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).