TEXT:  
  Kickstarter Manuscript 
  Compact & Conspiracy Preview #6 
   
   
  The Union & Task Force: VALKYRIE 
   
  © 2020 White Wolf Entertainment © 2020 Onyx Path Publishing 
  
  The Union 
  Regular Schmoes 
  Quote: “Not here. Not today. You’re on our turf now.” 
  At the dawn of the 20th century, the Labor Movement thrust socioeconomic inequality into the 
  spotlight. Unions organized in response to the growing divide between greedy capitalists who 
  preyed on everyday workers struggling to put food on the table, not fully realizing their members 
  were battling more than one type of monster. In Pennsylvania, people scoffed when coal miners 
  told them they heard someone scraping the ceilings above them and ignored their warnings even 
  after the mine collapsed. In Chicago, no one batted an eye when a strange “disease” swept 
  through a shoe factory manned by children. In New York, shirtwaist makers shouted, telling their 
  bosses something was preying on them from the rafters, but no one listened — not even after the 
  factory burned down. Every industrialized country around the globe, from England to Australia, 
  is filled with stories of common laborers fighting for their lives, both figuratively and literally. 
  Though skilled laborers continued to protest and organize throughout the 20th century, some 
  workers noticed that, despite their conditions slowly growing better, people were still dying. As 
  stories spread, the common worker began to understand they weren’t as powerless as they 
  believed. Alone, each worker was weak and vulnerable. Together? They were unstoppable. Over 
  time, casual conversations led to local investigations and coordinated hunts. As workers 
  developed a common lexicon to name monsters and identify where they slept, hunters organized 
  “work parties” to deal with the problem, clean up the aftermath, and then disband.  
  For decades, most “work parties” were small, localized, and short-lived. Unlike other hunting 
  organizations, members dealt with monsters only when they had to. Sometimes, groups would 
  disband because a certain warehouse would burn down or a company would suddenly go out of 
  business. Other times, laborers would move around to find work or to forget what they’d seen. 
  Most workers were happy to forget what they’d done and preferred the pretense of a normal life 
  for them and their families. 
  Officially, The Union didn’t form as a hunter organization until Holly Ramirez, an active “work 
  party” member, started connecting cells together in 1999. Having survived her own encounters, 
  she began to reach out using the internet and noticed how similar other stories were to hers. Of 
  course, hunters used colorful metaphors to disguise their fear and what they knew, but Holly 
  knew what was really being said and was confident they could help each other. In March 2000, 
  Holly set up a public bulletin board online to help coordinate and connect other members around 
  the globe. Less than four months later, the board was gone and several of its more visible 
  members were reported missing or dead.  
  Devastated but not defeated, Holly and her trusted associates learned their lesson and adopted 
  anonymous profiles on a private forum they moderate. Each time they upgraded the forum, they 
  changed addresses, passwords, even web hosts to secure their communication. Now, members 
  use a private-message service that’s invite only. Still, that doesn’t stop the occasional spy from 
  stumbling onto their turf, but Holly developed a rigorous method to test and deal with what she 
  referred to as “the enemy.” Occasionally, she’d release false intel using herself as bait; other 
  members believe that’s what got her killed back in 2005. 
  
  Now, The Union has taken on a life of its own. New and secure forms of communication allow 
  members to talk face to face, and several micro-communities have branched off the main 
  network. Holly Ramirez’ community is stronger than ever. New community managers, like Bob 
  Saltzman and Jefferson Willis, have emerged to help coordinate the hunt and, if necessary, 
  funerals and fundraising for hospital bills. 
  The Union’s “work parties” are typically composed of skilled laborers and everyday people who 
  don’t work a nine-to-five job. Often, hunters step up because there’s a need for a warm body, an 
  improvised trap, an electric fence — or bait. Sewer workers and cable-service people know 
  unseen, less-trafficked routes, beat cops know the crime hot spots and have access to weapons, 
  and ambulance drivers and emergency responders have access to medicine. Though most of its 
  members are blue-collar workers, The Union is inclusive and pragmatic because to them? There 
  are enough problems in the world without monsters. The Regular Schmoes will take all the help 
  it can get — and that includes migrant workers, homeless, and sex workers, too. 
  The Enemy 
  The thing about The Union is that they don’t care what makes a monster tick, what its powers 
  are, or what kind it is. Vampire, werewolf, ghost, demon, or the occasional slasher — they’re all 
  just targets. Members aren’t obsessed with the hunt; they focus on getting through the day, living 
  their lives, and raising their families. As such, they don’t become obsessed with myths or legends 
  or conspiracy theories. If they catch wind of a monster who might be in the area, they don’t make 
  a move until a sighting has been confirmed. 
  Unfortunately, their lack of organization is also a weakness. While they can respond quickly, 
  they don’t have the resources or knowledge other groups do. Members chip in where they can, 
  but they’re not rolling in dough. Unfortunately, other compacts know it, too. Often, when 
  Regular Schmoes partner with other cells they provide manual labor or muscle — and that sets 
  their teeth on edge. The Union knows there’s a storm coming. When and if they get their 
  numbers up, maybe then they’ll finally organize. Until then, if you’re a hunter who can aim and 
  fire, The Union will gladly take you. 
  Hunters 
  You fight fires and saw the flickering shape of a child-sized shadow right before the mayor’s 
  house burned down. You were told not to say anything, but you can’t get that image out of your 
  mind. Every time you ride your truck, you pay close attention to the scenery, and you’ve 
  managed to put your buddies on high alert, too. Now, your chief calls you a “human smoke 
  detector,” because you’ve stopped a few fires well before they’ve had a changed to spread — by 
  killing the thing that caused them. 
  You’re a streets-and-sanitation worker who made a gruesome discovery: piles of skeletal bodies 
  deep in the sewers, their bones gnawed on and the marrow sucked out. You’ve stumbled across 
  larders filled with harvested organs, and underpasses where dark rituals were being performed. 
  You know what happens beneath the city’s notice and you’re obsessed with ensuring that others 
  do, too. 
  You’re a traffic cop who monitors the street cameras all over town. Every so often, you catch a 
  blurry glimpse of a creature that gives you nightmares. You take images when you can and share 
  them with local hunters. The only thing keeping you upright is knowing that every time you find 
  
  one of those monsters, you are saving somebody’s life. Watching them through your cameras is 
  the only way you can stay one step ahead of them. 
  Factions 
  Alliances in The Union tend to form out of shared interests as opposed to bigger, philosophical 
  ideas. There are three such groups. 
  Most people within The Union advocate for a simple, defensive approach: Home First. Hunters 
  look after their own friends, lovers, families in their neighborhoods, factories, and schools, and 
  they never bring the fight to the monsters.  
  Hunters who claim membership in The General Strike take a more aggressive stance. They 
  believe it is their duty to fight monsters, because they are the worst kind of oppressors. There 
  aren’t many members left, however, and most are either missing or dead. A few have even 
  “come back” to prey on their cellmates, right before they were lit on fire. 
  Politicals, on the other hand, hunt and organize to ensure their people are free to live the life they 
  choose, in the way they want to live it, despite their fear of the supernatural. Though their 
  members used to be extremists living on the fringes of society, their numbers have grown in 
  response to a general anxiety about the future. Most Politicals range from protestors fighting for 
  gun rights to doomsday preppers. These hunters join other demonstrators and protestors, moving 
  from city to city, hunting enemies under cover. 
  Status 
  When the shadows grow longer, and people are reported missing — The Union swings into 
  action. Something, somewhere, needs to die and they gain status when it does. 
  • You’ve been invited to join The Union, and your expertise has helped you on the hunt. You 
  may use the 8-again quality when performing Teamwork or Tactics relevant to your trade. 
  ••• You’ve managed to develop several friendships with other Union members, and they’re ready 
  to pitch in when needed. Gain two dots in Allies (The Union) representing individuals who 
  specialize in killing two, separate types of monsters. 
  ••••• You’ve saved lives, raised funds to help survivors rebuild their homes, and bailed 
  somebody out of a tight spot from time to time. Your efforts have paid off, and your reward is 
  two dots of Resources you can use to help yourself or your cellmates. 
   
   
   
   
   
   
   
   
   
  
   
  
  Task Force: VALKYRIE 
  Agents in Black 
  Quote: “We’ll save your life, but you’ll never know our names.” 
  America is the land of the free, home of the brave, and a conspiracy theorist’s playground. Fact: 
  in December 1927, the U.S. Army raided several coastal towns in Massachusetts for reasons 
  unknown. Fact: in 1947, an unidentified object crashed near a USAF base in Roswell, New 
  Mexico. Fact: in the 1960s and 70s, the Zodiac Killer stalked northern California. Though no one 
  caught him, the killings stopped. 
  If Roswell was just about a weather balloon crash, why the smoke and mirrors? What happened 
  to the Zodiac Killer? Ultimately, conspiracy theorists want to prove a secret government 
  organization is behind every mystery. Enter Task Force: VALKYRIE. Sure they know who 
  killed Kennedy, but they also know the truth about demons, vampires, and werewolves, too. 
  Though Task Force: VALKYRIE was a rumor for years, modern records date back to World 
  War II. After learning the Nazis had recruited the supernatural to fight alongside them, TFV 
  allied with US and British forces to invade Europe from June 1944 to April 1945. Together, they 
  eliminated threats with naught but their fists and guns. In fact, they were so good at taking down 
  ENEs, the government kept assigning them to fight ENEs right up until Roswell. 
  After Task Force: VALKYRIE successfully employed a disinformation campaign following the 
  Roswell incident, the agency covered their tracks and disappeared. Their new mission? Secretly 
  protect the U.S. from extra-normal forces. For decades, only a handful of government officials 
  — excluding the president — knew TFV existed. All that changed, however, after the identities 
  of several TFV agents were leaked online in 2013.  
  Since then, TFV has refocused its efforts to ensure its operatives’ safety remains a priority and 
  spends considerable resources to spread misinformation. The average conspiracy theorist will 
  point to tales of “Agents in Black,” special-forces units forcing entire towns to disappear, alien 
  cover ups, strange black ops, and aliens in Congress as proof of TFV’s existence. It’s no accident 
  that Task Force: VALKYRIE seems to be behind every modern conspiracy — that’s just what 
  they want people to believe. 
  Despite lost funding, scandals, and political upheaval, TFV is a little-known government agency 
  that suffers from the same bureaucracies and nepotism rampant in Washington, D.C. With the 
  agency on high alert, intelligence gatherers are generating miles of red tape to ensure they’re 
  giving field operatives the right information. Unfortunately, every TFV agent knows intel 
  doesn’t matter if they’re staring down an ENE. Sometimes, they need an address right now. The 
  delays in information are compounded by a tiny budget. 
  Now, Task Force: VALKYRIE operatives have stopped griping and wonder if a mole — or 
  several — has infiltrated their ranks. If they’ve been charged to protect the U.S., why are there so 
  many restrictions when it comes to killing highly dangerous ENEs? If they’re a task force, why 
  have they been discouraged from working with foreign organizations? Why is there an 
  underground prison filled with captured ENEs? Why is it that, when an agent asks too many 
  questions, the operative is reassigned or disappears? 
  
  Task Force: VALKYRIE has always been a shadow organization, but their new specialty is to 
  create illusions. Unfortunately, their operatives can’t always tell the difference between fact and 
  fiction — even when a civilian’s life is on the line. 
  The Enemy 
  Despite its problems, Task Force: VALKYRIE is a well-oiled machine that uses strict procedures 
  to deal with ENEs. Every operative is trained to report, observe, assess, report again, then 
  neutralize or call for backup. 
  Most agents can’t apply internal procedures in the field but will file reports making it seem like 
  they’ve followed orders. Somebody at HQ is clamping down on agents who don’t have the 
  authority to take command, however, and cells that don’t follow orders tend to disappear. While 
  there is a strict cell structure in place, operatives know layers of red tape prevent them from 
  acquiring immediate resources to hunt that rampaging beast tearing down 6th Avenue. Often, 
  agents refer to the rules as “guidelines,” and actively reach out to other hunters and cells with 
  whom they cross paths. 
  Most TFV operatives do what they can to survive in the field. However, any agent who gets 
  comfortable bending the rules might find themselves dragged to an offshore prison complex or 
  worse. In general, TFV agents hunt because they love their country, know their skills are needed, 
  and are uniquely poised to use the advanced weaponry at their disposal. Unfortunately, the push 
  to keep their identities, activities, and locations secret often leaves agents feeling more isolated 
  and at risk of being exposed.  
  Hunters 
  You were once an FBI agent. You started digging into the archives and suspected aliens were 
  real. Curious, you dug deeper and found another conspiracy. All that alien info you read? Not 
  only was it fake, the “evidence” was covering up a stranger truth: Demons are real. You started 
  keeping your own files and added data when you found it. Then, one day, your files disappeared. 
  That same day you got a call and were transferred. Now, you wish you never learned the truth. 
  You were a children’s librarian who specialized in folk and faerie tales. The kids used to tell you 
  their own stories of the weird things they’d seen and you were inspired to write about them. One 
  day a strange, intense, suit-wearing man approached you at the library; he wanted to talk to you 
  about your new book on cryptozoology. The problem was you hadn’t told anyone about it. The 
  next day you had a new job at TFV. 
  You’re a former member of a special-forces unit. One night an op went bad, real bad. Your 
  target, a weapons dealer, shrugged off your bullets then turned into a hairy beast with teeth. Your 
  team freaked, but you kept your cool. You fought all night but managed to kill it and made it to 
  the rendezvous point on time. Your extraction team was filled with unfamiliar faces, and when 
  your helicopter rose into the sky you knew you’d never see your squad again. 
  Departments 
  Task Force: VALKRYIE is a conglomeration of special units and departments that, for the most 
  part, operate independently of one another. Most units have their own leadership, funding, and 
  miles of paperwork that are routinely audited by HQ. Once an agent is recruited to TFV, they 
  may list their unit preferences for assignment. 
  
  Many field agents work with Project TWILIGHT. This department oversees missions targeting 
  human-seeming ENEs classified as P (Para-human) and S (Social). These ENEs tend to operate 
  in groups and infiltrate covens, tribes, cabals, conspiracies, and other hidden societies. Field 
  agents are often told to avoid wasting resources to take down one SP/ENE and are directed to 
  track their movements and gather intel instead. Agents assigned to Project TWILIGHT are not 
  afraid to go deep under cover in enemy territory to find the truth, even if that means infiltrating a 
  friendly cell of civilian hunters.  
  Agents assigned to Operation FORT specialize in ED (extra-dimensional) and ET (extra-
  terrestrial) ENEs and phenomena that includes aliens, fairies, ghosts, demons, and so-called gods 
  who hail from another plane of existence. While some technology exists to track ED and ET 
  ENEs, FORT agents don’t have the funds or the scientific resources to back up their findings. 
  Often, they rely on info gleaned from folklore, mythology, and urban legends to identify their 
  targets as well as unsolved cases and missing persons reports. Despite their reputation for being 
  cranky, most FORT agents are up to date on gossip and conspiracy theories and will share 
  rumors in exchange for better resources. 
  Operation ADAMSKI agents fabricate and spread disinformation to cloak TFV missions and 
  prevent the truth from leaking to civilians. This department was named after a notorious hoaxer 
  who convinced many people he communicated regularly with advanced beings from Venus. 
  ADAMSKI agents intentionally leak falsified documents, faked photographs, doctored videos of 
  alien autopsies, etc. to self-righteous conspiracy theorists and “truthers” hungry for proof that the 
  government is keeping secrets from them.  
  Status 
  Status in Task Force: VALKYRIE is nebulous, and agents are promoted for a variety of reasons 
  ranging from nepotism to merit-based rewards. 
  • You’re a new recruit and have a small chip implanted in your shoulder or thigh, enabling you to 
  access and operate TFV’s high-tech resources. Gain a free Skill Specialty in Weaponry reflecting 
  your armament of choice. 
  ••• You’ve survived several missions, and someone back at HQ was paying attention. You’ve 
  earned two dots in Allies (TFV Backup) you can call on for help. Better use the backup when 
  you really need it, though. 
  ••••• You have your pick of missions and, when you go out in the field, you’re provided the best 
  equipment and vehicles TFV has on hand. You keep trusted secrets, know who really killed 
  Kennedy, and have the ear of several government officials. Assign a different government 
  agency to three dots in Contacts representing these relationships. 
   
   
   
   
   
  
  Advanced Armory 
  Task Force: VALKYRIE isn’t in the business of supernatural wares. They don’t send prayers to 
  gods who won’t listen, they don’t drink poison hoping it isn’t worse than the monster’s bite, and 
  they certainly don’t treat with monsters to gain their powers. Instead, they rely on the cold, hard 
  truths of guns and ammunition. Now, those guns might be barking something as dangerous as 
  hellfire, but at least agents know it is technology that fuels their fight, not magic. Or at least they 
  hope so. 
  While no one would slight the courage of TFV operatives (at least, not within earshot), no one 
  can deny the surge of monsters is dangerous, unpredictable, and often extremely hard to capture. 
  Thankfully for TFV, if there’s one thing the American military-industrial complex is good at, it’s 
  overkill — but unlike rites or special abilities, ammunition is not a renewable resource. An agent 
  must keep their weapon in proper working order and replace ammunition when spent.  
  Task Force: VALKYRIE recognizes that it operates on a fine line. Since they don’t use 
  supernatural methods to fight monsters, their operatives are at greater risk than other hunters. 
  They take security and the safety of their agents extremely seriously. Each agent gets a small 
  RFID chip implanted in their body shortly after recruitment. This RFID chip serves two 
  purposes. The first is that it gives the agent access to the armory and every item inside contains a 
  reader that recognizes TFV RFID signals. Each weapon is built with hard locks that will not 
  disengage unless it can detect a chip’s frequency. The second is to store information about the 
  agent in case they are lost in the line of duty.  
  Accessing the Armory 
  All TFV Endowments are readily available to any agent with an RFID chip, but they are also 
  consumable; even if the advanced weapon is still in working condition its ammo gets depleted. 
  This is represented by the item’s Loadout, which is how often an agent needs to bring the 
  advanced armory weapon back to base for ammunition, cleaning, or changing out.  
  Loadout is automatically refreshed when operatives resupply by checking in with their local field 
  office. At that time, a TFV operative may swap out their existing Endowments for something 
  new, provided their RFID implant is working correctly and the weapon is available. Though TFV 
  is capable, it is also a small agency and some of its armaments are unique. 
  If a hunter leaves TFV, they deactivate her RFID chip and deny her access to the armory. She 
  still knows where they keep their armories, but only a heist will give her access to equipment. 
  She effectively loses access to the Endowment and any Experiences she spent are refunded to 
  her. 
  TFV encourages agents to change out Endowments as often as necessary depending on what they 
  are hunting. This flexibility in the agent’s repertoire is represented by the Endowment’s cost. 
  Advanced Armory is rated one to five; each dot she purchases represents access to a new piece 
  of equipment from the armory. Essentially, it represents what she’s allowed to check out at one 
  time. Instead of purchasing each Endowment separately, the hunter simply picks a number of 
  Endowments at the beginning of each session based on her Advanced Armory rating, and that is 
  what she has. If she wishes to change out an item through the course of the game, it may require 
  a scene to make the exchange, but she can easily do so. 
   
  
  Equalizer Grenade 
  Monsters come in all shapes and sizes, though plenty of them wear human faces, hiding their true 
  form from humanity in the slim chance no one will notice them. They lose all precepts when in a 
  fight though, turning into the monstrosities that they are, and making it harder for a team to take 
  them down. The equalizer grenade stops that kind of activity right in its tracks. 
  Using a flashing light that tricks the brain, it somehow disrupts the shape-change process before 
  it can start. As long as the grenade is flashing, the monster is incapable of changing its form, for 
  good or ill. Agents aren’t sure why it works, but some squint in a lab somewhere figured it out, 
  probably with several failed field tests no one talks about. Either way, the agency has them in 
  abundance and agents can get as many as 6 grenades per Loadout. 
  Loadout: Two sessions 
  Dice Pool: None 
  Action: Instant 
  Duration: One scene 
  The agent simply has to pull the pin and throw the grenade. It doesn’t do any damage, but emits 
  a flash of light. If a monster attempts to use a shapeshifting Dread Power, such as Animal Shift, 
  it provokes a Clash of Wills, with the hunter rolling the highest of his Resistance Attributes + 
  Advanced Armory instead of Occult. If the hunter wins, the monster remains in its mortal guise. 
  Etheric Goggles 
  Ghosts and spirits reside just beyond the veil, biding their time and building strength. These 
  creatures gain influence, manipulating people’s souls and energies in places until they finally 
  have enough power and influence to manifest and cause all sorts of havoc. With Etheric Goggles 
  though, Task Force: VALKYRIE agents can pierce the veil and take sight of their targets before 
  they come across. Etheric Goggles look like normal, night-vision goggles, but have a small 
  button on the side to transfer vision into the Twilight. They work for every hunter, regardless of 
  sight. 
  Loadout: Three sessions 
  Dice Pool: None 
  Action: Instant 
  Duration: One scene 
  With a quick flick of a button, the agent can peer into Twilight. Any entity in Twilight appears to 
  glow a phosphorescent blue. The goggles don’t let the agents touch or speak with the entities, but 
  they can trace or track them. Additionally, if an agent is trying to locate something with the 
  Anchor Condition, the goggles grant a +3 bonus to investigation rolls. 
  Etheric Capsule Rounds 
  Etheric Capsule Rounds resemble normal bullets — save for the glossy tips that glow faintly in 
  the dark. When fired, the propellant excites the etheric compound inside the projectile, causing it 
  to expand violently upon encountering another etheric field or when striking a physical target.  
  
  Nicknamed “Ghost Paint,” EC rounds directly injure ephemeral entities. When shot at an 
  ephemeral entity who is Manifested, the soft-shelled bullet causes a painful burning sensation on 
  the target’s exposed skin and mucous membranes. Against mortals, EC rounds aren’t as 
  effective, though they will sting and cause welts when they contact the skin. Otherwise, EC 
  rounds are nonlethal. 
  Loadout: 1 session 
  When used against an ephemeral entity that is Manifested, the bullets deal lethal damage instead 
  of bashing. Additionally, if the entity is not Manifested, the bullets can affect entities in Twilight 
  and deal bashing damage. EC rounds deal bashing damage to objects, mortals, and monsters. 
  Teaming Up with Who? Missing Scientists What? 
  Task Force: VALKYRIE know it’s better to take orders than to ask questions, but 
  some operatives are starting to feel that their commanders are keeping more secrets 
  than usual. TFV operatives recognize the need to change or alter their munitions, 
  but don’t understand why they’ve seen other conspiracy members visiting 
  headquarters. Thus far, the Ascending Ones and the Cheiron Group’s field agents 
  have both been spotted chatting up Operation ADAMSKI agents, leading some 
  TFV operatives to believe the rumors are true. For months, operatives have been 
  receiving the all clear, signaling nothing is wrong at HQ — even though one of 
  Project FORT’s team leaders, Rodrigo Garcia, knows this can’t be true.  
  According to Garcia, several TFV scientists have either been kidnapped or were 
  found dead of natural causes. Garcia speculates this can only mean one of two 
  things: either TFV’s command is compromised, or their leaders suspect an enemy 
  has infiltrated their ranks. In any case, it’s clear TFV has suffered from a security 
  breach, which would explain why the conspiracy is forging alliances with other 
  hunters they normally wouldn’t. 
  Huginn Visor 
  Monsters of all stripes have ways of trying to manipulate the minds and hearts of their prey. Task 
  Force: VALKYRIE technicians have learned that this invariably requires eye contact to perform. 
  The Huginn visor appears as a set of normal dark sunglasses, but it is coated with a special film 
  that gives the agent some protection against mind-altering powers.  
  Agents joke that whatever chemical they put on it must come from space. Maybe it does, but no 
  one really cares when it keeps their heads on straight. 
  Loadout: One session 
  Whenever a monster’s Dread Power (or other supernatural creature’s power) necessitates eye 
  contact or needs line of sight to the victim to function, the creature suffers a −3 penalty to 
  activate the power against any hunter who wears the visor. 
  Mjolnir Cannon 
  Nothing in the TFV arsenal represents overkill like the Mjolnir Cannon. The portable version of 
  the system consists of two elements: a heavy battery, typically carried in a backpack, and a 
  modified rocket launcher with integrated lenses, electrodes, and heavy shielding. At its lowest 
  
  power setting, the Mjolnir functions as a long-range taser, paralyzing the target with rapid pulses 
  of electricity channeled down the ionized path created by the taser.  
  At higher power levels, the Mjolnir earns its name, firing nothing short of a man-made lightning 
  bolt — hearing protection and grounding equipment are required for all teams employing the 
  Mjolnir Cannon. The etheric battery used to power the Mjolnir is notoriously finicky, and, if 
  overused, has been known to detonate. 
  Loadout: One session 
  On its low setting, the Mjolnir Cannon is a ranged weapon a damage rating of 1, range 20/40/80, 
  Clip 4, Initiative −1. When the Mjolnir deals damage, it inflicts the Stunned Tilt on the target. 
  When its Clip is exhausted, the Mjolnir must recycle its batteries for two turns. 
  When used on its high setting, the Mjolnir Cannon is a ranged weapon with a damage rating of 4, 
  Clip 2, Initiative −3. The Mjolnir Cannon inflicts the Knocked Down Tilt to its target if it hits. 
  Any targets within shouting distance of both the weapon and the target suffer from the Deafened 
  Tilt unless they’re wearing hearing protection. 
  Muninn Serum 
  No matter how well prepared, how careful, and how special ops a Task Force: VALKYRIE team 
  may be, there’s always the chance someone might witness the action going down. It isn’t always 
  the team’s fault, either. It might be a case of bad circumstances, or just the fact that they had to 
  save someone from a monster’s grasp. Every hunter knows that once you’ve had a brush with the 
  supernatural, you’ll never forget it. 
  That is, unless someone helps you along with a little chemical assistance. Task Force: 
  VALKYRIE scientists have developed a more potent and targeted form of the strongest drugs 
  that cause temporary amnesia and short-term memory loss. The result is Muninn Serum and, 
  with a single injection, an agent can wipe away a whole night’s worth of bad memories. 
  Loadout: One syringe per session. 
  Dice Pool: None 
  Action: Instant 
  Duration: One scene 
  The operative must administer the dose intravenously. If the target is unwilling, the agent must 
  make an attack roll to inject the serum. The drug has a mild burn to it, but nothing worse than a 
  tetanus shot. Once injected, the subject is inflicted with the Drugged Tilt. During this time, the 
  agent can ask the subject to recount memories, which the subject will do to the best of her ability. 
  Once recounted, she forgets it ever happened. Even if she chooses to lie about specific portions 
  of the event, she forgets everything at the end. 
  Odin Reticle 
  The all-seeing eye of Odin is, in this case, a small LCD screen and camera combination that 
  feeds a specialized display to the wearer. This device is designed to attach to any other goggle 
  type, such as the Etheric Goggles or the Huginn Visor. It isn’t perfect, but few things can trick 
  the various cameras attached to the Odin Reticle’s display. 
  Loadout: 3 sessions 
  
  Dice Pool: None 
  Action: Instant 
  Duration: One scene 
  When activated, it grants a Clash of Wills against anyone attempting to hide themselves using 
  supernatural means that trick the mind. Hunters using the Odin Reticle for the Clash of Wills roll 
  their Highest Resistance Attribute + Advanced Armory rating instead of Occult. 
  V.D.S.B. 
  Every TFV operator knows monsters prefer shadows to sunny daylight and understands that 
  sometimes the difference between winning and losing is a well-lit field of battle. While creatures 
  like vampires might be allergic to sunlight, most monsters aren’t happy when the full force of 
  ultra-bright, white light hits them directly in the eye. 
  The V.D.S.B. (Victim-Detonated Sun Bomb) is a rigged explosive device that is triggered with a 
  combination of infrared, motion, and thermal sensors. Coded to find vampires specifically, 
  anything that falls within a specific infrared spectrum or motion profile will detonate the bomb. 
  Agents have found that most monsters seem to fit the bill, though they don’t know how the 
  technicians programmed the device to be so precise as to not trip with human activity. 
  The resultant effect is a flash of light bright enough to blind anyone and everyone in the vicinity. 
  Agents often wear special sunglasses that protect them from the bright light as they come in to 
  deal with the hopefully stunned monster. The agency generally only provides one such bomb per 
  Loadout. 
  Loadout: One session 
  Dice Pool: None 
  Action: Instant 
  Duration: One scene 
  When tripped, a searing, bright, phosphorescent light fills the space. Anyone in view of the bomb 
  when it detonates must roll for surprise. If they fail, they gain the Stunned Tilt. For the rest of the 
  scene, sighted players who are not wearing special eyeglasses will acquire the Blinded Tilt. 
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Hunter the Vigil 2E Manuscript Preview 2F.pdf