneak 7D

Coordination 3D

Strength 4D

Brawling 8D, Running 8D

Knowledge 3D

Perception 3D

Search 4D, Tracking 10D

Presence 4D

Command 6D, Intimidation 8D, Willpower 8D

Initiative: +6

Move: 12

Natural Abilities: claws (STR+1D), teeth (STR +1D)

Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength, Inhuman Speed, Pack Instincts And possibly Supernatural Sense(s)

 

William Borden (“Billy” or “Will”)

Template: Combat Leader of the Alphas

REFLEXES 3D

Dodge 5D, Sneak 5D

KNOWLEDGE 3D

Lore 4D, Scholar 8D, Tech 5D

COORDINATION 2D

Pilot 4D

PERCEPTION 2D

Contacts 4D, Investigation 5D, Search 4D, Repair 5D, Resources 5D, Tracking 4D

STRENGTH 4D

Brawling 8D, Stamina 7D

PRESENCE 4D

Charm 5D, Intimidation 5D, Persuasion 5D, Willpower 7D

Level: NPC

Feats: Were-Whatever Shapchanger

Supernatural Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength, Inhuman Speed, Pack Instincts And possibly Supernatural Sense(s)

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: Will Borden is the leader of the Alphas—a pack of classic werewolves that patrol and protect the University of Chicago neighborhood. An idealistic pessimist, he thinks people are too incompetent to purposefully hurt themselves and each other as much as they do. Yet, he wants to make a difference. As a student at the university, he ran the numbers on “weird crimes” and realized that something mysterious was up. Indeed, he thinks the mundane response to the supernatural— explain it away or ignore it—is a stupid response, and he isn’t afraid to say so.

While in his youth, he was a short, pudgy geek type; after a few years of being a werewolf, he’s now a short, muscular geek type. He’s worked for Harry Dresden informally as an information source, office assistant, and doer of legwork. Recently, he married Georgia McAlister, fellow Alpha and “surrogate mom” of the pack. Their cramped apartment near the University of Chicago has served as nominal “Alpha HQ” for many years.

 

As detailed in the “Something Borrowed” casefile, Will (and the other Alphas) incurred the animosity of Maeve the Winter Lady of Faerie while working with Harry Dresden. Hours before his wedding, Georgia was kidnapped, spellbound, and replaced by Jenny Greenteeth (under a glamour, page 153), completely without his knowledge. A last-minute rescue by Harry Dresden and Sergeant Karrin Murphy brought the real Georgia back just in time, and a kiss from her true love freed her from her enchanted sleep. Then Will and Georgia wolfed-out and killed Jenny Greenteeth together.

 

Billy’s Wolf Form

Reflexes 4D

Dodge 6D, Sneak 9D

Coordination 3D

Strength 4D

Brawling 10D, Running 8D

Knowledge 3D

Perception 4D

Search 6D, Tracking 12D

Presence 4D

Command 8D, Intimidation 10D, Willpower 8D

Initiative: +6

Move: 14

Natural Abilities: claws (STR+1D), teeth (STR +1D)

Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength, Inhuman Speed, Pack Instincts And possibly Supernatural Sense(s)

 

Doctor Waldo Butters

Template: Clued-In Medical Examiner

REFLEXES 2D

Dodge 4D

KNOWLEDGE 3D

Lore 4D, Scholar 9D

COORDINATION 0D

Skills Here 0D, Skills Here 0D

PERCEPTION 3D

Artist 5D, Artist: Polka 7D, Investigation 8D, Search 6D

STRENGTH 2D

Brawling 4D

PRESENCE 2D

Charm 6D, Con/Deceit 6D, Persuasion 6D

Level: NPC

Feats: Listed here, 1, 2, 3

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: Polka Will Never Die! Look at the small man in the lab coat and “I ♥️ Polka” t-shirt, the one with the broad smile, wild shock of black hair, and black-rimmed glasses perched on a beaky nose. That’s Waldo Butters, Assistant Medical Examiner at the Forensic Institute in Chicago. Waldo is a damned good guy.

 

He’s worked with Special Investigations on several occasions, playing CSI for the weird. That’s how he met Harry Dresden, and the two of them have become friends. Heck, more than that: Butters is effectively Dresden’s doctor, patching him up after various nasties have slapped him around or taken a bite out of him.

 

His association with Harry and SI—and certain experiences Waldo’s had himself, including a long talk with Bob the Skull during the Darkhallow—have introduced the hidden world of magic to Waldo Butters, and applying medical knowledge and science to the oddness he’s seen has made him one of the most knowledgeable “civilians” on the topic of wizard biology.

 

And no discussion of Doctor Waldo Butters can conclude without mentioning his overriding passion: polka. Butters is a fan, a musician, a composer (of “The Quasimodo Polka”), a one-man-polka-band, and regular participant in Chicago’s Oktoberfest Battle of the Bands.

 

Charity Carpenter

Template: Wife  And Fiercely Protective Mother Of Seven Children.

REFLEXES 2D

Dodge 6D, Melee Combat 6D, Stealth 6D

KNOWLEDGE 2D

First Aid 5D, Lore 4D

COORDINATION 2D

Piloting 4D, Riding 4D

PERCEPTION 2D

Craftsmanship 8D

STRENGTH 3D

Brawling 6D

PRESENCE 2D

Charm 5D, Command 6D, Intimidation 8D, Persuasion 6D, Willpower 10D

Level: NPC

Feats: A True Believer, A Mighty Fortress is My God, Armor Basics, Armor Mastery, Good In A Fight, High Quality Workspace

Powers: Bless This House [1] Guide My Hand [1] Righteousness [2]

Initiative: +4

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Charity Carpenter is a statuesque woman with a timeless remote beauty, dark eyes, and gorgeous silken blonde hair that hangs to her waist. Her shoulders are notably broad and her arms well muscled. She’s a loving wife, dedicated mother, and devout Catholic. She’s also a motorcycle mechanic, a weaponsmith, and an armorer.

 

When she was sixteen, Charity's magic began to manifest. Her parents were wealthy and respected. Like most other mortals, it was easier for them to believe Charity was drug addicted or unbalanced. They sent her to schools and hospitals disguised as schools. Eventually she ran away and got involved with a cult led by Gregor. Gregor offered her as a sacrifice to the Dragon Siriothrax in exchange for power. Michael Carpenter rescued her from the Siriothrax, soon after they were married.

 

For twenty years, she has made all of her husband’s weapons (well, all except Amoracchius) and armor, and she has served as his sparring partner and medic. She is dedicated to his holy quest as a Knight of the Cross—once going so far as to nearly wrestle a desk sergeant to get Amoracchius back after Michael and Harry were arrested. Her experiences have given her very strong faith (such that she can make a crucifix glow in the presence of evil forces and may actually be able to call on holy strength in times of great stress). Charity has said that she will not lie or compromise her beliefs in order to hurt others; frankly, they’re not worth it.

 

During those twenty years, Charity and Michael have had seven children: daughter Molly is the eldest, and son Harry—named after Harry Dresden—is the youngest. (After the events of Grave Peril, she may be unable to have another baby.) A good mother—she never lets the kids come home to an empty house—she is often a bit overprotective of her kids. This has led to friction with the independent Molly over the way she dresses, her boyfriends and ex-boyfriends, Harry Dresden, and magic.

 

Charity never liked or approved of Dresden. For many years, she was unreservedly hostile toward him for several reasons, not the least of which is that Michael always came back from missions with him in more trouble or more banged up than he would get while “on the clock.” However, after the events of the Proven Guilty casefile, she realized that some of her animosity against Dresden is actually misplaced anger toward herself. Dresden’s actions fighting alongside Charity in the depths of Winter to rescue Molly, and his risk of the Doom of Damocles to save Molly from the White Council, has softened Charity’s attitude. A little.

 

Swinging around a ball-peen hammer (STR+1D) or carrying a 4-foot steel war hammer (STR+3D), she can be a real terror, with attacks and initiative. If actually suited up for battle in chain mail and Kevlar, she has a fairly comprehensive Armor: +5Dp/2De!

 

Molly Carpenter

Template: Wizard-in-Training

REFLEXES 3D

Dodge 6D, Sneak 9D

KNOWLEDGE 2D

Lore 4D, Security 3D, Tech 3D

COORDINATION 3D

Lockpicking 4D, Melee Combat 6D, Sleight of Hand 6D

PERCEPTION 2D

Hide 4D, Know-How 4D, Investigation 6D, Search 4D, Streetwise 4D

STRENGTH 3D

Brawling 6D, Stamina 5D

PRESENCE 2D

Charm 3D, Con/Deceit 5D, Charm 4D, Persuasion 5D, Willpower 8D

MAGIC MANIPULATION 3D

(Spirit, Air)

Evocation 5D, Divination 4D,

Level:

Feats: Magically Sensitive/Minor Talent, Apprentice Wizard

Supernatural Powers: Lawbreaker (Fourth) [1] Molly has violated the Fourth Law of Magic, enthralling Rosie and Nelson to cure them of their drug addiction. Wizard’s Constitution [0], Soulgaze, Doom of Damocles

Initiative: +3

Mojo Points: 10

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Molly is physically much like her mother Charity: tall, fair, and built. Her limbs are long and shapely, and—frankly—she’s pretty stacked. She moves with strength, grace, and beauty. While her natural hair color is blonde, she has a penchant for changing it every few months, often to colors not seen in nature. She also radically changes the style in which she wears it—long to spiky to medium to whatever. Most recently, her hair has been shoulder-length, the color of white gold—except for the tips, which are dyed in a blend of blue, red, and purple. She is greatly pierced (earrings, eyebrows, nose, tongue, labret, other bits) and tattooed (notable tats include a slithering serpent that starts on the left side of her neck curling down to her navel, tribal markings at her neckline, and a set of whirls, loops, and spirals on her right hand and arm.)

 

Magically, Molly is a Sensitive. She has a gift for subtle stuff, especially things that involve the

mind and emotions (neuromancy and psychomancy). She can feel when people die and she picks up a lot of information when using her abilities. She is extremely good with subtle and delicate magical stuff, and extremely bad at handling the psychic stress and gross physical interaction of magical combat. Molly has learned to respect her limitations: she is an excellent support mage, but she probably won’t serve on the front lines with combat mages.

 

Molly is also exceptionally talented at raising veils around herself. Her powers and control are growing, and it has been seen that she has the potential to be a great wizard…or a terrible dark magician…or an even greater inhuman monster.

 

Michael Carpenter

Template: Knight of the Cross

REFLEXES 4D

Dodge 8D, Melee Combat 9D

KNOWLEDGE 2D

Lore 4D

COORDINATION 2D

Pilot 5D, Riding 5D, Throwing 5D

PERCEPTION 3D

Craftsmanship 5D, Investigation 6D, Resources 5D, Search 6D, Survival 5D, Tracking 6D

STRENGTH 4D

Brawling 9D, Climbing 6D, Stamina 10D,

PRESENCE 4D

Charm 6D, Persuasion 6D, Willpower 9D

Level: NPC

Feats: A True Believer, Champion of God, Armor Basics, Armor Mastery, Riposte

Supernatural Powers: Bless This House [1], Guide My Hand [1], Holy Touch [1], Righteousness [2], Sword of the Cross [3]

 

Initiative: +4

Action Dice: GM

Move: 10

Size: 1.9 meters

Capsule: Michael Carpenter is a mountain of a man with big, strong, broad, and scarred hands, and a leathery face criss-crossed with worry and laugh lines. Twenty years older (and several inches shorter) than Harry Dresden, Michael’s short cropped, dark brown hair has started to go salt-and-pepper, but his beard is still solid.

 

Michael is a friend of Harry’s—a good and dedicated friend. (Heck, he named one of his sons after him.) Husband to Charity and father to a whole clan of little Carpenters, he’s an honest, loyal, devout, righteous man in all the best ways. If someone needs his help, he will give it. Period. Michael lives his ideals, and they give him power: the power of true faith. This is the man monsters call “The Fist of God.”

 

Michael Carpenter is a Knight of the Cross, the wielder of a five-foot longsword called Amoracchius. Amoracchius has one of the nails from the Crucifixion worked into its hilt. This holy weapon magnifies his already potent faith a thousandfold as he goes about his duties— saving the weak, protecting freedom, and helping any mortals under the oppression of dark forces gain the chance to win their freedom. He believes that being a Knight of the Cross is a holy calling, not simply a job.

 

A devout Catholic, his faith gives him immense strength of body, mind, and soul; it enhances his senses such that he can detect evil or “wrongness”; it shields him from the touch of dark forces (like vampires and dark magic); it allows him to ask questions of the Almighty/ the Universe/Fate (and sometimes receive an answer!); and it puts him in the right place at the right time so that he can make a difference. (Though Harry suspects that Michael may not be as invincible when he’s “off the clock,” as it were.)

 

He is advised in his work by Father Anthony Forthill, assisted by the other Knights of the Cross (as well as freelancers like Harry Dresden), and supported by his family—Charity makes all of his extra weapons and armor, and even spars against him for practice.

 

Amoracchius is a longsword (Weapon:3), which Michael wields with Superb ability. As a Sword of the Cross, it also allow s him to spend an action die to ignore a target’s supernatural defenses (satisfying the Catch) for the scene. Michael ’s initiative is good, and his defensive options range from Dodge 8D to Melee Combat 9D. When fully suited up, he’s wearing chain mail and Kevlar

fashioned by his wife (Armor 5Dp/2De).

 

Nick Christian

Template: PI with a Conscience

REFLEXES 2D

Dodge 4D, Sneak 5D

KNOWLEDGE 3D

Security 6D

COORDINATION 2D

Lockpicking 5D, Piloting 5D, Sleight of Hand 5D

PERCEPTION 3D

Investigation 9D, Streetwise 5D

STRENGTH 2D

Brawling 6D, Stamina 4D

PRESENCE 3D

Charm 7D, Con/Deceit 6D, Persuasion 10D, Willpower 5D

Level: NPC

Feats: Cautious, Persistent

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.5 meters

Capsule: When Harry Dresden first came to Chicago, he wasn’t yet a licensed private investigator and he had to work for three years for an established PI. Harry hooked up with Nick Christian of Ragged Angel Investigations; the case involving Faith Astor happened towards the end of this period.

 

Nick’s a big guy, full of bluster and cynicism …but he has a conscience. While not fully in touch with the supernatural subculture, Nick’s seen his share of the weird and terrifying. Nick Christian can serve as a handy contact or mentor for starting characters. Ragged Angel Investigations could be their employers or involved in the mundane aspects of their adventures.

 

Kim Delaney (Deceased)

Template: Sometime Apprentice of Harry Dresden

REFLEXES 2D

KNOWLEDGE 2D

Lore 4D

COORDINATION 2D

PERCEPTION 2D

Craftsmanship 3D

STRENGTH 2D

PRESENCE 3D

Charm 5D, Persuasion 5D

MAGIC MANIPULATION 2D

Wards 4D

Level: NPC

Feats: Magically Sensitive/Minor Talent, Apprentice Wizard

Supernatural Powers: Soulgaze?

Initiative: +2

Mojo Points: 10

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule:A regular customer at McAnally’s, Kim Delaney was a hedge wizard. Tall, buxom, with dark shiny hair and pale skin, her round cheeks were almost always involved in a smile. Her pleasant company was welcome amongst the supernatural set. Harry Dresden considered her a “sometime apprentice.”

 

While helping Harley MacFinn on the Northwest Passage Project, she discovered something about him: MacFinn was a loup garou. Believing herself powerful and skilled enough to repair, or at least temporarily mockup, something to contain MacFinn during his change, she pumped Harry for information on the symbols and specifics of the unfortunately broken triple circle that MacFinn had in the basement of his house at 888 Ralston Place.

 

Harry Dresden (As of Stormfront)

Template: Wizard Private Eye

REFLEXES 2D

Dodge 4D, Sneak 4D

KNOWLEDGE 3D

Lore 6D, Scholar 4D

COORDINATION 2D

Piloting 4D, Firearms 4D

PERCEPTION 3D

Contacts 5D, Investigation 8D, Search 6D, Streetwise 5D, Tracking 6D

STRENGTH 2D

Brawling 5D, Stamina 6D

PRESENCE 3D

Charm 5D, Intimidation 7D, Persuasion 5D, Willpower 8D

MAGIC MANIPULATION 3D

(Fire, Air, Spirit)

Evocation 8D, Potions 6D, Conjuration/Summoning 4D, Wards 4D

Level: 3

Feats: Magically Sensitive/Minor Talent Feat, Apprentice Wizard, Wizard,

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0] Lawbreaker (First) [1]

Initiative: +2

Mojo Points: 20

Action Dice: GM

Move: 10

Size: 2 meters

Capsule: Harry is known for being stubborn, a smartass, dangerous, and chivalrous to the point of stupidity. He is one of the top forty or so wizards on Earth in terms of sheer power. He doesn’t like using pentagrams in his thaumaturgy, since it causes many mundanes to scream “Satanist!” He has difficulty lying. He is also a creature of habit: he doesn’t like change—same apartment, same car, same value meal at Burger King, every single time.

 

He’s also honest, brave, and trustworthy. In the winter, he takes the time to shovel the sidewalk in front of his building (somewhat to curry favor with his almost-deaf landlady, Mrs. Spunkelcrief, but also to make his neighbors safer and happier). He has a cat named Mister, a much-repaired VW Bug named the Blue Beetle, an office, and a sub-basement apartment with a sub-sub-basement lab. His birthday is October 31—Halloween.

 

Harry favors fire, wind, and force spells. His skill with tracking spells is impressive. He’s a dab hand (with Bob’s help) at potions, summoning, and wards. He usually carries a blasting rod, a silver pentacle (inherited from his mother), a shield bracelet, and a force ring; he also has a staff and a gun.

 

Focus Items

Staff (+1D for Spirit)

Blasting Rod (+1D Fire)

Shield Bracelet (+1D Spirit)

 

Enchanted Items

2 slots kept open for potions and other “consumable” items.

 

Justin DuMorne

Template: Sadistic, Power-Mad Warlock

REFLEXES 2D

Dodge 4D

KNOWLEDGE 4D

Lore 8D, Scholar 6D

COORDINATION 2D

Firearms 5D

PERCEPTION 2D

STRENGTH 2D

Stamina 4D

PRESENCE 3D

Resources 6D, Willpower 9D

MAGIC MANIPULATION 3D

(Spirit, and more)

Evocation 6D, Ritual 6D, Wards 6D, Enchantment 8D

Level: 10 or more

Feats: Magically Sensitive/Minor Talent Feat, Apprentice Wizard, Wizard, Refinement 3x?

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0] Lawbreaker (Several!)

Initiative: +3

Mojo Points: 15

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The apprentice of Simon Pietrovich, Justin DuMorne was once a Warden of the White

Council. Indeed, he participated in the final (or, at least, most recent) defeat of the dark necromancer Kemmler. And there, in the wreckage of Kemmler’s lab, he found the skull. DuMorne used the spirit bound to the skull to deepen his studies, especially of things that pushed the edges of the Laws of Magic, if not transgressing them completely. He kept its existence secret. At some point, he quit being a Warden and went renegade, associating with unsavory characters like Maggie LeFay.

 

DuMorne has focused much of his magic on the Spirit element, specifically for effects that target the mind (enthrallment, beguilement, illusion) and quick ectoplasmic conjuring s (eels that come out of thin air to bind and shock an opponent).

 

A decade after Maggie’s death, her son Harry Dresden, residing in a state orphanage, first displayed magical talent. Two weeks after that, DuMorne appeared and adopted him; he soon also adopted a young girl named Elaine Mallory. Without the Council’s knowledge, DuMorne

began training the two children as his apprentices, teaching them self-reliance, the endurance of pain, and the ways of magic. DuMorne used harsh methods to teach magical skill: Harry’s shield training involved being pelted with baseballs. During this time, he used the skull-spirit

to research enthrallment magics. He enthralled young Elaine, but failed with Harry. The boy escaped. DuMorne sent something horrible after Harry, to chase him down and destroy him: the Outsider known as He Who Walks Behind.  Unbelievably, young Harry somehow banished the Outsider and returned to destroy DuMorne—the man he had loved like a second

father, until DuMorne betrayed him.

 

It all ended in fire for Justin DuMorne. But what was he doing with Maggie, and during that

decade before he adopted Harry? Who knows what machinations he was involved in, what plots and plans and legacies of his remain, silent and waiting to this day?

 

Focus Items

Staff (+2D Spirit)

 

Fix (Summer Knight)

Template: Name of template

REFLEXES 4D

Dodge 7D, Melee Combat 8D

KNOWLEDGE 2D

Lore 3D

COORDINATION 3D

Firearms 7D, Marksmanship 5D

PERCEPTION 2D

Craftsmanship 7D

STRENGTH 2D

Brawling 6D, Stamina 6D

PRESENCE 2D

Con/Deceit 4D, Contacts 4D, Willpower 7D

MAGIC MANIPULATION 3D

(Seelie)

Evocation 5D, Ritual 4D, Enchantment 5D

Level: NPC

Feats: Changeling, Mantle (Summer Knight), probably some more

Supernatural Powers: Seelie Magic [4] Marked by Power [1] Item of Power [2]: Sword of Summer’s Flame, granting the following powers when held by the Summer Knight: Inhuman Strength [2] Inhuman Speed [2] Inhuman Toughness[2] The Catch [1] is trappings of Winter, sword does STR+2D.

Initiative: +0

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.5 meters

Capsule: As a changeling, Fix was short (about 5’3”) and slender, yet surprisingly strong. Quite handy, he could fix nearly anything (hence his name) and he crafted interesting items—like Meryl’s denim-and-silverware armor, worn when the two of them accompanied Harry Dresden and the Alphas during the Faerie War over Chicago.

At the end of the case, he Chose to become mortal and take up the mantle of power of the Summer Knight. Today, Fix is a cheery and still slender man, but he’s taller (about 5’9”), with cabled muscles, sunburned copper skin, and shoulder-length blonde-white hair. Confidence and strength shine from him as if he were a star. Still handy, he’s repaired the Blue Beetle on at least one occasion, and he made Harry a unicorn’s mane rope that was enchanted with strength enough to hold an ogre.

 

Despite the fairly big favors he owes Harry, the Summer Queen has compelled him not to personally help the wizard, for Harry killed Titania’s daughter—Aurora—in the course of the Faerie War. The debts owed Harry by Lily and Fix were transferred to Charity Carpenter during the Proven Guilty case; it’s possible this canceled out all of Fix’s obligations to Harry.

 

As a Sidhe Knight, Fix has access to levels of power unmatched by all but the strongest wizards. The mortal champion of the Summer Court, he is one of only two beings associated with Faerie allowed to act in affairs not directly related to the fae. As a servant of Summer, he has a facility with faerie magic related to fire and light—think flaming sword action and fireballs. However, he may be getting as crabwise and squirrelly as the rest of the Sidhe.

 

Father Anthony Forthill

Template: Priest in the Know

REFLEXES 2D

Dodge 4D

KNOWLEDGE 2D

Lore 5D, Scholar 6D

COORDINATION 2D

PERCEPTION 4D

Contacts 6D, Investigation 6D

STRENGTH 2D

Skills Here 0D, Skills Here 0D

PRESENCE 3D

Charm 6D, Persuasion 6D, Willpower 8D

Level: NPC

Feats: A Mighty Fortress is My God, A True Believer

Supernatural Powers: Bless This House [1] Guide My Hand [1]

Initiative: +2

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: Father Anthony Forthill of St. Mary of the Angels in Chicago is an interesting fellow, with one of the most fascinating backstories that has been revealed in the corpus of The Dresden Files. First, he is not just a priest, but also a lawyer: he passed the bar before he took Holy Orders. Then, as a seminarian, he and his buddies (including Father Vincent) hunted down and killed a vampire that had killed two people in their town. Then these seminarians all went out, got drunk, got tattoos, and formed the Eye of Thoth, an organization dedicated to being always watchful against the forces of darkness.

 

His involvement with the Eye of Thoth is probably what brought him into contact with the Church’s “Supernatural Witness Protection Program” and the Knights of the Cross. Forthill serves as an advisor and coordinator for the Knights, specifically for his friend Michael Carpenter and his family. He counsels the Knights and can arrange to get messages to them, wherever they are. He’s also comfortable with being yanked around by the Knights’ divine serendipity, being present to offer a wise word or even just to babysit the little Carpenters when Michael needs to go out and war with evil. Even among wizards, he has a reputation as a good man. On at least one occasion, he got Harry Dresden a five gallon drum of holy water to take down some ghouls.

 

Forthill is a medium-sized, roundish guy. He is balding—where he still has hair, it’s greying. Behind wire-rimmed spectacles, eyes of robin’s egg blue peer out, kind, welcoming, and penetrating.

 

Francisca Garcia (deceased)

Template: Churchmouse Burglar

REFLEXES 4D

Dodge 6D, Sneak 8D

KNOWLEDGE 3D

Forgery 7D, Scholar 5D, Security 7D, Tech 7D

COORDINATION 3D

Firearms 6D, Lockpicking 7D, Sleight of Hand 7D

PERCEPTION 3D

Contacts 5D, Know-How 7D, Investigation 7D, Search 6D, Streetwise 7D, Tracking 6D

STRENGTH 2D

Brawling 6D, Stamina 6D

PRESENCE 3D

Con/Deciet 6D, Persuasion 7D

Level: NPC

Feats: Possibly: Alternatives to Fighting, Scoundrel, Sneaky (of Course!)

Initiative: +0

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: A superb thief, Francisca Garcia had never been arrested—she had no criminal record. One of the Churchmice, she specialized in religious burglary. While of average height and build, she had intriguing curves, a devious mind, and a British/Spanish accent. She was killed on the yacht Etranger by the blade-like metal hair of Deirdre.

 

 

The Churchmice

The Churchmice were an organized, tightknit group of thieves that specialized in robbing sanctuaries and cathedrals. Their cell-phones and yacht were registered to a company called Quebec National, Inc.

 

They finally came to ruin after being hired by John Marcone for several million dollars to steal the Shroud of Turin. This brought them to the attention of the Order of the Blackened Denarius. Only one Churchmouse survives: Anna Valmont.

 

      Francisca Garcia (deceased)

      Gaston LaRouche (deceased)

      Anna Valmont

 

 

Sigrun Gard

Template: Honest-to-Odin Valkyrie

REFLEXES 3D

Dodge 6D, Melee Combat 8D, MC: Axe 12D, Sneak 7D

KNOWLEDGE 2D

Forgery 6D, Lore 6D, Security 6D

COORDINATION 4D

Archaic Guns 7D, Bows 7D, Firearms 7D, Lockpicking 8D, Marksmanship 5D, Missile Weap 7D, Piloting 5D, Riding 7D, Sleight of Hand 8D, Throwing 7D, Vehicle Gunnery 7D

PERCEPTION 4D

Bargain 5D, Contacts 7D, Know-How 8D, Investigation 8D, Streetwise 8D, Survival 7D

STRENGTH 3D

Brawling 6D, Stamina 8D

PRESENCE 2D

Command 6D, Command: Monoc Forces 8D, Intimidation 7D, Persuasion 6D, Willpower 8D

MAGIC MANIPULATION 2D

(Unknown Sponsored Elements)

Runecasting 4D

Level: NPC

Feats: Listed here, 1, 2, 3

Supernatural Powers: Supernatural Senses [2] Gard can sense the threads of fate, able to tell when someone is fated to die, or track down a creature she is fated to confront. There may be other things she can determine as well. Inhuman Strength [2] Supernatural Recovery [4] Sponsored Magic (Runes) [4]

Initiative: +3

Mojo Points: 15

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Sigrun Gard—Ms. Gard, if you please—is a Nordic angel: coldly beautiful, tall, leggy, blueeyed, solidly-built, and blonde. An employee of the Monoc Corporation, she works as a (supernatural) security consultant for John Marcone. She cannot reveal any of her subcontracted employers’ secrets without explicit permission by her employer or an authorized delegate.

 

She can wield a double-bladed axe with dexterity and aplomb. She knows about Marcone’s safe houses (mundane, magical, or both). She has access to the power of runes unfamiliar to Harry. She can sense certain monsters that even Mouse cannot. She fights with a berserker-like fury. A grendelkin calls her a “Geat bitch” and “Chooser (of the Slain).” She is descended from Beowulf. She looks thirty, but she’s over a thousand years old. It all adds up to one thing: for all practical purposes, Sigrun Gard is a valkyrie. (Although she is generally unfamiliar with pop culture and big swaths of mortal history, she tends to play Wagner’s “Ride of the Valkyries” when piloting a helicopter.)

 

During the Small Favor case, Harry saw her almost completely disemboweled; she used superglue to patch herself up and was still feisty. He was able to come to an agreement with her regarding the use of her “secondary collection” (in addition to her primary collection, for Marcone’s purposes) of blood and hair samples of the mortals in Marcone’s organization: Harry swore by his power that he would not use any but Torelli’s and Marcone’s samples. Also, Harry was bound to return the samples upon Gard’s request.

 

She protected this secondary collection by placing a rune of “living lightning” upon the collection’s location (locker 2-14 of Chicago’s Union Station). This trap really messed up Tiny. Harry believes he saw her looking with her “death-sight” at Michael Carpenter during his team’s extraction from the Island. It is strongly suspected that Gard took Thorned Namshiel’s coin to the Monoc Corporation’s “home office.”

 

Weapon: Battle Axe: STR+3D With a thousand years of battle experience, she is a true terror to her enemies.

 

The Gatekeeper

Template: The Gatekeeper

REFLEXES 2D

Dodge 6D

KNOWLEDGE 3D

Lore 9D

COORDINATION 3D

Marksmanship 5D

PERCEPTION 4D

Contacts 6D

STRENGTH 2D

Stamina 4D

PRESENCE 2D

Charm 5D, Persuasion 5D, Willpower 10D, other skills +5D to them.

MAGIC MANIPULATION 2D

(Unknown)

Evocation 5D++, Other skills, probably min 5D, but likely higher. Suspected Chronomancy!

Level: 20++

Feats: Magically Sensitive/Minor Talent Feat, Apprentice Wizard, Wizard, Refinement 10x?

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +0

Mojo Points: 20++

Action Dice: GM

Move: 10

Size: 2.13 meters

Capsule: The Gatekeeper can be considered plotdevice-power ful. We can only speculate on his preferred elements (although chronomancy suggest s spirit to me), focus items, and rote spells as Harry hasn’t really seen him in action. It’s safe to assume an Epic (+7D-8D) or even Legendary (+9D or more) challenge when casting with a preferred element.

 

The Gatekeeper is the member of the Senior Council of the White Council who is charged with watching and guarding the Outer Gates (and possibly the flow of time). Even the Merlin himself shows the Gatekeeper respect, for he knows things even wizards shouldn’t know. (It’s theorized he sends messages back to himself from the future.)

 

The Gatekeeper’s name is Rashid. He is known to and friendly with many in the Nevernever (specifically Queen Mab of Winter) and seems to spend much of his time there. He is exceptional at opening and closing portals into the Nevernever. Extremely tall (7’) and thin, he always wears a robe with a purple cowl that—while it shows bronze skin and a thin grey beard—usually hides his eyes (one is dark, and one is silvery and reflective). The quietest of the Senior Council, he speaks with a British-tinged Indian or Middle Eastern accent. While kind, he is resolute in his duties.

 

He has aided Harry Dresden on a few occasions, most notably in two cases. The Gatekeeper provided advice, an ointment that permits one to see through fae glamours, and a shard of the Stone Table during the Summer Knight case. And during Proven Guilty, he claimed his right to vote at the kangaroo court warlock hearing of Molly Carpenter, and he deliberated just long enough for a quorum of Senior Council members to arrive…with her father, Michael Carpenter, the Fist of God in tow. If there’s one thing that the Gatekeeper has down cold, it’s timing.

 

Jenny Greenteeth (deceased)

Template: Maeve’s Nixie

REFLEXES 3D

Dodge 5D, Sneak 6D

KNOWLEDGE 2D

Forgery 6D

COORDINATION 2D

Sleight of Hand 7D

PERCEPTION 3D

Search 5D, Tracking 5D

STRENGTH 4D

Brawling 8D

PRESENCE 4D

Con/Deceit 8D, Charm 8D, Persuasion 8D

Level:

Feats: Of the Fae, Sidhe, possibly others, or a favor

Supernatural Powers: Aquatic [1] Glamours [2] Incite Emotion (Lasting Emotion, At Range) [3] Beguile/Attract/Lassitude Inhuman Strength [2] Inhuman Recovery [2] The Catch [1] is cold iron and the like.

Initiative: +3

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Jenny Greenteeth was a Sidhe of the nixies of faerie-kind (pages 51 and 49) and a member of the Court of Maeve, the Winter Lady. She appeared as a tall, slender girl, pale of skin, emerald of hair, with supple curves. Her face was sweetly angelic, that sort of girl-next-door pretty and sexy. All this hid her green teeth and bloodlust.

 

Harry Dresden first encountered her during the Summer Knight case, where he successfully resisted her charms. Later, she was seen leading shellycobbs (page 51) during the Faerie War over Chicago. Because of the Alphas’ participation in killing the Tigress and following Harry during the Faerie War, Maeve sent Jenny to disrupt the wedding of Billy Borden and Georgia McAlister.

 

During the “Something Borrowed” case, Jenny kidnapped Georgia, placed her in an enchanted sleep, stashed her in Undertown, and surrounded her with shellycobb guards. Then she took Georgia’s place in the wedding, hoping to get Billy under her thrall. Luckily, this plan was foiled by Harry and Karrin Murphy, though Jenny nearly drowned Murphy in a punchbowl.

 

Billy and Georgia (released from her sleep by Billy’s kiss) transformed into their werewolf forms and killed Jenny together.

 

She uses Glamours to look like what she’s not, and Incite Emotion—almost, but not quite, redundant with her Glamours—to smooth any rough patches in the disguise. Between the two, she can lay a sleepy whammy on someone, given enough time (which she had, with a captive Georgia). She was a nasty piece of work.

 

Gregor

Template: Mad Run-of-the-Mill-Sorcerer

REFLEXES 2D

Dodge 4D

KNOWLEDGE 3D

Lore 6D

COORDINATION 2D

Marksmanship 5D

PERCEPTION 2D

STRENGTH 2D

Stamina 4D

PRESENCE 4D

Charm 7D, Command 7D, Persuasion 7D, Willpower 10D

MAGIC MANIPULATION 3D

(Earth, Water, Fire)

Evocation 5D, Conjuration/Summoning 4D,

Level: NPC

Feats: Magically Sensitive/Minor Talent, Sorcerer

Supernatural Powers: The Sight [1] Soulgaze [0] Lawbreaker (First) [1]

Initiative: +2

Mojo Points: 9

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Gregor was a charismatic sorcerer who ran a cult/coven that Charity Carpenter belonged to twenty years ago. He only started exploring the very edges of what was permissible after an unknown Warden of the White Council showed up to interview the cult members, describe the Laws of Magic, and warn them about breaking those Laws. After that point, Gregor began pushing the boundaries, performing ever more dangerous summoning spells, and trading (possibly killing) his followers for more power. He eventually connected with the dragon Siriothrax. When he chained Charity to an iron post for the dragon to consume, he wasn’t expecting someone to show up to save her. But someone did: Michael Carpenter, Knight of the Cross, saved Charity and killed Siriothrax. When the dragon died, Gregor went completely mad. We believe Gregor did not survive the encounter.

 

Grevane (deceased)

Template: Master Necromancer

REFLEXES 2D

Dodge 4D, Melee combat 4D, MC: Kusarigamajutsu 8D

KNOWLEDGE 3D

Lore 8D

COORDINATION 3D

Marksmanship 8D

PERCEPTION 2D

Investigation 4D, Inv: Third Eye Sense 6D

STRENGTH 2D

Brawling 4D, Stamina 4D

PRESENCE 4D

Willpower 10D

MAGIC MANIPULATION 2D

(Air, Earth, Spirit)

Necromancy 6D, Evocation 5D, Alteration 4D

Level: NPC

Feats: Magically Sensitive/Minor Talent, Sorcerer, Sponsored Magic, Refinement 5x?

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0] Sponsored Magic (Kemmlerian Necromancy) [2]  Lawbreaker (First) [2] Lawbreaker (Fifth) [2]

Initiative: +2

Mojo Points: 25

Action Dice: GM

Move: 10

Size: 1.9 meters

Capsule: Grevane was what you think of when someone says the word “necromancer”: a big man with a long grey face, pale and leathery skin, thick grey sideburns, and a scar on his upper lip. Plus, a strong British accent.

 

In terms of necromancy, Grevane was strong. He favored zombies to other forms of undead, and Quintus Cassius served as his drummer.

 

Grevane was a smart opponent. He targeted medical examiner Waldo Butters during the Dead Beat case, knowing that “Bony Tony” Mendoza had hidden some information on his corpse regarding The Word of Kemmler.

 

When he met Harry Dresden, he offered the wizard a lieutenancy before sending his zombies after him; later in the case, he offered a truce. And he already had a copy of Die Lied der Erlking, long before any of his necromantic competitors did. And when the Chicago Darkhallow situation was complicated by the arrival of Harry and a team of Wardens, he ceased his internecine squabbling with Corpsetaker in order to take on their mutual foes. He was killed by Warden Carlos Ramirez during the Darkhallow.

 

Kemmlerites are a scary lot, and Grevane—though he almost passed for the junior member of the set in the Dead Beat case—was no exception. He effortlessly throws around 6D evocations (7D if he’s aiming to kill), and he can tap into the worst kind of necromancy, meaning he can probably kill someone and raise them from the dead really fast. This guy shows up everywhere with a few zombie goons close at hand.

 

Korrick

Template: Summer Court Centaur

REFLEXES 3D

Dodge 5D

KNOWLEDGE 2D

Skills Here 0D, Skills Here 0D

COORDINATION 3D

Melee Combat 6D

PERCEPTION 3D

Craftsmanship 8D, Craftsmanship: Blacksmith 10D, Know-How 6D, Repair 6D

STRENGTH 4D

Brawling 8D, Stamina 7D

PRESENCE 4D

Charm 6D, Con/Deceit 7D, Persuasion 6D

Level: NPC

Feats: Of the Fae, Faerie Bargain, Sidhe

Supernatural Powers: Claws [1] Hoof-kicks STR+1D, really. Glamours [2] Echoes of the Beast [1] Korrick gains +1D to Strength checks when his horse-like nature would be a benefit to him. Hulking Size [2] Inhuman Speed [2] Inhuman Toughness [2] The Catch [1] is cold iron and the like.

Initiative: +3

Action Dice: GM

Move: 10/20 running, plus the Inhuman Speed on top of that!

Size: 2 meters++?

Capsule: Korrick is a broad-chested, bearded, heavybrowed smith. He’s also a centaur (possibly a Sidhe centaur?), and his horse parts resemble a Clydesdale. Possessed of a temper, he can be fierce or merry at turns. He was part of the Court of Aurora, the Summer Lady, and disguised himself as a “unicorn” to try to stop Harry Dresden from visiting the Faerie Mothers. During the Faerie War Over Chicago, the Alphas—led by Will Borden—delayed him to give Harry time to pursue Aurora, but his fate is unknown. It’s likely that, given his betrayal of Summer, Titania has dealt with him in some fashion. (Ouch)

 

The Ghost of Leonid Kravos AKA “The Nightmare”

Template: Sorcerer’s Ghost

REFLEXES 2D

Dodge 6D

KNOWLEDGE 2D

Lore 7D

COORDINATION 3D

Skills Here 0D, Skills Here 0D

PERCEPTION 2D

Bargain 5D, Investigation 5D

STRENGTH 2D

Brawling 5D

PRESENCE 3D

Charm 6D, Con/Deceit 9D, Persuasion 6D, Willpower 11D

MAGIC MANIPULATION 4D

(Spirit)

Evocation 7D, Ritual 7D, Conjuration/Summoning 7D, Necromancy 8D, Alteration 8D

Level:

Feats: Magically Sensitive/Minor Talent, Sorcerer, Refinement 3x

Supernatural Powers: Soulgaze The Sight Spirit Form (Poltergeist) [5] Swift Transition (No Mortal Home) [1] Physical Immunity [8] The Catch [2] is that he can be disrupted by things like running water, forcing him back into the Nevernever. In the Nevernever, the ghost still has immunity physical and most energy against attacks, except for those from specific countermeasures against ghosts (like ghost dust).

Initiative: +2

Mojo Points: 20

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Leonid Kravos was a thorough, driven sorcerer who was taken down by Harry Dresden, Michael Carpenter, and Special Investigations prior to the events of Grave Peril. Kravos had a thin, pinched face under brown hair faded with grey. He had a full untrimmed beard and wide shoulders. He was very upset that Harry never seemed to take him seriously. He had a lair down by the warehouse district, where he’d tap the power of his dozen cult followers for power. While attempting to summon the demon Azorthragal, Harry cut him off from his power before he could bind it. In jail, Kravos committed suicide.

 

Would that this were the end of the story. Due to the “turbulence” kicked up in the veil between our world and the Nevernever by the activities of Bianca St. Claire and Mavra, and his specifically ritualistic suicide, Kravos came back as the Nightmare. As the powerful ghost of a sorcerer, the Nightmare was adept at illusions, possession, dream invasion, and the consuming of others’ power. Using Lydia—one of his followers who’d escaped the police—as a catspaw, the Nightmare attempted to take his revenge on those who’d taken him down: the cops of SI, Michael Carpenter, and Harry Dresden.

 

The Nightmare was hoisted by his own petard in the end: as he’d consumed Harry’s power, Harry consumed him, entirely, regaining his stolen talent…as well as Kravos’.

 

Kumori

Template: Cowl’s Apprentice

REFLEXES 2D

Dodge 4D

KNOWLEDGE 4D

Lore 8D

COORDINATION 2D

Skills Here 0D, Skills Here 0D

PERCEPTION 3D

Bargain 5D, Investigation 5D

STRENGTH 2D

Skills Here 0D, Skills Here 0D

PRESENCE 3D

Charm 6D, Con/Deceit 5D, Persuasion 6D, Willpower 6D

MAGIC MANIPULATION 2D

(Spirit, Air, Water)

Evocation 6D, Necromancy 4D, Conjuration/Summoning 4D,

Level: NPC

Feats: Magically Sensitive/Minor Talent, Sorcerer, Refinement? Or Possibly a full Wizard?

Supernatural Powers: Wizard’s Constitution [0] The Sight [1] Soulgaze [0]

Initiative: +2

Mojo Points: 15

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Although she conceals her features, Kumori appears to be a human female and a wizard of some type. She is an associate—possibly the apprentice—of Cowl. Like Cowl, her voice isn’t quite human; it has a quavering buzz and her words slither uncertainly, although her enunciation is precise. She seems more polite than one would expect of a bad guy.

 

Together, Cowl and Kumori accounted for all but two of the copies of Der Lied die Erlking. She was on the dais at Bianca St. Claire’s masquerade and, along with Cowl, provided the athame (and possibly other gifts) given to Lea.

 

She claims not to be with the White Council, but she seems to have a lot of information on Harry Dresden—like knowing of the existence of his force ring and his shield bracelet (which is an unusual level of intelligence); however, she wasn’t aware of the injuries to Harry’s left hand during the Blood Rites case.

 

Kumori is a true believer in the healing power of necromancy—she wants to end death itself. She used necromancy to save one of Marcone’s men during the Dead Beat case. The energy she must have expended for this extremely powerful working probably explains why we didn’t see much magic from her during the rest of the case; she was relegated to weakly trying to snatch Harry’s copy of the book, having a quiet chat with him later, and helping Cowl disrupt Harry’s binding of the Erlking.

 

It is unknown where she was or what she was doing during the Chicago Darkhallow, and she hasn’t been seen since…that we know of.

 

Arthur Langtry AKA “the Merlin”

Template: The Merlin

REFLEXES 2D

Dodge 3D

KNOWLEDGE 4D

Lore 10D,

COORDINATION 2D

Marksmanship 8D

PERCEPTION 2D

Bargain 5D, Contacts 6D, Investigation 7D, Resources 8D, Search 4D, Tracking 4D

STRENGTH 2D

Stamina 4D

PRESENCE 4D

Charm 10D, Con/Deceit 7D, Intimidation 8D, Persuasion 10D, Willpower 13D

MAGIC MANIPULATION 2D

(Air, Earth, Spirit, Fire)

Evocation 10D, Divination 10D, Wards 12D

Level: 20++

Feats: Apprentice Wizard and Magically Sensitive/Minor Talent , Wizard, Refinement 12x?

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +2 (probably more)

Mojo Points: 40++

Action Dice: GM

Move: 10

Size: 1.9 meters

Capsule: Arthur Langtry, the Merlin of the White Council, certainly looks the part: tall, broadshouldered, brilliant blue eyes, silver hair past his shoulders, and a flowing beard to match. He is the most powerful wizard on Earth.

 

The combination of his talent, experience, and knowledge is incredible, especially in the realm of Warding. (With the Gatekeeper’s help, the Merlin used a single ward to hold off hundreds of Red Court vampires and their demonic and Outsider allies during a major offensive in the Vampire War.)

 

Langtry is a consummate politician. He always has three plans: the plan, the backup plan, and an ace in the hole. He does what is necessary over what is right, and he hates to compromise the Laws of Magic. This last bit helps explain the antipathy the Merlin has for both Ebenezar McCoy and Harry Dresden—both have protected an inadvertent magical lawbreaker vis-à-vis the Doom of Damocles, something that Langtry feels poses too great a threat to the entire White Council. Furthermore, Harry is a lawbreaker himself, has been made a Warden, and has publicly humiliated the Merlin at least twice. (That’s four strikes against Dresden.) He is known to be friendly with Donald Morgan, Klaus Schneider, and Peabody, and he is collegial with the remainder of his Senior Council colleagues.

 

 

 

 

This is at best a modestly powered write -up of the most powerful mortal spellcaster out there; he probably has even more juice than suggested here. Powerful politically, too. Able to construct a ward that can hold off the Red Court—all of the Red Court . Able to sling around power on the fly starting between 6D and 9D, with Mojo 18 to 27, without breaking a sweat, but his bonuses put that as high as 10D or more in his preferred elements. Do not fight Happy Fun Merlin. Back away slowly!

 

Focus Items: Staff (+2D spirit) – This is (as always) speculation…

 

Polonius Lartessa AKA “Tessa”

Template: Powerful Denarian; Wife of Nicodemus

REFLEXES 3D

Dodge 6D, Melee Combat 7D

KNOWLEDGE 2D

Lore 6D

COORDINATION 2D

Skills Here 0D, Skills Here 0D

PERCEPTION 2D

Contacts 4D, Investigation 4D, Resources 5D, Search 5D, Track 5D

STRENGTH 4D

Brawling 8D, Stamina 8D

PRESENCE 2D

Charm 10D, Command 4D, Con/Deceit 8D, Persuasion 10D, Willpower 8D

MAGIC MANIPULATION 3D

(Air Fire Spirit)

Evocation 6D, Probably more!

Level: NPC

Feats: Refinement 6x, at least….!

Supernatural Powers: Inhuman Toughness [2] Mythic Recovery [6] The Catch [2] for both: Blessed swords, holy water, faith magic, that sort of thing

Initiative: +3

Mojo Points: Unknown!

Action Dice: GM

Move: 10

Size: 1.2 meters

Capsule: Long ago in Thessalonica, Tessa’s father’s failing business caused him to sell her to the Temple of Isis as a temple prostitute. And that is where Nicodemus Archleone found her, offering her a silver coin.

 

Tessa is the second in command (and second oldest) of the Order of the Blackened Denarius; she is in full partnership with her Fallen (Imariel) and has her own faction amongst the Nickelheads. Tessa is dangerous because she is Tessa, not because she’s the host of Imariel.

 

She is the wife of Nicodemus, though the pair rarely work together: where Nicodemus is focused on the long-term (and enhancing the potential talents of his recruits), Tessa is focused on the short-term (and encouraging the eagerness and raw desire of her recruits). What Nicodemus finds feisty, she finds annoying.

 

She is Deirdre’s mother.

 

Tessa appears to be a human girl, perhaps fifteen years old, of medium height and build. She has short silver-grey hair. Her eyes are huge and gorgeous, set in a heart-shaped face with a pointy chin, high cheekbones, lovely symmetrical features, and pale, clear skin. Her nubile loveliness is marred, however, by her shiny black teeth.

 

Anything whole and healthy frightens Tessa. Tessa is a powerful sorceress, tutored by the magical expert Thorned Namshiel. Harry Dresden considers her to be at White Council level power, at least—when defending against her, the Archive dedicated one hand entirely against Tessa. She likes to throw thunderbolts around.

 

In her Denarian form, she appears to be a humanoid mantis. Though barely larger than a mortal child, Tessa appears as an insectoid horror, wrapped in red and black chitin, with the serrated arms of the mantis, buzzing membranous wings, and faceted eyes that seem far too large for her head.

 

Tessa can survive being blasted apart into lots of little mantises, which then swarm and reassemble. She likes to transform from Denarian “battle-form” to human-form by “vomiting out” her human form. Tessa is responsible for the strife in Cambodia, Colombia, and Rwanda—as well as the Hundred Years War and the War of the Roses.

 

Li Xian (desceased)

Template: Undercover Ghoul

REFLEXES 3D

Dodge 6D, Melee Combat 6D, Sneak 5D

KNOWLEDGE 2D

COORDINATION 4D

Firearms 7D, Throwing 8D

PERCEPTION 2D

STRENGTH 4D

Brawling 12D, Stamina 11D

PRESENCE 2D

Con/Deceit 5D, Intimidation 5D

Level: NPC

Feats: Unknown

Supernatural Powers: Claws [1] Human Guise [0] Feeding Dependency (Meat) [1], affecting : Inhuman Strength [2] Inhuman Speed [2] Supernatural Recovery [4] The Catch [2] is wounds from holy objects. Also, dead is dead with a ghoul; if you inflict enough massive trauma (e.g., decapitation), it’s not something they come back from.

Initiative: +3

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: An assistant to Doctor Charles Bartlesby, Li Xian appeared to be an Asian male in his mid-20s. That’s not the entire story, though— he was really a ghoul and the minion of Corpsetaker. A little under 6’, he had wide shoulders, wire rim glasses, and hair pulled back in a ponytail. Adept at combat, he was especially skilled at throwing weapons—particularly throwing stars and shuriken. During the Dead Beat case, he retrieved the copy of Die Lied der Erlking owned by Harry Dresden and would have killed Harry if not for the interference of Marcone. He served as Corpsetaker’s drummer.

 

Later in the case, he attacked the assembled Wardens with a car, but Harry and Sue the Zombie Dinosaur stomped him. Sue later ate Li Xian.

 

Martha Liberty

Template: Senior Council Wizard

REFLEXES 3D

Dodge 6D

KNOWLEDGE 3D

Lore 8D

COORDINATION 2D

Marksmanship 9D

PERCEPTION 2D

Investigation 8D, Resources 8D

STRENGTH 2D

Brawling 6D, Stamina 10D

PRESENCE 4D

Charm 8D, Con/Deceit 6D, Intimidation 8D, Persuasion 8D, WIllpower 10D

MAGIC MANIPULATION 2D

(Air Water Spirit Fire)

Evocation 10D, Divination 10D, Ectomancy 8D, Enchantment 10D

Level: NPC

Feats: Apprentice Wizard, Magically Sensitive/Minor Talent Feats, Wizard, Refinement 9x

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +3

Mojo Points: 30

Action Dice: GM

Move: 10

Size: 1.83 meters

Capsule: Not much is known about the 6’ tall black woman with grey hair who sits on the Senior Council. She is obviously a powerful and experienced wizard, battle-tested and solid. She appears to be fair-minded. She is close friends with Ebenezar McCoy and Listens to Wind. She knew Margaret LeFay Dresden, but we don’t know what she thought of her. She has been an active strike team member through the course of the Vampire War, often paired with McCoy or Listens to Wind.

 

Lily, The Summer Lady

Template: The Summer Lady

REFLEXES 3D

Dodge 6D, Melee Combat 6D

KNOWLEDGE 2D

Lore 7D

COORDINATION 3D

Marksmanship 8D

PERCEPTION 2D

Contacts 5D

STRENGTH 3D

Brawling 6D

PRESENCE 3D

Charm 5D, Con/Deceit 5D, Intimidation 5D, Willpower 9D

MAGIC MANIPULATION 2D

(Seelie Magic; Summer’s Fire)

Evocation 5D, Conjuration/Summoning 6D, Enchantment 9D

Level: NPC

Feats: Mantle (Summer Lady), Of the Fae,  Faerie Bargain, Sidhe

Supernatural Powers: Greater Glamours [4] Seelie Ma gic [4] Marked by Power [1] Supernatural Speed [4] Supernatural Toughness [4] The Catch [+3] is cold iron and the like, as well as trappings of Winter.

Initiative: +4

Mojo Points: 15 or more, due to sponsorship

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: This is just based on what she’s done on-screen. As with Aurora the Summer Lady, she’s probably a lot more powerful than this. Then again, she is new to the role. While this version can throw around spell effects almost as comfortably as Harry, the source of those effects is Summer, making the available kinds of effects very different.

 

As a changeling (a half-nixie, in fact), Lily was all curves and long limbs, with hair the green of summer grass. She worked as a professional nude model—a fact much appreciated by the artists of the Court of Aurora, the Summer Lady. She was Meryl’s roommate; when Lily went missing, Meryl hired Harry Dresden to find her.

 

This was difficult, as Aurora had placed the Summer Knight’s mantle of power into Lily and transformed her into a statue. During the Faerie War over Chicago, Aurora un-transformed Lily using the Unraveling that Harry retrieved from the Faerie Mothers. Aurora planned to kill Lily on the Stone Table, dumping the Summer Knight’s power into Winter—ending the Cycle forever. When Aurora died, Lily became the new Summer Lady, for she was the closest Summer vessel to Aurora when she died. Today, Lily has pure white hair to her waist, and a sense of purpose, quiet strength, and gentle laughter. Though not a famed intellect before becoming Summer Lady, she has shown some cunning and manipulative tendencies since. She has summoned the power of Summer in the form of butterflies made of fire. She is skilled at opening and closing gates, as well as veiling.

 

Despite the debts she owed Harry (for her rescue as well as hunting a “rogue tornado” in Oklahoma), she was compelled not to aid him by Titania, the Summer Queen—for Harry killed Titania’s daughter, Aurora. The debts owed Harry by Lily and Fix were transferred to Charity Carpenter during the Proven Guilty case; it’s possible this canceled out all of Lily’s obligations to Harry. The Summer Lady did offer substantial—if secretive—help in the rescue of Molly Carpenter from Arctis Tor.

 

She also showed up at Molly’s warlock hearing, offering Titania’s compliments and singling out two members of the White Council whose courage gained the admiration of Summer—Donald Morgan and Harry Dresden—inducting them into the Order of the Silver Oak.

 

Mortimer Lindquist AKA “Morty”

Template: Ectomancer

REFLEXES 2D

Dodge 3D

KNOWLEDGE 3D

Lore 7D, Scholar 5D

COORDINATION 2D

PERCEPTION 4D

Contacts 6D

STRENGTH 2D

PRESENCE 3D

Con/Deceit 7D, Willpower 9D

MAGIC MANIPULATION 2D

Ectomancy 5D

Level: NPC

Feats: Magically Sensitive / Minor Talent

Supernatural Powers: Supernatural Senses (Ghosts, Mostly-Invisible Spirits, Influences of the Nevernever) [2]

Initiative: +0

Mojo Points: 8

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Twenty years ago, Mortimer Lindquist was a crackerjack paranormal investigator, aided by his natural ectomancy—a sensitivity to spiritual energies and apparitions. He wrote several good books on the subject; titles include Ghosts of Chicago, The Spook Factor, They Shall Rise (which discusses the tearing away of the barrier between the real world and the Nevernever), and a few others. For those who know how to read between the lines, these works display an insightful view into the intersection of magic and death. Eventually, the White Council warned him about using his powers, giving him the lowdown on the Laws of Magic and such. He backed away from real magic, and this started a slide for Morty that’s only recently turned around.

 

Harry Dresden, long a fan of his earlier work, caught up with him during the Grave Peril case. Their interaction actually stopped Morty’s slide and got him back to using his powers. By the Death Masks case, his powers started to really come back. He mostly operates at night and has eased off the fake séances.

 

Indeed, he seems to care more about the dead than the living, so he’s active when they’re active. (He counts at least a few of the dead among his friends.) Physically, he’s a dumpy man in his 40s, balding, with jowls. He seems affable and pleasant enough, but if you’re alive, he’s mostly humoring you. While not exactly a coward, he’s not one for putting his life on the line for anyone

 

Listens to Wind AKA “Injun Joe”

Template: Senior Council Wizard

REFLEXES 2D

Dodge 4D

KNOWLEDGE 3D

Lore 8D, Scholar 6D

COORDINATION 2D

Marksmanship 8D

PERCEPTION 3D

Resources 4D

STRENGTH 2D

Brawling 4D

PRESENCE 2D

Charm 6D, Persuasion 6D, Willpower 11D

MAGIC MANIPULATION 4D

(Earth Water Spirit Fire)

Evocation 8D, Divination 10D, Alteration 11D

Level: 20++

Feats:  Apprentice Wizard, Magically Sensitive/Minor Talent Feats, Wizard, Refinement 10x?

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +2

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: As with the other senior council members, this is at best a modestly-powered version. He may have many more levels of Refinement, specializations in a broad variety of thaumaturgical methods beyond the ones listed, and all manner of enchantments allowing him to do who-knows-what . In a s traight up slugfest— something most wizards avoid as it makes the least of their ability to prepare—he can still hurl around at least as much power a s Harry Dresden... only he’s in full control of it.

 

More than a few of the Senior Council members of the White Council can be said to be quiet and reserved, but only Listens to Wind seems to combine that stillness with a modicum of good humor. An honest to goodness Illinois Medicine Man, he looks like something out of a Western movie: long dark hair in a braid, age seamed features, dark and intense yet inscrutable eyes, and skin the color of bronzed leather in the sunset. He is sometimes accompanied by a raccoon named “Little Brother.” He is friends with fellow council members Ebenezar McCoy—the only one who calls him

 

“Injun Joe”—and Martha Liberty—who calls him “Joseph.” He also knows Tera West. His particular forte is healing magic, and he leads a team of magical medical types. While this ability is vital in the ongoing Vampire War, do not think that Listens to Wind’s powers are limited only to healing—he’s mixed it up in combat plenty of times.

 

He has also created a map of the ley lines of the Great Lakes region, a copy of which was used by Captain Luccio during the Small Favor case.

 

Focus Items Staff (+1D to... something) – He probably has way more…

 

Captain Anastasia Luccio

Template: Captain of the Wardens

REFLEXES 4D

Dodge 8D, Melee Combat 9D

KNOWLEDGE 3D

Lore 8D, Tech 6D

COORDINATION 3D

Marksmanship 8D

PERCEPTION 2D

Artist 5D, Craftsmanship 10D, Contacts 8D, Investigation 8D, Know-How 7D, Repair 7D, Resources 8D, Search 9D, Streetwise 8D, Tracking 8D

STRENGTH 2D

Brawling 8D, Running 7D, Stamina 8D

PRESENCE 2D

Charm 8D, Command 8D, Con/Deceit 7D, Intimidation 9D, Persuasion 8D, Willpower 9D

MAGIC MANIPULATION 2D

(Air Fire Spirit)

Craft Item 10D, Evocation 9D, Wards 8D

Level: 20++

Feats:  Apprentice Wizard, Magically Sensitive/Minor Talent Feats, Wizard, Refinement 7x?

Supernatural Powers: The Sight [1] Soulgaze [0]

Initiative: +4

Mojo Points: 8

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Luccio’s new body lacks the physiology of a full wizard (thus no Wizard’s Constitution for her) and can’t summon up quite a s much power as her original. She can still wield her Warden Sword but is unable to make new ones.

 

The Commander of the Wardens of the White Council, Captain Luccio is a skilled and experienced wizard—in fact, she’s one of the next in line for a seat on the Senior Council. Formerly (see below) a solid, Italian, matriarchal type woman, she has not only trained hundreds of Wardens, but she’s led them into battle against everything from Red Court vampires to the Disciples of Kemmler. It is probable that she fought against Kemmler himself back in ’61.

 

She is skilled in combat magic (her battle evocations are needle-thin, concentrating great destructive force; she’s very good at killing monsters), enchantment (in the past, she created the special swords for each new Warden), and the physical skills of war. Luccio can kill 30 undead in less than 5 seconds. She wields a silver rapier and a blasting rod. She would sooner hand herself over to demons than leave a child to die.

 

Computers—the theory of, at least—are her hobby.

 

During the events of the Dead Beat case, two shocking things happened: she made Harry Dresden a Warden, and she suffered a bodyswitch with Corpsetaker. Previous to this, her body had been a tall, solid older woman, built broadly, with iron-grey hair in a military cut. After the switch, she gained the body of Alicia Nelson.

 

Now, Luccio appears to be a young woman in her mid- to late-twenties, with long, lush, curling brown hair, a sweetly pretty face, killer dimples, and nice curves. She has a Cupid’s bow mouth, a squared-off chin, and dark flashing eyes. She is 5’4” and gives off a vibe of grace and strength united. Having a younger body is problematic for Luccio: after a century without them, the Commander is unused to having sexual urges (or menses!); fragments of Nelson’s memories still exist (haunting her dreams and possibly exacerbating her sexual urges); the damage done to Nelson’s body during the Chicago Darkhallow was extensive (and she is still recovering); and Nelson’s body does not have the same potentials for magic that Luccio’s former body did. While the Commander can still use her own Warden Sword, she cannot create new ones.

 

Warden Sword: Rapier, Cuts through anything (it counts as a STR+3D sword at minimum in all circumstances); 3 times/session acts as either a 6D counterspell or a STR+6D item.

 

Blasting Rod: +1D to Air or Fire spells

 

Maeve, the Winter Lady

Template: The Winter Lady

REFLEXES 3D

Dodge 6D, Melee Combat 7D

KNOWLEDGE 2D

Lore 7D

COORDINATION 3D

Marksmanship 6D

PERCEPTION 2D

Contacts 6D

STRENGTH 3D

Brawling 4D, Stamina 5D

PRESENCE 4D

Charm 6D, Con/Deceit 8D, Intimidation 8D, Persuasion 6D, Willpower 12D

MAGIC MANIPULATION 4D

(Unseelie Magic, Winter’s Ice)

Evocation 5D, Conjuration/Summoning 6D, Enchantment 9D

Level: NPC

Feats: Mantle (Winter Lady), Of the Fae,  Faerie Bargain, Sidhe

Supernatural Powers: Supernatural Senses (Strange Senses) [1]: Can feel and “smell” the presence of Summer-related people or objects. Greater Glamours [4] Unseelie Magic [4] Marked by Power [1] Supernatural Speed [4] Supernatural Toughness [4] The Catch [3] is cold iron and the like, as well as trappings of Summer.

Initiative: +4 or more

Mojo Points: 15 or more, due to sponsorship

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The Winter Lady appears as a tall teenage girl, pale, radiant, with perfect, exotic features and canted Sidhe eyes of brilliant green. Her dreadlocked hair bears the colors of glacial ice: pale blues and greens. She has a dimple and a silver hoop in her nose. She’s also nuts. Lazy, cruel, and sensual (like most Sidhe of the fae, especially Winter), she’s not quite smart enough to avoid going mad when someone ruins a good mood. She violates the host-guest agreement by casting glamours on those who come to her under safe passage.

 

Frankly, she’s sloppy and has impulse control issues (though this may just be a standard ploy she uses to put her foes off-guard). She sent Jenny Greenteeth to disrupt the wedding of Will and Georgia Borden in the “Something Borrowed” case, in retaliation for them killing the Tigress during the events of the Summer Knight case. Since the Bordens—and the rest of the Alphas—were following Harry Dresden when they killed the Tigress, her retaliation was an insult against Harry. In Proven Guilty, Harry offered to forget the insult in return for her telling him why Queen Mab wasn’t retaliating against the Red Court vampires’ incursions into Winter’s territory in Faerie. Maeve thought that Mab might be in love and that maybe Aurora was, too…and this love made both of them insane.

 

Magog (contained)

Template: Denarian Bruiser

REFLEXES 4D

Dodge 7D

KNOWLEDGE 2D

Lore 5D

COORDINATION 2D

PERCEPTION 2D

Contacts 4D

STRENGTH 4D

Brawling 8D, Stamina 8D

PRESENCE 2D

Intimidation 8D, Willpower 4D

Level: NPC

Feats: Probably has a few. Combat oriented.

Supernatural Powers: Claws [1] Hulking Size [2] Human Guise [0] Inhuman Speed [2] Mythic Strength [6] Supernatural Recovery [4] Supernatural Toughness [4] The Catch [+2] for both: Blessed swords, holy water, faith magic, that sort of thing.

Initiative: +4

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Magog is a Denarian, bound to one of thirty silver coins. He’s known as a “bruiser.” Indeed, he is the heaviest bruiser of Tessa’s faction of the Nickelheads.

 

His demon-form is a big, leathery gorilla, albeit a gorilla with goat horns and heavy claws. He masses at least 700 (maybe 800) pounds, all muscle. Magog is fast, strong, and tough. For a Fallen angel, he is notably not all that bright. He has a thick masculine voice.

 

In the past, Sanya—now a Knight of the Cross—was the mortal host of Magog.

 

During the Small Favor case, Magog was repeatedly frustrated by Harry Dresden and eventually completely laid-out by Eldest Brother Gruff on the Island. Harry took Magog’s coin; thus he is one of the Denarians who is known to be “contained” at the moment.

 

Elaine Lillian Mallory

Template: Independent Wizard

REFLEXES 2D

Dodge 5D, Melee Combat 5D

KNOWLEDGE 3D

Concentration 7D, Cultures 7D, First Aid 7D, Lore 7D

COORDINATION 2D

Marksmanship 7D, Throwing 5D

PERCEPTION 3D

Bargain 6D, Craftsmanship 6D, Contacts 6D, Investigation 7D, Resources 4D, Search 7D, Survival 5D, Tracking 7D

STRENGTH 2D

Brawling 4D, Running 5D, Stamina 4D

PRESENCE 4D

Charm 6D, Con/Deceit 6D, Persuasion 6D, Willpower 12D

MAGIC MANIPULATION 2D

(Air Fire Spirit)

Evocation 12D, Enchantment 8D, Alteration 8D, Craft Item 12D

Level: NPC

Feats: Apprentice Wizard, Magically Sensitive/Minor Talent, Wizard, Refinement 1x, Faerie Bargain, probably some more

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +2

Mojo Points: 10?

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Like Harry Dresden, Elaine Mallory was an orphan adopted by Justin DuMorne to be his apprentice. As Harry and Elaine lived and studied together under DuMorne, they became each other’s first love, sharing spells and kisses when their master wasn’t watching.

 

DuMorne enthralled Elaine and attempted to use her to help enthrall Harry—who believed she’d turned against him. He fled DuMorne, but then returned to kill him. Harry thought Elaine died in the ensuing conflagration. Not so. Freed of the mental and magical bonds of DuMorne, Elaine ran, fighting off the psychic fallout of her enthrallment—phobias and nightmares—for years. She eventually found asylum with the Court of the Summer Lady Aurora. This aided her mental recovery, but placed her under bonds of obligation.

 

When Aurora attempted to end the cycle of Summer and Winter (detailed in the Summer Knight casefile), she ended up dying, releasing Elaine from debts incurred. She attended college in San Diego and then moved to Los Angeles, where she’s set herself up as a “consulting wizard” much like Harry has in Chicago—even going so far as to advertise her services in the phone book. She doesn’t like the White Council, or want to join it, and was canny enough to fool Warden Carlos Ramirez into thinking her talent was too weak to join the White Council. (She’s also turned down Carlos’ dozen or so offers for dates.)

 

She was hired by Anna Ash and the Ordo Lebes to look into the mysterious “suicides” that formed the basis of the White Night case. In the course of her investigations, she once again encountered Harry. The pair worked together to puzzle out the mystery.

 

Elaine is tall and slender, with graceful and modest curves; she has the legs of a long distance runner. Her skin is pale, almost luminous, and her features are stunning. According to Harry

Dresden, “her smile lights up her face. She is extremely graceful and elegant in all her movements, full of poised reserve (which hides surprising passion). Her hair is brown-gold, the color of ripe wheat, and her eyes are the grey of storm clouds.”

 

While Harry has a stronger magical talent, Elaine has more skill (definitely more skill than she lets on!). After all, she is talented in Air magic, Healing magic (by adapting Reiki practices), and Veils, and she relies more on finesse than strength. But that doesn’t mean she’s weak: after Harry helped her throw off the mental attack of the Skavis, she blew the vampire right through the wall of a building.

 

She is currently very involved with the Ordo Lebes and distributing its Wergild.

 

Focus Items: Thorn Wand (+1D to Evocation, Air (Usually Lightning)), Elaine Mallory’s Pentacle Amulet (+1D to Divination, Evocation, Spirit), Elaine Mallory’s Shield Ring (+1D to Evocation, Air ), Elaine Mallory’s Chain (Electrical attack 5D, Melee skill to hit target, recharges by lightning or wall outlet or other electrical source. ) Elaine Mallory’s ​​Coppery Bracelets ( Stores Hyperawareness Spell: +3D to Perception and Perception based skills, also Defensive rolls vs. Attacks. The spell gives a “Danger Sense” or a Hyperawareness of the area and any impending danger. Defensive rolls can include launching a defensive spell. ) Elaine Mallory’s Ring (Launches Memory Attack Spell: Mental attack, 5D vs. Willpower or target is disoriented, possibly stunned.) Look under Spellcraft/Focus Items and Enchanted Items for details.

 

Lady Cesarina Malvora (deceased)

Template: Head of House Malvora

REFLEXES 3D

Acrobatics 6D, Dodge 6D, Melee Combat 6D, Sneak 5D

KNOWLEDGE 3D

Concentration 7D, Cultures 5D, Lore 6D

COORDINATION 2D

Firearms 5D, Marksmanship 7D, Throwing 6D

PERCEPTION 2D

Contacts 7D, Hide 5D, Search 6D, Tracking 7D

STRENGTH 4D

Brawling 9D, Climbing 6D, Jumping 6D, Lifting 5D, Stamina 7D

PRESENCE 4D

Charm 7D, Command 8D, Con/Deceit 7D, Intimidation 9D, Persuasion 7D, Willpower 12D

Level: NPC

Feats: White Court Vampire, White Court Virgin, White Court Lord, probably some more

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lasting Emotion: Fear; Potent Emotion; At Range) [4] Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Supernatural Speed [4] Supernatural Recovery [4] The Catch [0] is True Courage— every bit as pure and selfless and rare as True Love.

Initiative: +3 +SupeSpd

Action Dice: GM

Move: 10

Size: 1.5 meters?

Capsule: The former head of House Malvora of the White Court of vampires, Lady Cesarina Malvora was also the mother of Vittorio Malvora. A tiny but curvy woman with wine red lips, she had immense power—physical, emotional, and political. While able to destroy one uber-ghoul by herself at the battle in the Deeps during the White Night case, she was ripped apart by four others shortly thereafter.

 

Vittorio Malvora AKA “Vitto,” “Grey Cloak” (deceased?)

Template: Spellcasting White Court Noble

REFLEXES 2D

Dodge 9D, Melee Combat 9D

KNOWLEDGE 2D

Business 6D, Cultures 5D, Lore 5D

COORDINATION 3D

Firearms 9D, Marksmanship 5D, Throwing 8D

PERCEPTION 3D

Bargain 5D, Contacts 6D, Hide 7D, Search 8D, Tracking 8D

STRENGTH 2D

Brawling 6D, Stamina 7D

PRESENCE 4D

Charm 7D, Command 8D, Con/Deceit 8D, Intimidation 8D, Persuasion 7D, Willpower 8D

MAGIC MANIPULATION 2D

(Outsidery Magic)

Evocation 5D

Level: NPC

Feats: White Court Vampire, White Court Virgin, White Court Lord, Quick Draw, and probably some more…

Supernatural Powers: Human Guise [0] Incite Emotion (Fear; Lasting Emotion, Potent Emotion, Super-Potent Emotion*, At Range) [5] Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] The Catch [0] is True Courage—every bit as pure and selfless and rare as True Love. * The “Super-Potent Emotion” upgrade on Incite Emotion is the Outsider-powered upgrade mentioned in Vittorio’s bio. Once per scene, Vittorio may make a Willpower +6D attack with his Incite Emotion ability.

Initiative: +2, plus Inhuman speed bonuses

Mojo Points: 15 from sponsor

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Vittorio Malvora is a White Court vampire of House Malvora. During the White Knight case, he worked with Madrigal Raith on duplicating—or bettering—the Skavis’ plan to cull the mortal wizard population by killing magically-talented females.

 

However, Vitto is also the apprentice—or catspaw—of the wizard known as Cowl and is thus associated with the mysterious Black Council. This has made him even more dangerous.

 

Vittorio is skilled with magic, yes, but we don’t know how broad or deep it goes, and it’s fused together with his Incite Emotion in weird and Outsidery ways. For our purposes we’ll assume he’s got some solid, if undisciplined, Evocation at his disposal. He also knows to carry a gun for when his powers fail him. Lots of ways for this one to kill.

 

Smart, organized, and respectful of dangerous opponents, Vitto is not someone to run afoul of. He appears to be in his mid-30s, tall, lean, and wolfish. An expert in the use of knives, he’s also an incredible shot with a gun. He’s fast, even for a White Court vampire. Plus, he’s skilled at magic.

 

And if all that wasn’t enough, Vitto has been given power (from possession by an Outsider) that allows him to fuse despair, terror, and guilt—all the worst the human soul has to offer—into a devastating mental attack that is an order of magnitude greater than that of other White Court vampires.

 

Alongside Madrigal, he fought an intense duel with Harry Dresden and Carlos Ramirez in the Deeps. In the course of that duel and the ensuing general melee, Harry blew Vitto’s hand off with a shotgun and then later used a gigantic explosion to collapse the cavern on top of him.

 

We believe he didn’t survive.

 

Weapons: Knives STR+1D, Firearms, usually a 9mm something, 2D damage typically.

 

John Marcone “Gentleman Johnny”

Template: Clued-In Crime Lord

REFLEXES 3D

Dodge 8D, Melee Combat 9D, Sneak 6D

KNOWLEDGE 3D

Business 10D, Demolitions 6D, First Aid 5D, Lore 6D, Security 6D, Value 8D

COORDINATION 2D

Firearms 10D, Lockpicking 6D, Missile Weapons 6D, Sleight of Hand 6D, Throwing 9D

PERCEPTION 3D

Bargain 9D, Contacts 10D, Gambling 8D, Hide 7D, Investigation 7D, Resources 10D, Search 8D, Streetwise 10D, Tracking 7D

STRENGTH 3D

Brawling 8D, Climbing 6D, Martial Arts 6D, Running 7D, Stamina 9D, Swimming 7D

PRESENCE 4D

Charm 9D, Command 9D, Con/Deceit 6D, Intimidation 9D, Persuasion 9D, Willpower 10D

Level: 20++

Feats: Alternatives to Fighting, And We Are The Ones Who Bump Back, Blood and Guts, Cautious, Clockwork Tactics, Hell's Bells!, I Got a Job to Do, Friends in High Places, Friends in Low Places

Initiative: +3

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Marcone is probably the most dangerous “vanilla mortal” man on Earth. He’s a shrewd businessman; ridiculously wealthy; a patron of the arts; a big-money political donor. He’s also the top boss of Chicago, a gangster extraordinaire. Furthermore, he’s physically impressive—not in a bulky, muscular way, but more in speed and grace. And he’s the first vanilla mortal Freeholding Lord, with rights and protections under the Unseelie Accords, ever.

 

His life before he became a capo of the Vargassi family is unknown (other than that his parents were poor), but it’s probable that he was a soldier—a highly skilled one—given his genius for tactics and strategy and his skills with guns, knives, and military methods.

 

Restaurants, holding companies, import/export businesses, investment firms, financial businesses, construction companies…all of them—all—launder money for Marcone.

 

After becoming aware of the supernatural—through run-ins with Harry Dresden, a loup-garou, werewolves, hexenwolves, and the Order of the Blackened Denarius—Marcone has applied himself to learning as much as he can about the magical side of the street and protecting himself (and his organization) from it.

 

When Harry refused to become his “personal security consultant,” Marcone hired a consultant from the Monoc Corporation—Sigrun Gard. His Gold Coast estate has been strongly warded, he’s familiar with basic occult countermeasures, and he has learned how to activate a few specific items for his own protection. He now knows to always plan for the supernatural.

 

Marcone is good-looking: athletic and tan, with salt-and-pepper hair and green eyes like well-worn dollar bills. He is enthusiastic, genial, witty, and great at banter. That’s what’s on display.

 

What is normally hidden about Marcone is that he’s fast as a snake, he’s a dead-shot with pistols and rifles, he carries two knives with him at all times (and knows how to use them), and he can—while bound, hanging upside-down, spinning, in the dark, while bantering—throw a knife accurately and strongly enough to cut a platform support wire. He’s extremely loyal to “his people” whether they work for his legitimate or criminal enterprises. (This care seems to extend further than his own employees: when he discovered that Amanda Beckitt still lived, he moved heaven and earth to hide her away, safely, and give her the best care; see her entry.) He doesn’t lie, as a habit.

 

Marcone became a Freeholding Lord (“Baron Marcone”), with Lara Raith and Donar Vadderung—the CEO of the Monoc Corporation—as his signatories.

 

His two most usual companions are “Cujo” Hendricks—his bodyguard, chauffeur, and right hand man—and Ms. Sigrun Gard. Marcone has established a number of magical and mundane “panic rooms” for his safety. The mundane caches contain many things, including medical supplies.

 

Not a man to be underestimated!

 

Martin

Template: St. Giles Fellow

REFLEXES 3D

Dodge 5D

KNOWLEDGE 2D

COORDINATION 4D

Firearms 8D, Piloting 5D, Throwing 7D

PERCEPTION 3D

Search 6D, Tracking 6D

STRENGTH 3D

Brawling 5D, Stamina 6D

PRESENCE 3D

Willpower 6D

Level: NPC

Feats: Leper of Saint Giles, Penitent of Saint Giles

Supernatural Powers: Tattoos of St. Giles [2] Addictive Saliva [1] Blood Drinker [1] Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Inhuman Recovery [2]

Initiative: +3

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Martin is a totally unremarkable man. He’s average height and weight and has medium brown hair. Even his voice is boring. But Martin is much more than he seems. He’s a half-vampire, infected by a Red Court vampire—if he kills and feeds, his transformation into a creature of the night will be complete.

 

He’s a member of the Fellowship of St. Giles, and his flesh bears their control tattoos. And he is 100% dedicated to taking revenge on the vampires that did this to him. During the Death Masks case, he and Susan Rodriguez were sent by the Fellowship to Chicago to kill Duke Paolo Ortega of the Red Court. Martin has a strong sense of duty to the Fellowship; he is also a skillful driver and a trained sniper. He always carries a few grenades, just in case.

 

Martin prefers to keep his distance unless swift, violent extraction is needed. He’ll use a sniper rifle, a speeding car, or a grenade to deal with a problem long enough to get himself and his allies gone. If he has to rely on his infected powers, he heals fast and can swing Inhuman Strength punches with his bare hands.

 

Weapons: Sniper Rifle 2D, 2 Fragmentation Grenades 3D/2D/1D.

 

Ebenezar McCoy AKA “The Blackstaff”

Template: Senior White Council Wizard

REFLEXES 2D

Dodge 8D, Melee Combat 8D

KNOWLEDGE 4D

Concentration 8D, Cultures 8D, First Aid 6D, Languages 6D, Lore 10D, Scholar 7D, Scholar: Astronomy 8D, Scholar: Master Blender

COORDINATION 3D

Firearms 6D, Marksmanship 9D, Piloting 6D, Riding 5D

PERCEPTION 3D

Artist 6D, Artist: Scotch Distillery 8D, Craftsmanship 10D, Contacts 8D, Hide 8D, Investigation 8D, Know-How 8D, Repair 7D, Resources 5D, Search 8D, Streetwise 8D, Tracking 8D

STRENGTH 2D

Brawling 7D, Stamina 6D

PRESENCE 2D

Animal Handling 7D, Charm 8D, Command 9D, Con/Deceit 9D, Intimidation 8D, Persuasion 7D, Willpower 11D

MAGIC MANIPULATION 2D

(Air Earth Fire Spirit)

Evocation 10D, Divination 10D, Craft Item 9D, Potions 8D, Wards 9D, Ritual 8D

Level: NPC

Feats: Apprentice Wizard Magically Sensitive/Minor Talent Wizard Obtainer of Rare Antiquities Refinement 9x   

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +2

Mojo Points: 30

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: The newest member of the Senior Council of the White Council of Wizards, Ebenezar McCoy is still better than three centuries old. Short and stocky, he’s bald with a fringe of white hair, a bristling white beard, gold-rimmed spectacles, and a jowly countenance over a bull neck. He has a horse farm in the Ozarks (Hog Hollow, MO), and works it (mostly) with the sweat of his brow, giving the old man a surprisingly strong back and hands. He’s an amateur stargazer and makes his own Scotch. Don’t let his “down-home-jus’-folks” nature make you think he’s not that sharp—his book Elementary Magic is still the first one many magical instructors give their pupils. McCoy also has a reputation as a magical brawler, using primal destructive forces. This has come in handy during the current Vampire War.

 

Before his election to the Senior Council, McCoy was mostly known as Maggie LeFay’s master before she ran off and started doing nasty things—McCoy blames himself for pushing his apprentice too hard and being too involved in her life. This regret was one of the drivers behind his taking on the Doom of Damocles when he took on the lawbreaker Harry Dresden as his apprentice.

 

What most people do not know about Ebenezar McCoy is that he has been the Blackstaff of the White Council for at least two centuries. He is the assassin of the White Council, the sole wizard empowered to break all of the Laws of Magic to protect wizard- and mortal-kind.

 

McCoy wears plain steel rings on his index fingers; his staff and Harry’s come from the same lightning-wounded tree on his farm.

 

Not reflected here are the elements that truly make him the Blackstaff: how he manages to break the Laws without that consuming him. How does one manage to stare into the abyss without it staring back, exactly? We aren’t sure. (His staff, the Blackstaff, may have something to do with it, perhaps as a unique item of power that can absorb the “sins” of the broken Laws.) In the meantime, we’re content to understand that he can throw around power in both the immediate and slow-but-deadly senses with equal efficacy, whether he’s blasting you to a pulp where you stand, or letting you spend some nice quiet time at home before dropping a satellite on your head.

 

Meryl

Template: Half-Troll Scion of Winter

REFLEXES 3D

Dodge 6D

KNOWLEDGE 2D

COORDINATION 3D

Throwing 6D

PERCEPTION 3D

Contacts 4D, Resources 4D

STRENGTH 4D

Brawling 7D, Stamina 7D

PRESENCE 3D

Con/Deceit 4D, Intimidation 6D

Level: NPC

Feats: Changeling

Supernatural Powers: Inhuman Strength [2] Inhuman Recovery [2] The Catch [1] is cold iron and the like

Initiative: +3

Action Dice: GM

Move: 10

Size: 2 meters

Capsule: As a changeling (a half-troll), Meryl was a tall, brawny, bull-necked woman with hair the greenish-brown of a muddy pond, a wide smile, and a blunt, ugly face. When her roommate Lily went missing, Meryl hired Harry Dresden—at triple his normal rate!—to find her. Later, she showed up with the Alphas and Fix to help Harry in the Sidhe War Over Chicago (Fix made her denim-silverware “armor” to wear into battle). After being shot by Ace and further hurt by Slate, she got even trollier. During the War, she made her final Choice to become a full troll and took on Lord Talos to give Harry the time to deal with the crazed Summer Lady Aurora. Meryl died from her battle injuries and the wounds she got pushing through a poisonous wall of thorns.

The stat block represents Meryl before she embraced her troll-ness. Once she makes that Choice, just use the Troll stat block in the Creatures section.

Since she went full troll, this would be the moment she became an NPC—but a good GM would let her ride the story through to its sad conclusion.

 

Warden Donald Morgan

Template: Acting Captain of the Wardens

REFLEXES 4D

Dodge 8D, Melee Combat 10D

KNOWLEDGE 2D

Cultures 6D, First Aid 6D, Lore 6D, Languages 6D, Security 6D

COORDINATION 2D

Marksmanship 7D

PERCEPTION 2D

Contacts 4D, Investigation 4D, Search 4D, Tracking 4D

STRENGTH 2D

Brawling 8D, Stamina 6D

PRESENCE 4D

Charm 7D, Command 8D, Con/Deceit 6D, Intimidation 8D, Persuasion 7D, Willpower 12D

MAGIC MANIPULATION 2D

(Earth Fire Spirit)

Evocation 10D, Divination 8D, Craft Item 7D, Wards 9D

Level: NPC

Feats: Apprentice Wizard Magically Sensitive/Minor Talent Wizard Refinement 6x

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +0

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 2 meters

Capsule: Donald Morgan is a Warden of the White Council. Due to the impairment of Captain Luccio, he is currently serving as the field commander of the White Council’s forces in the Vampire War. He’s a very tall man, heavy chested, and well-muscled. He appears to be in his 50s, but he’s been a Warden for over a century. His hair is long, going grey unevenly, and usually pulled back into a ponytail; he also wears a similarly patchy short beard. His eyes are grey, dangerous, and edged with crow’s feet; they peer out of a pinched, thin face.

 

Morgan has an air of ponderous dignity when at rest, but in battle, he’s a demon. A seasoned soldier and a talented swordsman, he is also one of the deadliest evocators alive, specializing in earth magic. He is utterly loyal to the White Council (especially the Merlin), with an analretentive sense of duty and honor. A total zealot about the Laws of Magic, he considers those who break them murderers and traitors. Still, he is an honest, decent man (despite his flaws). He will never let a child come to harm.

 

In the Proven Guilty case, The Merlin ordered Morgan to execute Molly Carpenter as a warlock. It hit Morgan very hard when Harry pleaded that she was just a child: he hesitated, obviously not wanting to do it, but his sense of duty drove him. Only the timely intervention of the Gatekeeper and the arrival of other Senior Council members—plus Michael Carpenter—stopped him from completing the execution, much to Morgan’s relief.

 

In the course of the Vampire War, he has performed admirably. Indeed, in one major battle, he personally cut down a Duke and two Counts and got within 20 feet of the Red King himself. This act of courage and skill garnered him the admiration of the Summer Court of Faerie, and they have made him a member of the Order of the Silver Oak, a friend and esquire to the Summer Court. If Morgan is near Faerie, he can touch the silver leaf device of the Order and call on Queen Titania for aid once.

 

Warden Sword: Broadsword, Cuts through anything (it counts as a STR+3D sword at minimum in all circumstances); 3 times/session acts as either a 6D counterspell or a STR+6D item.

 

Staff: +1D to Earth, Fire, or Spirit spells

 

Detective Sergeant Karrin Murphy

Template: Special Investigations Lead Detective

REFLEXES 3D

Dodge 9D, Melee Combat 8D

KNOWLEDGE 2D

Business 5D, Concentration 4D, Cultures 4D, Cultures: Supernatural 5D, First Aid 5D, Forgery 4D, Lore 4D, Security 6D

COORDINATION 4D

Firearms 8D, Piloting 5D, Sleight of Hand 5D, Throwing 6D

PERCEPTION 3D

Bargain 6D, Contacts 4D, Contacts: Chicago PD 7D, Hide 6D, Investigation 7D, Resources 4D, Search 7D, Tracking 7D

STRENGTH 3D

Brawling 5D, Climbing 5D, Jumping 5D, Martial Arts 9D, Running 5D, Stamina 9D, Swimming 5D

PRESENCE 3D

Charm 7D, Command 8D, Con/Deceit 4D, Intimidation 8D, Persuasion 5D, Willpower 8D

Level: NPC

Feats: Tiny, But Fierce, Point Blank Shot, Clockwork Tactics, Regroup, Regroup Mastery

Initiative: +3

Action Dice: GM

Move: 10

Size: 1.52 meters

Capsule: Karrin Murphy—or more usually, Murphy or Murph—is a police officer in Chicago, assigned to the Special Investigations Unit. She’s part of the voluminous Irish-Catholic clan of policemen and firefighters that is the Murphys. The eldest daughter of Collin and Marion Murphy, she has a sister named Lisa and an unknown number of brothers (who are also cops).

 

Murphy is rather short—a flat 5 feet—and very cute: blonde, blue eyes, round features, upturned nose. She looks like a cheerleader, but she’s a hard-minded detective, black belt in aikido, and a champion marksman. She’s been married twice—once to Gregory Taggart (her first love, they married at 17, he left her; though they tried to talk, it always ended in a fight) and Rick Boughton (they split up because Rick wanted a family, Murph wanted to be a cop and have a family).

 

She owns a Saturn and a Harley and is an expert at driving both. She owns a house in Bucktown, left to her by her Grandma Murphy. Murph tends to wear pantsuits—the only dress she’s been seen in was the one her mother made which Murph wore to a family reunion. Generally spooked by morgues and dogs, she still seems to get along with Waldo Butters and Mouse. She’s a tea aficionado (with a vast collection of different types) and takes her coffee with no cream and two sugars. And she likes Monty Python.

 

As a cop, Murphy’s record has gone up and down. When she was just a beat cop, she met Harry Dresden during her first face off with the supernatural—jumping on the back of a troll and throttling it with her nightstick. It’s unknown if this put her directly into the Special Investigation Unit, however, as usually that detail is reserved for “inconvenient” cops who’ve ticked off someone in authority. However, by the time of the Storm Front case, she’s a lieutenant and actually in charge of SI. She held that position longer than any of her predecessors.

 

She has more experience with the weird than most Wardens of the White Council. Murphy’s even figured out how to apply her limited knowledge of magic and the supernatural to her police work. She understands the wizards’ hexing effect on technology and can prepare the proper weaponry for the proper critter.

 

Murph and Harry are extremely close friends and he trusts her implicitly; she has a personalized talisman to get through Harry’s wards, and she was one of the first (and remains one of the few) people to realize that Thomas Raith is Harry’s brother.

 

Murphy puts the good of others before herself. She has said, unequivocally, that she will bring in SI and the mortal authorities if innocent lives are on the line.

 

Intriguingly, during the Small Favor case, Murph touched the Holy Sword Fidelacchius and even pulled it an inch from its scabbard. This created a blinding white light that blasted the Denarian Deirdre. Harry considers this a “job offer” from the faith-based set, but Murph says that she already has a job.

 

The stats above, represent Murphy at the time of the Storm Front casefile.

 

Don Paolo Ortega aka Doctor Don Paolo Ortega, or Duke Don Paolo Ortega (deceased)

Template: Duke of the Red Court

REFLEXES 3D

Acrobatics 6D, Dodge 8D, Melee Combat 6D

KNOWLEDGE 2D

Business 7D, Cultures 5D, Languages 5D, Scholar 5D

COORDINATION 3D

Archaic Guns 6D, Bows 6D, Firearms 6D, Marksmanship 8D, Riding 5D, Throwing 6D

PERCEPTION 3D

Bargain 7D, Contacts 8D, Hide 7D, Resources 8D, Search 7D, Tracking 7D

STRENGTH 3D

Brawling 10D, Stamina 7D

PRESENCE 4D

Charm 7D, Command 7D, Con/Deceit 8D, Intimidation 8D, Persuasion 8D, Willpower 11D

Level: NPC

Feats: Political Clout  , Persuasive, Old Smoothie, Doesn’t Take a Hint, Charmer

Supernatural Powers: Addictive Saliva [1] Blood Drinker [1] Claws [1] Flesh Mask [1] Feeding Dependency [+1] affecting the following powers: Cloak of Shadows [1] Inhuman Strength [2] Supernatural Speed [4] Inhuman Recovery [2] Supernatural Toughness [4]  The Catch [2] is sunlight, holy stuff; armor doesn’t protect belly.

Initiative: +3, bonus from Supernatural Speed

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Doctor Paolo Ortega of the University of Brazil at Rio de Janeiro has a worldwide reputation as the premiere analyst and debunker of paranormal phenomena. “Magic is a hoax,” is the message he sends, even claiming once on Chicago’s The Larry Fowler Show that he could very easily make the entire audience believe that he was a vampire. The studio audience laughed, of course.

 

They shouldn’t have—Ortega was a vampire. A 600 year old vampire. In fact, he was one of the most dangerous vampires of recent centuries: both a warlord and a skilled assassin of the Red Court, with the rank of Duke. Killing six Wardens of the White Council in the midst of a single battle hardly seemed a challenge; even Ebenezar McCoy, the Blackstaff of the White Council, spoke of Ortega’s abilities with respect.

 

A deep-chested and brawny man of medium height, he had black hair and a dark complexion. He had a manor in Honduras called Casaverde, complete with vampiric retainers and a nearby village full of humans addicted to Red Court venom, used as slaves and food. Though he attempted to conceal his emotions, his arrogance and vengefulness was too strong to hide. Ortega was a member of a high-level faction of the Red Court who wanted the Vampire War ended… mostly because they feel it started prematurely.

 

After a botched duel with Harry Dresden, where he was about to cheat to win, along with the interference of the Fellowship of St. Giles—caused massive chaos, placing the validity of the duel in doubt.

 

He escaped to Casaverde, preparing to wreak his revenge on Harry, when a decommissioned Soviet communications satellite smashed into the manor, killing Ortega and many of his vassals and slaves. He is survived by his widow, the Duchess Arianna Ortega of the Red Court, who was the leading bidder in the online auction of Harry Dresden when Madrigal Raith put him on eBay during the Proven Guilty case.

 

Inari Raith

Template: White Court Virgin

REFLEXES 3D

Dodge 5D, Sneak 5D

KNOWLEDGE 3D

Business 5D, Value 5D

COORDINATION 2D

Marksmanship 3D

PERCEPTION 3D

STRENGTH 3D

Brawling 5D, Stamina 6D

PRESENCE 4D

Charm 7D, Con/Deceit 7D, Intimidation 6D, Persuasion 6D, Willpower 6D

Level: NPC

Feats: White Court Virgin

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lasting Emotion, Lust) [2]

Initiative: +3

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: Inari’s abilities are mostly latent—she was raised without knowledge of what her bloodline really meant. Still, under some circumstances her powers seem to work unintentionally. This is Inari as a White Court virgin; once she consummates her relationship with Bobby, take away the vampire powers.

 

Inari Raith is a perky, pretty, skinny woman in her 20s. She has creamy skin, a light and sweet scent, and favors a Princess Leia hairdo. When she smiles, she upgrades from “pretty” to “lovely.” A daughter of Lord Raith, she is the half-sister of Lara, Thomas, and the other siblings, and the cousin of Madeline and Madrigal Raith. She’s the apple of her father’s eye. This means that she should be a White Court vampire.

 

During the Blood Rites case, Inari’s Hunger was triggered for the first time; her father sent her to Harry, hoping she would kill him with her first feeding. Through a combination of Harry’s love for Susan Rodriguez and his presence of mind, that didn’t happen. She later had sex for the first time with her boyfriend Bobby with whom she was in love; as this didn’t kill Bobby, it must have expelled the vampiric spirit of Hunger from her.

 

She accompanied Bobby and his friend Jake Guffie to California. Though she had worked as an associate production assistant on at least one pornographic film, she seems to have spurned that in favor of helping Bobby and Jake with their feng shui business.

 

Lara Raith (AKA “Lara Romany”)

Template: Secret Queen of the White Court

REFLEXES 4D

Acrobatics 8D, Dodge 8D, Melee Combat 8D

KNOWLEDGE 2D

Business 5D, Concentration 6D, Cultures 5D, First Aid 5D, Forgery 5D, Languages 5D, Lore 5D, Scholar 5D, Security 5D, Tech 5D, Value 5D

COORDINATION 3D

Archaic Guns 6D, Bows 6D, Firearms 6D, Marksmanship 6D, Missile Weapons 6D, Piloting 6D, Riding 6D, Sleight of Hand 5D, Throwing 6D, Vehicle Gunnery 5D

PERCEPTION 2D

Bargain 7D, Contacts 5D, Investigation 4D, Resources 7D, Search 4D, Tracking 4D

STRENGTH 3D

Brawling 5D, Martial Arts 6D, Stamina 6D

PRESENCE 4D

Charm 9D, Command 9D, Con/Deceit 9D, Intimidation 8D, Persuasion 9D, Willpower 11D

Level: NPC

Feats: White Court Vampire, White Court Virgin, White Court Lord, Allure, Political Favors, Political Clout, Persuasive, Alternatives to Fighting, Friends in High Places           

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lust; Lasting Emotion, At Range) [3] Feeding Dependency [+1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] Inhuman Toughness [2] The Catch [0] is True Love.

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Lara is far deadlier away from the battlefield, as a politician and manipulator. Still, in a fight she’s not to be trifled with, acting on +8 initiative, defending with Inhuman Speed, giving a 9D or 11D Dodge, using her Inhuman Strength to boost damage by +3D.

 

Harry Dresden first encountered Lara Raith during the Blood Rites case; since that time, their activities have become entwined on a regular basis.

 

Lara is insanely attractive and sexy—words can barely describe how much so. Any description pales in comparison to seeing her in the flesh. She is tall, beautiful, graceful. She has long,

curly, black hair with highlights that are almost blue. Her eyes shift between dark grey-violet and arsenic grey-periwinkle blue. Her dark pink lips seem a little large for her narrow-chinned face.

 

She is intelligent, strong willed, and possessed of a sardonic wit. She does not take unnecessary risks, plans ahead, and is an excellent shot. She’s more than a century old—possibly two. She has a strong sense of family, inculcated by her father, Lord Raith, the White King of the White Court of vampires. (She is his oldest child, although—believe it or not—not the prettiest.) This means she has an iota of concern for her half-siblings Inari and Thomas which, for a subtle and cunning weaver of plots and plans, is significant. She has less concern about her cousins Madeline and Madrigal Raith. She is the originator of the “culling” plan used by the Skavis during the White Night case, set into motion to turn the Malvoras and the Skavis against one another. She has also begun testing the fae by capturing pixies that trespass on the grounds of Chateau Raith in Chicago.

 

Previously enthralled by her father, she was able to turn the tables on him after discovering the truth of his impotence during the events of the Blood Rites case. Today, she is secretly the effective head of House Raith—and thus the White Court—with her father as a figurehead and completely under her thumb.

 

She owes Karrin Murphy a favor. Thomas’ girlfriend Justine is under her protection and serves as her assistant. Warden Carlos Ramirez has soulgazed Lara and told her firmly, “I am not food.” While amused by Carlos’ virginity, she realizes he’s wise beyond his years.

 

She has a circular scar on her palm from picking up the wrong wedding ring and has been burned by Harry Dresden’s love for Susan Rodriguez at least twice. She knows that Harry and Thomas are half-brothers. Lara considers Harry the greatest weapon she’s ever wielded. Still, Harry has gotten use out of his acquaintanceship—and mutual blackmail agreement—with Lara: information during the Dead Beat case, a kiss from her which transferred the emotional energy caused by her powers into magical power to create a shield around them (which helped them survive the battle in the Deeps), the end of the culling plan and weregild for the victims’ families, the freedom of the pixies she’d captured, and her agreement to serve as one of the signatories for John Marcone to become a Freeholding Lord.

 

Bob: I want to see one of her films!

Harry: No. Just… no.

 

Lord Raith

Template: Impotent King of the White Court

REFLEXES 4D

Dodge 8D, Melee Combat 7D

KNOWLEDGE 2D

Business 10D, Languages 8D, Lore 8D, Scholar 8D, Value 7D

COORDINATION 3D

Archaic Guns 6D, Bows 6D, Firearms 6D, Marksmanship 7D, Throwing 5D

PERCEPTION 2D

Bargain 9D, Contacts 10D, Resources 10D, Search 8D, Tracking 8D

STRENGTH 3D

Brawling 5D, Stamina 6D

PRESENCE 4D

Charm 10D, Command 10D, Con/Deceit 9D, Intimidation 8D, Persuasion 10D, Willpower 12D

Level: NPC

Feats: White Court Vampire, White Court Virgin, White Court Lord, Political Favors, Political Clout, Friends in High Places, Friends in Low Places  

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lust; Lasting Emotion, At Range) [3] Feeding Dependency [+1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] Inhuman Toughness [2] The Catch [0] is True Love.

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.9 meters

Capsule: This stat block reflects Raith as he is under Lara’s thumb. The head of House Raith and the White King of vampires, Lord Raith is the father of Lara, Thomas, and Inari—as well as three other daughters and a not inconsiderable number of deceased sons—and the uncle of Madeline and Madrigal Raith. While Lara is his eldest surviving child, Inari is the apple of his eye. He has often viewed Thomas as something of an embarrassment, despite being the only one of his sons to have survived for so many years. Though Lord Raith respects and fears members of the Red Court, he has repeatedly insulted them by sending Thomas—his least regarded child—as his emissary to them. It is his policy not to tell his children about their supernatural nature until they become full White Court vampires by feeding to death on their first sexual partner. He has inculcated a strong sense of family among his children—primarily to better control them. (And he sexually fed on his own daughters to break their will and dominate them.)

 

Lord Raith is 6’ tall, with broad shoulders. He is extremely handsome, with dark hair, pale flesh, and the eyes of a drowsy jaguar. He wears a scarlet gem in his left earlobe. His voice is deep and quiet and as smooth as honey. All told, Raith is remarkably sexy. He’s smart, experienced, subtle, and fast—a dangerous foe. In addition to being an old and powerful White Court vampire (and thus having access to the Kiss of Death, able to rip the life out of anyone), he may have magic of his own. It is known that he is protected from magic by something big—a huge demon, an Old God, an Outsider—such that even the best efforts of Ebenezar McCoy have been unable to harm him. This protection is an aura of…nothing: a void, cold hungry emptiness—like mordite—that just sucks up magic.

 

Every 20-30 years, he finds a woman and has a child by her, then—when he tires of her—Feeds. One of these women was Margaret LeFay, later Margaret Dresden. The two of them had some sort of business (no doubt dark) that developed into something else. She is Thomas’ mother. However, Maggie was eventually too strong for Raith to ensnare permanently, and she escaped when Thomas was five years old. While on the run, she met Malcolm Dresden, fell in love, and became pregnant with Harry Dresden.

 

Raith had Maggie killed by a ritual entropy curse during Harry’s birth, but not before she was able to cast her death curse at him. Over the years, many have assumed that Raith’s mystical protection deflected the curse. However, Harry and Thomas discovered what it actually did: the curse prevents Lord Raith from gaining energy from Feeding, and the enchantment is anchored to the lives of her sons, Harry and Thomas. Even hampered by her death curse, Raith has vast energy reserves and can still put out vampire mojo to heal, become stronger, become faster, or affect others’ minds—as evidenced by the whammy he put on Karrin Murphy during the Blood Rites case. Still, he rarely travels far from home now and is usually accompanied by several bodyguards (he used to have four—two pairs of identical twins, male and female, that Harry nicknamed the “Bodyguard Kens” and “Bodyguard Barbies”).

 

During the Blood Rites case, he backed the Evil Eye Franchise of the three Ex-Mrs. Genosas—Madge Shelly, Lucille Delarossa, and Trixie Vixen—to punish Arturo Genosa for breaking away from Silverlight, the adult film studio controlled by House Raith. When Lord Raith discovered that the entropy curse had targeted Inari, however, he had Lucille killed by Madge Shelly to feed their Outsider sponsor, He Who Walks Behind.

 

Lord Raith knows Harry Dresden on sight. He sent the injured Inari to Harry in an attempt to kill him and turn her, while simultaneously sending Justine to an injured Thomas in an attempt to kill her.

 

At the conclusion of that case, his daughter Lara Fed on him, turning the tables and assuming dominance over him. Only a few people know the score—among them Harry, Murphy, and Thomas; Marcone seems to have some suspicions. As Lara’s puppet, Lord Raith has begun approaching the Red Court to begin peace talks with the White Council to end the Vampire War.

 

During the White Court conclave at the Deeps during the White Night case, Lord Raith was taken to safety by Harry’s allies.

 

Madrigal Raith (AKA “Darby Crane,” “The Passenger”) (deceased)

Template: Greedy White Court Vampire

REFLEXES 4D

Dodge 7D, Melee Combat 8D, Sneak 6D

KNOWLEDGE 2D

COORDINATION 4D

Firearms 5D, Throwing 5D

PERCEPTION 2D

Contacts 4D, Hide 4D, Resources 5D

STRENGTH 2D

Brawling 5D, Stamina 5D

PRESENCE 4D

Charm 6D, Con/Deceit 8D, Intimidation 8D, Persuasion 7D, Willpower 8D

Level: NPC

Feats: White Court Vampire, White Court Virgin, Obtainer of Rare Antiquities, Dueling Basics, Dueling Mastery, Sneaky

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lust ; Additional Emotion: Fear; Lasting Emotion) [3] Feeding Dependency [1] affecting the following: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] The Catch [0] is True Love and True Courage. Item of Power (Ward Cloths) [1] affecting the following: Physical Immunity [8] The Catch [5] is that Madrigal is only immune to mortal magic, not mundane sources of harm. The cloths themselves can be destroyed by physical and anti-magic attacks.

Initiative: +4, +8

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: Madrigal never fights fair if he can avoid it , which is why the cavern fight was less than ideal for him. Still, he acts on +8 initiative, defends with Dodge 7D or Melee Combat 7D and knows his way around a spear.

 

A White Court vampire, Madrigal was the fraternal twin of Madeline Raith and a cousin of Lara, Thomas, and Inari Raith. Madrigal had some animosity towards Thomas due to jealousy over Thomas’ lover, Justine. Even though he was a member of House Raith, he consorted with—some say “sucked up to”—House Malvora, because he also fed on fear (as they do), in addition to lust (as House Raith does). Like his father before him, his personal advisor and legal council was Lucius Glau.

 

He was a good-looking man (though not as handsome as Thomas), spare and slender, of medium height, with short dark hair, dark eyes, and stark cheekbones. He spoke with a baritone Midwestern newscaster accent and he smoked. He seethed with cruelty and contempt. Thomas characterized Madrigal as “more a jackal than a wolf.”

 

He was also known by another name: Darby Crane, the producer/director of a number of well-regarded horror films (Harvest, featuring the Scarecrow, is especially notable). In this identity, he was the Guest of Honor at the SplatterCon!!! horror convention in Chicago that formed the background of the Proven Guilty case.

 

During that case, he recognized Harry Dresden and seemed scared of him. In the course of that investigation, he clocked Harry with a tire iron, took Harry and Rawlins to the Full Moon Garage, slapped thorn manacles on Harry, tried to sell Harry on eBay, and shot Rawlins in the foot—threatening to kill him to keep Harry in line. He did all of this despite not actually being the cause of the phobophage attacks on SplatterCon!!!—he just grabbed Harry for fun and monetary gain. (Harry was apparently supposed to think Madrigal was behind it all; whatever forces were behind that case set Madrigal up to take the fall.)

 

After the Proven Guilty case, Madrigal considered Harry a mere thug and left clues (Exodus 22:18) to draw him into the White Night case for the express purpose of letting him rampage over the Skavis who were culling female magic users. All the while, he and Vitto Malvora were proceeding with a similar plan—although Madrigal screwed up, killing an unrelated woman named Jessica simply because he saw her with a member of the Ordo Lebes (Helen Beckitt). At this time, Madrigal was attempting to get Vitto to introduce him to the Circle, with little success. (According to Harry’s case notes, Madrigal was the individual noted as “the Passenger” in the early part of that case.) He commanded at least thirteen ghouls in an attack on Harry, Elaine Mallory, and the refugees that Thomas was transporting to a safe house aboard the Water Beetle.

 

At the duel in the Deeps, Madrigal and Vitto stood against Harry and Carlos Ramirez. Madrigal used a spear and wrapped ward cloths around his arms; these were strips of black cloth that granted some resistance to magic. Carlos used his Warden Sword to cut through those strips, making them explode with power; then Harry killed him with the judicious use of his force rings.

 

Thomas Raith

Template: Fallen Prince of the Raith Family

REFLEXES 4D

Acrobatics 8D, Dodge 8D, Melee Combat 8D, Sneak 5D

KNOWLEDGE 2D

Concentration 6D, First Aid 5D, Languages 5D, Lore 3D

COORDINATION 3D

Bows 7D, Firearms 7D, Marksmanship 7D, Missile Weapons 7D, Piloting 6D, Sleight of Hand 5D, Throwing 7D, Vehicle Gunnery 5D

PERCEPTION 2D

Contacts 3D, Investigation 6D, Resources 7D, Search 6D, Tracking 6D

STRENGTH 3D

Brawling 5D, Martial Arts 6D, Stamina 6D

PRESENCE 4D

Charm 5D, Command 5D, Con/Deceit 5D, Intimidation 5D, Persuasion 5D, Willpower 9D

Level: NPC

Feats: White Court Vampire, White Court Virgin, Persuasive, Riposte, Élah!, Point Blank Shot

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Lust; At Range) [2] Feeding Dependency [+1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] Inhuman Toughness [2] The Catch [0] is True Love.

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: Pale as a statue, well-muscled (but not too much), with long and curly sable hair, smoky blue-grey eyes, thick dark eyelashes, stark cheekbones, a strong jaw, and a toothpaste commercial smile, Thomas Raith is a handsome devil. He’s also a vampire of the White Court, the only surviving son of Lord Raith, the cousin of Madeline and Madrigal Raith, and the half-brother of Lara and Inari Raith. What most people don’t know is that he is also the half-brother of Harry Dresden, through their mother Margaret LeFay Dresden.

 

His birthday is February 14, Valentine’s Day.

 

Thomas often claims not to be a good vampire, but he is proud of being a fantastic liar. (He’s lying about the former part: he’s actually an extremely good vampire.) About the only thing that Thomas is bad at is being “normal”—the wealth, connections, and supernatural power that go along with being part of House Raith have kind of spoiled him for normal, day-today interactions. Still, he is the least regarded member of the White Court and has been used by his father as a formal emissary at times when the White King wished to place a pointed insult. Thomas is uncomfortable in hospitals—the “vibes” of the sick, injured, and dying mortals spark his predatory instinct.

 

He is an excellent fencer, decent marksman (though he prefers shotguns), deadly in hand-to-hand, and can drive nearly anything if it’s fast and sporty. Thomas makes any outfit look good. He has a taste for the rich life (which means, if there are no servants or maids to clean up after him, he’s a bit of a slob). He has recently purchased a white Humvee, with all of the usual extras. He enjoys the music of Cole Porter, Mozart, and the Violent Femmes.

 

He is at turns intensely selfish and intensely dedicated to friends and family. He typically wears a silver pentacle that is a twin to his brother Harry’s (it was a gift from his mother on his fifth birthday). He has a pass-crystal for the wards around Harry’s apartment and a key for the mundane door.

 

He loves a human woman named Justine, who he’s been seeing—and Feeding on—for several years. Unfortunately, Thomas has fallen in love with Justine (and vice-versa). With True Love being poison to a White Court vampire, he is burned whenever he touches her (or an object of love’s devotion between them—like the inexpertly crocheted scarf she made that Thomas wears during the Small Favor case).

 

Harry once soulgazed Thomas, finding out about Thomas’ struggle with his demon and his strength of will—and activating a long-awaited mystical message from their mother. The siblings then united to take down Lord Raith; because of their involvement (along with Karrin Murphy), the White King came under the thrall of his daughter Lara. However, Thomas was cut off from the Raith family.

 

The White Council can never know that Harry and Thomas are friends (much less half brothers!), for they would be suspicious of the relationship.

 

Warden Carlos Ramirez

Template: Hot-Shot Warden

REFLEXES 2D

Dodge 5D, Melee Combat 7D, Sneak 6D

KNOWLEDGE 3D

Concentration 8D, First Aid 5D, Languages 4D, Languages: Spanish 7D, Lore 6D, Security 5D

COORDINATION 3D

Firearms 5D, Marksmanship 7D, Throwing  6D

PERCEPTION 2D

Craftsmanship 5D, Contacts 4D, Repair 4D

STRENGTH 3D

Brawling 5D, Running 5D, Stamina 6D

PRESENCE 3D

Charm 5D, Command 5D, Con/Deceit 5D, Intimidation 5D, Persuasion 5D, Willpower 11D

MAGIC MANIPULATION 2D

(Earth Force Water)

Evocation 8D, Craft Item 8D, Enchantment 8D

Level: NPC

Feats: Apprentice Wizard, Magically Sensitive/Minor Talent, Wizard, Old Smoothie, Refinement

Supernatural Powers: The Sight [1] Soulgaze [0] Wizard’s Constitution [0]

Initiative: +2

Mojo Points: 12

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The unofficial poster boy for the younger generation of wizards, Carlos Ramirez is heroic, in all senses of the word. His sharp, classically Spanish features (dark hair, dark eyes, naturally tan skin), impressive skills, brilliant mind, and remarkable overconfidence—the possibility of failure never occurs to him—lend to this effect. He is athletic, given to bursts of strength and sprinting rather than endurance. He speaks Spanish fluently, and his family runs a restaurant in East Los Angeles. Despite his womanizing talk, he is a virgin.

 

As a full wizard, he has less power than Harry, but greater skill—and a bigger ego (if that’s possible). He’s good at water magic and Veils. His combat skills revolve around speed and accuracy; he’s quite skilled in swordplay and gunplay, his shield is composed of entropy and water magic, and his blast is disintegration. His concentration is such that he can take a knife to the leg and barely notice it; this—along with his overconfidence—leads him to get seriously injured on a regular basis.

 

Due to the ongoing Vampire War, Carlos became a Warden at a very young age; not just that, he’s the regional commander of Wardens for the western United States and is based in Los Angeles. In that role, he provides security for Council meetings and hearings, like that for the warlock hearing of Molly Carpenter in Proven Guilty, and he runs the standard wizard tests on practitioners to see if they’re eligible for admittance to the White Council (though Elaine Mallory hoodwinked him).

 

He met Harry personally during the Dead Beat case, where he said the immortal words: “Everyone else who lets me ride on their dinosaur calls me Carlos.” His gut says Harry is an okay guy; he’s impressed by Harry’s past work, degree of power, and general attitude.

 

Harry respects Carlos’ abilities and character as well, and considers him a friend. In the White Night case, Carlos brought catnip for Mister and played with Mouse when he visited Harry’s apartment, which speaks volumes for his character. He thinks that Harry’s apprentice Molly

is fine.

 

Carlos and Harry work surprisingly well together—as a duo, they took on Grevane and Corpsetaker during the Dead Beat case, and Madrigal Raith and Vitto Malvora during the White Knight case. Through the course of the Vampire War, the pair of them have been collecting vampire fangs and serving as instructors at the Warden training camps set up by Captain Luccio. However, Carlos has admonished Harry for not trusting him with regard to deeper issues going on in Harry’s life, such as his suspicions about the machinations of the Circle, who Carlos calls “the Black Hats.”

 

He’s also attracted the attention of Lara Raith, who attempted to work her wiles upon him, delighted to find a virgin wizard. With great wisdom, he soulgazed Lara, allowing him to dissuade himself from falling under her spell. This permitted him to deliver another pithy line: “I am not food.”

 

Focus Items:

Staff: Effect(s): +1D to Evocation, Water spells

Gauntlet; Effect(s): +1D to Evocation, Water spells

 

Enchanted Items:

Warden Sword: Broadsword, Cuts through anything (it counts as a STR+3D sword at minimum in all circumstances); 3 times/session acts as either a 6D counterspell or a STR+6D item.

 

Susan Rodriguez

Template: Red Court Infectee

REFLEXES 3D

Dodge 6D, Sneak 6D

KNOWLEDGE 3D

Cultures 6D, Demolitions 5D, First Aid 5D, Languages 4D, Lore 5D, Scholar 5D

COORDINATION 2D

Firearms 5D, Throwing 5D

PERCEPTION 3D

Artist: Writer 6D, Contacts 5D, Investigation 7D, Streetwise 7D

STRENGTH 3D

Brawling 6D, Martial Arts 6D, Stamina 5D

PRESENCE 4D

Charm 7D, Con/Deceit 7D, Persuasion 7D, Willpower 9D

Level: NPC

Feats: Leper of Saint Giles, Persistent, Quite Clever, Rage and Serenity, Penitent of Saint Giles

Supernatural Powers: Tattoos of St. Giles [2] Addictive Saliva [1] Blood Drinker [1] Feeding Dependency [1] affecting the following powers: Inhuman Strength [2] Inhuman Recovery [2]

Initiative: +3, +7

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: Susan Rodriguez is tall, with striking, dark beauty. Her straight, raven-black hair falls to the nape of her neck. Her dark caramel skin and chocolate eyes set off her full mouth. Long legs (and she knows how to use them) complete the picture. In addition, she’s charming, witty, and perceptive, and a heck of a conversationalist. She is passionate like few others are, motivated to go, do, and act. She wishes to make people think, to make them see the truth.

 

While working as a reporter for the Midwestern Arcane (a tabloid focusing on the weird and occult), she tended to use her sexuality in pursuit of her stories, to great effect—especially with regard to one Harry Dresden. Through her dealings with Harry, she got a number of top-notch stories, including an attack by the toad demon Kalshazzak (written up as “Date with a Demon”), the death of a loup-garou (shown for days as a WGN Channel 9 exclusive, until the film disappeared; the film and story got Susan a promotion, a raise, a guest shot on Larry King, and her column syndicated), and an exclusive on the University of Chicago Library ghost. Their close association led to a deep romantic relationship between Harry and Susan.

 

During the Grave Peril case, however, Susan crashed Bianca St. Claire’s masquerade celebrating her elevation to the nobility of the Red Court of vampires. During that evening, Susan traded a year of her memories to the Leanansidhe to ease Harry’s suffering and was also half-turned into a Red Court vampire, one of the Infected. Now, if she ever kills by feeding on another’s blood, she will become a full vampire. By the end of the case, Harry was able to help her recover her missing memories (because the two of them had shared a soulgaze in the past) and became obsessed with finding a cure for her vampirism. He asked her to marry him, but she said no. (However, her love for him, and his for her, continued to somewhat protect Harry against the powers of White Court vampires of House Raith.) She left for Peru before the Summer Knight case began, and she and Harry exchanged a few letters.

 

She returned to Chicago during the Death Masks case to quit her job with the Arcane. She also aided Harry against the Denarians and stood as his second in the duel versus Duke Ortega of the Red Court. Unknown to Harry at the time, she and her associate Martin, as part of the Fellowship of St. Giles, were working with Thomas Raith to strike against the Red Court.

 

She bears the control tattoos of the Fellowship and has learned various new things—gunplay, Tai Chi, magical lore—to aid her in taking revenge on the vampires who infected her. This has changed her—allowed her to grow, be more relaxed, to find a purpose; yet it has also made her somehow hungrier and more sensual.

 

Rosanna

Template: Denarian Sorceress

REFLEXES 3D

Dodge

KNOWLEDGE 3D

Lore 6D

COORDINATION 2D

Skills Here 0D, Skills Here 0D

PERCEPTION 2D

Contacts 4D, Hide 6D, Search 5D, Tracking 5D

STRENGTH 2D

Brawling 6D, Stamina 5D

PRESENCE 4D

Charm 8D, Con/Deceit 8D, Intimidation 8D, Persuasion 8D, Willpower 10D

MAGIC MANIPULATION 2D

(Fire Spirit)

Evocation 8D, Enchantment 8D

Level:

Feats: Charmer

Supernatural Powers: Human Guise [0] Inhuman Recovery [2] Supernatural Speed [4] Supernatural Strength [4] Supernatural Toughness [4] The Catch [2]: Blessed swords, holy water, faith magic, that sort of thing.

Initiative: +3, +7

Mojo Points: 15, probably sponsored?

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The first thing you notice about Rosanna is a pair of mournful, haunted, yet somehow sensual eyes the color of hot chocolate. Next, you notice that she’s a tall and striking woman with dark hair. Her mien is complex: sadness plus regret plus steely resolve. Arrogance tempered with reserve. Strength hidden under a veil of weakness. And the whole package is sexy. And deadly.

 

Rosanna is a Denarian. A powerful one—she is both a sorceress and Tessa’s second. She recruited Sanya and served as his handler—and lover. She didn’t seem to care about the color of his skin, and she sought shelter in his arms when she had her recurring nightmares. Together, they roamed the world, indulging their very worst appetites.

 

However, she did Sanya wrong. After Tessa was driven out of Antwerp by Shiro Yoshimo, Tessa came to Rosanna’s Venice apartment. There, Sanya overheard Rosanna telling Tessa what she really thought of him. Right there, he was lost to the Denarians; he left, dropped his coin in a canal, and found redemption with the Knights of the Cross.

 

In demonic form, Rosanna appears as a beautiful woman with scarlet skin, goat’s legs and hooves, leathery black wings, delicately curling horns, and a barb-tipped tail—in other words, a classic image of a demoness. Her Fallen’s eyes glow green. Often, she carries a bag full of magical equipment for sorcery purposes.

 

Sanya

Template: Agnostic Knight of the Cross

REFLEXES 4D

Acrobatics 7D, Dodge 8D, Melee Combat 8D

KNOWLEDGE 2D

Lore 6D, Scholar 6D

COORDINATION 4D

Firearms 8D, Marksmanship 6D, Missile Weapons 6D, Throwing 6D

PERCEPTION 2D

STRENGTH 3D

Brawling 7D,  Martial Arts 8D, Stamina 7D

PRESENCE 3D

Charm 5D, Command 6D, Intimidation 5D, Persuasion 5D, Willpower 11D

Level: NPC

Feats: A True Believer, Champion of God, Riposte, Perfect Stance, Point Blank Shot

Supernatural Powers: Bless This House [1] Guide My Hand [1] Holy Touch [1] Righteousness [2] Sword of the Cross [3]

Initiative: +4

Action Dice: GM

Move: 10

Size: 1.8 meters

Capsule: You don’t often see a tall, young black man with a thick Russian accent, but that is Sanya. His dark, intense eyes seem to peer into you. He’s a mix of interesting semi-contradictions: he’s a black Russian, he’s a Communist Trotskyite, he’s an agnostic Knight of the Cross. He’s also an ex-Denarian—considered to be a traitor by the Order of the Blackened Denarius—redeemed and then recruited by Shiro Yoshimo into the Knights.

 

In his youth, Sanya was a freakish outsider in Russia: angry, poor, desperate, and black. He was a perfect recruit for the Denarians—who drew him in using Tessa’s second, Rosanna. As the mortal host of Magog, Sanya indulged in every vice one could possibly imagine. He obeyed Tessa’s commands dutifully. At the end of five years, Sanya was little more than a beast who walked upright. However, over time, Rosanna did him wrong. In Venice, Sanya overheard Rosanna’s report to Tessa and found out what his lover really thought of him. In that moment, he won free of the Denarians. He left the apartment, dropped his coin in a convenient canal, and was met by Shiro.

 

The pair traveled to Malta, where they met Michael (the Archangel, not the Knight). The Prince of the Host brought Esperacchius, the Sword of Hope, and bestowed it upon Sanya. Since then, Sanya has been a stalwart Knight of the Cross, in service to the common good—if not the Almighty, whom he has trouble believing in completely.

 

Sanya does the work because it must be done. He is the wielder of Esperacchius, but eschews old-school style armor in favor of a Kevlar vest. He’s good with a Kalashnikov assault rifle. Interestingly, he is a lineal descendent of Saladin.

 

He has trouble understanding American humor—Molly Carpenter is able to get him to call up pharmacies looking for Prince Albert in a can.

 

Though he can sense that Thomas Raith is a vampire, he doesn’t know what Sigrun Gard is. Rosanna still calls Sanya “animal” and “beast” and claims he loves fighting and bloodshed. Sanya admits that he does indeed love conflict, but he now chooses his fights more carefully. With Shiro Yoshimo’s death and Michael Carpenter’s recent injuries, Sanya is currently the only active Knight of the Cross.

 

Typical Equipment: Esperacchius is a long, heavy saber doing STR+2D+2, along with all the other powers it possesses. Check its entry in the Special Abilities section.  Kevlar Vest: STR+3Dp/STR+1De, with Kevlar BDUs, providing STR+2D+2p/STR+1De, in addition to the Kevlar Vest. (Combined Total: STR+5D+2p/STR+2De. Ak-47: 3D damage.

 

The Skavis (AKA “Priscilla”)

Template: Skavis White Court Vampire

REFLEXES 3D

Dodge 6D, Melee Combat 6D, Sneak 5D

KNOWLEDGE 2D

Lore 5D

COORDINATION 2D

Firearms 4D

PERCEPTION 3D

STRENGTH 3D

Brawling 5D, Stamina 6D

PRESENCE 3D

Charm 6D, Con/Deceit 7D, Disguise 7D, Intimidation 5D, Persuasion 7D, Willpower 5D

MAGIC MANIPULATION 2D

Enchantment (Veils) 5D

Level:

Feats: White Court Vampire, White Court Virgin, Magically Sensitive/Minor Talent

Supernatural Powers: Emotional Vampire [1] Human Guise [0] Incite Emotion (Despair; Lasting Emotion) [2] Feeding Dependency [+1] affecting the following powers: Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] The Catch [0] is True Hope.

Initiative: +3, +7

Mojo Points: 10

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The son and heir of the Head of House Skavis of the White Court of vampires, “the Skavis” was involved in a plan to cull the human population of wizards by killing all magically talented females. The culling plan, detailed in the White Night casefile, was later duplicated by Vitto Malvora and Madrigal Raith, in an attempt to jockey for position in the White Court. (Unknown to most people, this plan was inspired by Lara Raith as a way to bring House Skavis and House Malvora into conflict, weakening them.)

 

The Skavis’ method was sneaky and cunning. When simple hunting was not possible, he would disguise himself as “Priscilla” (a woman in her mid-forties, kind of mannish looking, but

a credible female) and infiltrate associations of mid-level female practitioners. Gaining their trust, he would take them down one by one. He eventually joined the Ordo Lebes in Chicago, and there he ran afoul of Harry Dresden, Thomas Raith, and Elaine Mallory. He was killed after trying to use his vampiric powers of despair on Elaine, mentally influencing her to commit suicide. Luckily, Harry Dresden interrupted the attack. Elaine went ballistic, blowing the Skavis through the wall of a motel. Thomas chopped off his hand, and Harry’s dog Mouse ultimately killed him.

 

Lloyd Slate (Winter Knight)

Template: Winter Knight

REFLEXES 4D

Dodge 8D, Melee Combat 8D, Sneak 7D

KNOWLEDGE 2D

COORDINATION 3D

Firearms 7D, Marksmanship 7D

PERCEPTION 2D

Contacts 4D

STRENGTH 4D

Brawling 8D, Stamina 7D

PRESENCE 3D

Charm 5D, Command 5D, Intimidation 7D, Persuasion 5D, Willpower 5D

MAGIC MANIPULATION 2D

(Unseelie)

Evocation 5D?

Level: NPC

Feats: Mantle (Winter Knight),

Supernatural Powers: Unseelie Magic [4] Marked by Power [1] Item of Power (Sword of Winter’s Frost) [2] grants the Inhuman abilities when wielded by the Winter Knight . Additionally, creatures affiliated with the Summer Court are especially vulnerable to this blade when wielded by the Winter Knight (as with Unseelie Magic). Inhuman Strength [2] Inhuman Speed [2] Inhuman Toughness [2] The Catch [1] is trappings of Summer.

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The Winter Knight is a cold, cruel man named Lloyd Slate. Of medium-build, he is in his early 30s, well-muscled and athletic. He shaves his head bald. There is a snowflake brand on the side of his neck and track marks on his arms. He is a heroin addict and a rapist. Slate is adept at using swords, guns, and fists—the more brutal, the better. He hates Maeve and is hungry for power.

 

This is what led him into an alliance with Aurora against his own Court and led to the events of the Summer Knight casefile. Aurora convinced him to kill Ronald Reuel, the Summer Knight, telling Slate that she would add Reuel’s power to his own. This was a lie—Aurora intended to dump the Summer Knight’s power into the Winter Court via the Stone Table and end the cycle of the seasons.

 

He was stopped by the forces led by Harry Dresden in the Faerie War Over Chicago and imprisoned in Arctis Tor. In return for his treachery, Queen Mab crucified him to a tree in her garden of ice and has been torturing him near to death, healing him, and then repeating the process. He has begged Harry to kill him. Mab has said that she will not kill him until Harry takes up the mantle of the Winter Knight himself.

 

As Slate still lives and is still the Winter Knight while imprisoned, he is not exerting his power on behalf of Winter, leading to an imbalance between the Faerie Courts. The long-term ramifications of this are still unspooling.

 

Bianca St. Claire

Template: Margravine of the Red Court

REFLEXES 3D

Dodge 5D, Sneak 6D

KNOWLEDGE 3D

Lore?

COORDINATION 2D

Marksmanship 4D, Throwing 4D

PERCEPTION 2D

STRENGTH 2D

Brawling 5D, Endurance 4D

PRESENCE 2D

Charm 5D, Con/Deceit 6D, Intimidation 5D, Persuasion 6D, Willpower 8D

MAGIC MANIPULATION 2D

(Necromancy)

Evocation 5D? Ritual 5D, Alteration 5D

Level: NPC

Feats: Supernatural Creature, Magically Sensitive/Minor Talent

Supernatural Powers: Sponsored Magic (Kemmlerian Necromancy) [2] Addictive Saliva [1] Blood Drinker [1] Claws [1] Flesh Mask [1] Feeding Dependency [1] affecting the following powers: Cloak of Shadows [1] Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2] Inhuman Toughness [2] The Catch [2] is sunlight, holy stuff; armor doesn’t protect belly.

Initiative: +3

Mojo Points: 15 from sponsor

Action Dice: GM

Move: 10

Size: 1.3 meters

Capsule: Bianca was a driven student of the necromantic arts under Mavra’s tutelage. Given the “cold, icy blackness” of her spells in the final confrontation she had with Harry Dresden, signs point toward her tapping into some deep, Kemmlerian level badness—strong enough to counter Harry’s flung spells and aid Mavra in her efforts to stir up the supernatural world throughout the Grave Peril case. If Harry hadn’t pulled the ghosts of her victims up from below to assault her, he would have been toast.

 

The Red Court vampire madam of the Velvet Room, Bianca had auburn hair, dark clear eyes, and a flawless complexion. While not tall, she was shapely and lusciously ripe, and her voice dripped sensuality even when in her true batmonster form. During a confrontation with Harry Dresden in the Storm Front case, she was hit in the face with a hanky full of sunshine. This wounded her so gravely that she was forced to drain her lover Rachel to death—and made her an implacable enemy of Harry.

 

Though she always had more than her fair share of vampire tricks, her obsession with revenge on Harry led her to learn more magic from the Black Court vampire Mavra, seek out aid from the mysterious Circle (page 129), and ally with the sorcerer Leonid Kravos.

 

Bianca was raised to the rank of Margravaine of the Red Court during the Grave Peril case. In honor of her elevation, she threw a masquerade gala—and that party turned into a nexus of still-ongoing plots and subplots. A short list of the aftermath includes: the infecting of Susan Rodriguez, the transfer of a mysterious athame to the Leanansidhe, the association of Harry and Thomas Raith, the death of Bianca, the stirring up of necromantic energy (later used to jumpstart the Chicago Darkhallow during the Dead Beat case), the takeover of high-end prostitution in the Windy City by Marcone, and the beginning of the Vampire War.

 

Bianca died when Harry Dresden called up a horde of ghosts—including that of her lover Rachel—that attacked her and dragged her down into her burning mansion.

 

Lord Talos (aka “Grum”)

Template: Lord Marshal of the Summer Court

REFLEXES 3D

Bow 9D, Dodge 6D, Sneak 6D

KNOWLEDGE 2D

First Aid 5D, (A) Medicine 6D

COORDINATION 2D

Marksmanship 6D

PERCEPTION 2D

Craftsmanship 5D

STRENGTH 3D

Brawling 4D, Stamina 3D

PRESENCE 3D

Command 5D, Intimidation 6D, Persuasion 6D, Willpower 7D

MAGIC MANIPULATION 3D

(Seelie Magic)

Healing Magics 5D

Level: NPC

Feats: Of the Fae, Sidhe

Supernatural Powers: Seelie Magic [4] Glamours [2] Inhuman Strength [2] Inhuman Speed [2] Inhuman Toughness [2] The Catch [1] is cold iron and the like. Physical Immunity [8] The Catch [+6] is immunity only to mortal magic, and then only while wearing spell -repellent mail (the Catch includes an Item of Power bonus as well).

Initiative: +3

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.7 meters

Capsule: The Lord Marshall of the Summer Court, Talos appears as a tall Sidhe man—ageless, graceful, with pale hair and blue feline eyes. He exudes quiet confidence and relaxed strength; for some reason, he comes off as less alien than most of the Sidhe. Talos is a teacher, a healer, and an exceptional archer. For many years, he was the guardian and friend of Elaine Mallory as she took refuge in Summer. During the Summer Knight case, he was involved in Aurora’s plot to end the cycle of Summer and Winter. To that end, he used his glamour magic and a suit of spell-repelling mail to masquerade as Grum, an ogre, and interfere with the investigation of Winter’s Emissary, Harry Dresden. It is unclear whether or not he was killed while fighting the changeling Meryl during the Faerie War over Chicago.

 

Armor: Spell Repelling Armor: Acts ast Counter Spell 6D

Faerie Bow: +1D to hit, 2D Damage

 

Thorned Namshiel (deceased?)

Template: Denarian Sorcerer

REFLEXES 2D

Dodge 5D

KNOWLEDGE 4D

Concentration 7D, Cultures 5D, Languages 5D, Lore 9D, Scholar 8D

COORDINATION 3D

Marksmanship 8D

PERCEPTION 3D

Craftsmanship 5D, Contacts 6D

STRENGTH 2D

Stamina 4D

PRESENCE 2D

Con/Deceit 6D, Intimidation 5D, Persuasion 6D, Willpower 11D

MAGIC MANIPULATION 2D

(Air Fire Spirit)

Evocation 5D, Necromancy 4D, Ectomancy 4D

Level: NPC

Feats: Unknown? Refinement? Increased Power?

Supernatural Powers: Spell Eater (custom power) [1]: If Namshiel successfully uses the Counterspell action he gains a +2D bonus to the power of his next spell-based attack or maneuver in that scene. This bonus is not cumulative.

Sponsored Magic (Hellfire) [2] Refinement [5] Human Guise [0] Inhuman Speed [2] Inhuman Strength [2] Inhuman Toughness [2] Inhuman Recovery [2] The Catch [2] on both powers: Blessed swords, holy water, faith magic, that sort of thing.

Initiative: +2, +6

Mojo Points: 30

Action Dice: GM

Move: 10

Size: 1.9 meters

Capsule: Gaunt and skeletal, with grey skin and bone spurs jutting from every joint, Thorned Namshiel looks like the monster he is. His greasy, lanky hair hangs over his doubled eyes: the human ones are brown, while the Fallen eyes glow green.

 

He has a substantial magical talent—indeed, he is an expert in magic and magical theory—and has served as Tessa’s instructor in sorcery. He knows how to “eat” spells, absorbing their magic with black threads. His spells (threads, lightning, tentacles) are usually colored green or black. His skill is great and subtle. Thorned Namshiel often carries a bag of gear for magical purposes. Harry Dresden’s unwitting use of soulfire against him drove Thorned Namshiel into a rage.

 

On the Island, Michael killed Thorned Namshiel, cutting off his right hand (where his coin was located). Unfortunately, it seems that this hand (and coin) has been taken by Sigrun Gard to the “home office” of the Monoc Corporation. It is possible he will gain a new human host and return. It seems very probable that Thorned Namshiel is part of the Black Council and responsible for the Hellfire that lashed Arctis Tor.

 

The Tigress (deceased)

Template: Ghoul Assassin for Hire

REFLEXES 4D

Dodge 8D, Melee Combat 8D, Sneak 7D

KNOWLEDGE 2D

COORDINATION 4D

Firearms 8D

PERCEPTION 3D

Investigation 5D, Search 5D, Tracking 5D

STRENGTH 2D

Brawling 6D, Climbing 6D, Jumping 6D, Running 6D, Stamina 5D

PRESENCE 3D

Charm 6D, Con/Deceit 6D, Disguise 8D, Intimidation 6D, Persuasion 6D

Level: NPC

Feats: Doesn’t Take a Hint, Lighting Reflexes, Speed Loader

Supernatural Powers: Claws [1] STR+1D, Human Guise [0] Feeding Dependency (Meat)[1], affecting: Inhuman Strength [2] Inhuman Speed [2] Supernatural Recovery [4] The Catch [2] is wounds from holy objects. Also, dead is dead with a ghoul; if you inflict enough massive trauma (e.g., decapitation), it’s not something they come back from.

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.4 meters

Capsule: The Tigress was an assassin, a contract killer for over 20 years, and the suspect in a number of killings in New Orleans, Europe, and Africa. She was adept at disguise and numerous methods of mayhem. She was also a ghoul.

 

During the Summer Knight case, she was hired by the Red Court via the changeling Ace to take out Harry Dresden. Unfortunately for her, she was eventually taken down by the Alphas as Harry and company joined the Faerie War Over Chicago.

 

Maeve, the Winter Lady, used the death of the Tigress as a pretext to send Jenny Greenteeth to disrupt the wedding of Will and Georgia Borden during the “Something Borrowed” case.

 

Toot-toot

Template: Pixie Minion

REFLEXES 4D

Dodge 7D, Flying 8D, Melee Combat 6D, Sneak 7D

KNOWLEDGE 2D

COORDINATION 3D

PERCEPTION 4D

Contacts 7D, Investigation 7D

STRENGTH 2D

PRESENCE 3D

Level: NPC

Feats: Of the Fae

Supernatural Powers:  Diminutive Size [1] Wings [1] Glamours [2] The Catch [+1] is cold iron and the like.

Initiative: +4

Action Dice: GM

Move: 10; flying 20

Size: 6 inches; 1 ft tall

Capsule: Standing just 6 inches tall (during the Storm Front case), Toot-toot is a proud, pale humanoid with silver dragonfly wings, a shaggy halo of pale magenta hair, and a silvery nimbus of light. A lesser wyldfae pixie of the Chicago area, he used to simply be a “dockworker of the Nevernever.” However, his association with the wizard Harry Dresden has caused him to rise in stature—mostly because of the regular bribes of pizza that Harry has made available to him.

 

In the service of Harry, the Pizza Lord (AKA the “Za Lord”), Toot-toot has gathered a small unit of pixies (the “Za Guard”) around him. (And he has grown in this service, to almost a foot tall!) During the Summer Knight case, the Za Guard followed Harry to the Faerie War over Chicago and were actually the ones who killed Aurora, the insane Summer Lady. During the Small Favor case, Toot and the Za Guard did some recon for Harry when he was trapped by gruffs.

 

The Za Lord’s Guard, which Toot leads, typically keeps Mister from killing Harry’s cleaning service brownies, and it exterminates rats and insects in his apartment.

 

Toot is usually oblivious to danger when mortal food is on the line; however, a major threat can pierce even his single-minded focus. See also Elidee.

 

Harry: In the Za Guard, Toot’s rank is the Generous. Then comes the Caption, the Loo Tender, the Star Jump, the Corpse Oral, the First Class Privy, and lastly, the Second Class Privy. Hey, as the Za Lord, I need to pay attention to these things.

 

Tera West

Template: Wolfwere

REFLEXES 4D

Dodge 8D, Sneak 8D

KNOWLEDGE 2D

COORDINATION 4D

PERCEPTION 2D

Survival 6D

STRENGTH 4D

Brawling 8D

PRESENCE 2D

Intimidation 5D, Willpower 6D

Level: NPC

Feats: Were-Whatever Shapchanger

Supernatural Powers: Beast Change [1] Echoes of the Beast [1] Human Form [1] affecting the following: Claws [1] STR+1D Inhuman Strength [2] Inhuman Speed [2] Inhuman Recovery [2]

Initiative: +4, +8

Action Dice: GM

Move: 10

Size: 1.6 meters

Capsule: This is Tera’s human form stats.

 

With her shaggy dark hair peppered with grey and her dark complexion, Tera West appears to be a striking and exceptionally athletic woman. However, she is not human; she is a wolf, magically able to take human form: a reverse werewolf. The fiancée of Harley MacFinn, she was also the mentor of the Alphas and taught them the spell that allows them to transform into wolves.

 

She is solid with muscle and moves with animal surety. However, she seems to have problems with human social cues and knowledge. Her eyes are amber and her teeth are very white. During the Fool Moon case, she aided Harry Dresden in attempting to save her lover. When she failed in this, she returned to the wilderness. She knows and is apparently friendly with Listens to Wind. Her current whereabouts and activities are unknown.

 

Tera’s Wolf Form (True Form)

Reflexes 4D

Dodge 6D, Sneak 9D

Coordination 3D

Strength 4D

Brawling 10D, Running 8D

Knowledge 3D

Perception 4D

Search 6D, Tracking 12D

Presence 4D

Intimidation 7D, Willpower 7D

Initiative: +4, +8

Move: 14

Natural Abilities: claws (STR+1D), teeth (STR +1D)

Powers: Beast Change, Echoes of the Beast, Human Form affecting: Claws (STR+1D),  Inhuman Strength, Inhuman Speed, Pack Instincts And possibly Supernatural Sense(s)

 

Shiro Yoshimo

Template: Knight of the Cross

REFLEXES 4D

Dodge 8D, Melee Combat 10D, Sneak 6D

KNOWLEDGE 2D

Concentration 5D, First Aid 5D, Language 5D, Lore 6D, Scholar 5D

COORDINATION 3D

Marksmanship 6D, Throwing 6D

PERCEPTION 3D

Contacts 5D, Search 6D, Tracking 6D

STRENGTH 3D

Brawling 5D, Martial Arts 7D, Stamina 6D

PRESENCE 3D

Charm 7D, Command 8D, Persuasion 8D, Willpower 12D

Level: NPC

Feats: A True Believer, Champion of God, Dueling Basics, Dueling Mastery, Dueling Supremacy, Riposte, Élah!

Supernatural Powers: Bless This House [1] Guide My Hand [1] Holy Touch [1] Righteousness [2] Sword of the Cross (Fidelacchius) [3]

Initiative: +0

Mojo Points: if any

Action Dice: GM

Move: 10

Size: 1.5 meters

Capsule: A little old Asian man with liver spots and a thick wooden cane, his spectacles giving him owl-eyes, Shiro Yoshimo appeared harmless. However, he was one of the three Knights of the Cross, wielding the sword Fidelacchius; Shiro was strong with faith and divine power. In combat, his features would become hard as stone, as he moved with a dancer’s grace, speed, skill, and strength. While an amazing swordsman and duelist, Shiro hated fighting.

 

As a boy, his family moved from Okinawa to California. A fan of Elvis, he was tricked into attending a revival meeting due to the King’s attendance and inadvertently became a Baptist. He tried to be a good one. He was a responsible man, true to his heart. He possessed great authority and command.

 

Later, he became a Knight of the Cross. He redeemed Sanya in Venice from the clutches of the Order of the Blackened Denarius. Together, they traveled to Malta, where they met Michael (the Archangel, not the Knight). The Prince of the Host brought Esperacchius, the Sword of Hope, and bestowed it upon Sanya.

 

Shiro served as the mentor of Sanya and Michael Carpenter. During his tenure as a Knight, he fought many duels, some with the mysterious Jade Court of vampires. He was also one of the handful of Knights to ever face Nicodemus and survive.

 

During the Death Masks case, Shiro met Harry Dresden and agreed to be Harry’s second in his duel with Duke Ortega of the Red Court. However, after Harry’s capture by the Denarians, he traded himself to Nicodemus for Harry—agreeing that for 24 hours he would make no attempt to escape, summon no aid, nor quietly commit suicide. Because of this, Shiro was tortured and mortally injured by Nicodemus to empower the plague curse.

 

Unknown to all, Shiro was dying of terminal cancer and willingly took Harry’s place, becoming the target of Nicodemus’ Barabbas Curse and the aforementioned torture. Soon after Shiro’s death, Harry received a letter written two weeks prior explaining all of this. Shiro left his Sword, Fidelacchius, for Harry to hold in trust until he finds out who it belongs to.

 

Shiro was distantly related to the Warden Yoshimo who appears in the Dead Beat case.

 

Shiro was a lineal descendant of Sho Tai (the last king of Okinawa).