TEXT: Written by Ben Counter, Bethany Culp, Stephen Michael DiPesa, Jess Hartley, 
  Martin Henley, David Hill, Filamena Hill, Howard Wood Ingham, John Kennedy, 
  Matthew McFarland, John Newman, Alex Scokel, Travis Stout, Eddy Webb  
  Developed by Eddy Webb     Audio produced by Michael Read     Edited by Genevieve Podleski  
  Layout by Jessica Mullins     Art by Aaron Acevedo, Sam Araya, Avery Butterworth, 
  Nicole Cardiff, Kari Christensen, Jim Dibartolo, dugnation, Costas Harritas, 
  Phil Hilliker, Vince Locke, Ken Meyer Jr, Jessica Mullins, Jim Pavelec, Juan 
  Serrano, Brad Williams, Cathy Wilkins   
  Special thanks to our voice actors for giving up a Saturday to help us out: 
  Anna Albano, Nathan Binder, David Bounds, Natasha Bryant-Raible, Priscilla 
  Kim, Vincent Lombardo, Orrin Loria, Weston Reid, Rich Thomas, Michelle Webb
  A Storytelling Adventure System 
  anthology for Hunter: The Vigil
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  Officer Hutchinson swept over the brutality with dispassion and diligence. With every picture he took, with every swab of the blood, 
  he told himself he was a servant of justice. He was a part of the team that was going to put that asshole away for life. For the past 
  three years, detective Chuck Chalmers mentored and inspired him to whatever minor greatness he’d achieved.
  As he looked over the chalk outlines, he knew there was something he was missing. That’s why he’s the junior detective. He 
  looked to his mentor. “Officer Chalmers, there’s something here I’m not seeing.”
  The senior officer glances back from his cell phone. “If you think you’re missing something, it’s your mind telling you that you can’t accept 
  the simplest answer.” He didn’t even stop hammering the keypad while he spoke. “Now get back to the picture-taking, Hutchinson.”
  “Officer Chalmers, are you alright? You haven’t been yourself lately,” Hutchinson said, concerned. He didn’t even get an answer. 
  Hutchinson shrugged and snapped a few more shots from another angle.
  
  © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of 
  reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks 
  of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter 
  the Vigil, Storytelling System and Collection of Horrors are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are 
  copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and 
  supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  Written by Ben Counter, Bethany Culp, Stephen Michael DiPesa, Jess Hartley, 
  Martin Henley, David Hill, Filamena Hill, Howard Wood Ingham, John Kennedy, 
  Matthew McFarland, John Newman, Alex Scokel, Travis Stout, Eddy Webb  
  Developed by Eddy Webb     Audio produced by Michael Read     Edited by Genevieve Podleski  
  Layout by Jessica Mullins     Art by Aaron Acevedo, Sam Araya, Avery Butterworth, 
  Nicole Cardiff, Kari Christensen, Jim Dibartolo, dugnation, Costas Harritas, 
  Phil Hilliker, Vince Locke, Ken Meyer Jr, Jessica Mullins, Jim Pavelec, Juan 
  Serrano, Brad Williams, Cathy Wilkins  
  Special thanks to our voice actors for giving up a Saturday to help us out: 
  Anna Albano, Nathan Binder, David Bounds, Natasha Bryant-Raible, Priscilla Kim, 
  Vincent Lombardo, Orrin Loria, Weston Reid, Rich Thomas, Michelle Webb
  Officer Hutchinson swept over the brutality with dispassion and diligence. With every picture he took, with every swab of the blood, 
  he told himself he was a servant of justice. He was a part of the team that was going to put that asshole away for life. For the past 
  three years, detective Chuck Chalmers mentored and inspired him to whatever minor greatness he’d achieved.
  As he looked over the chalk outlines, he knew there was something he was missing. That’s why he’s the junior detective. He 
  looked to his mentor. “Officer Chalmers, there’s something here I’m not seeing.”
  The senior officer glances back from his cell phone. “If you think you’re missing something, it’s your mind telling you that you can’t accept 
  the simplest answer.” He didn’t even stop hammering the keypad while he spoke. “Now get back to the picture-taking, Hutchinson.”
  “Officer Chalmers, are you alright? You haven’t been yourself lately,” Hutchinson said, concerned. He didn’t even get an answer. 
  Hutchinson shrugged and snapped a few more shots from another angle.
  A Storytelling Adventure System  
  anthology for Hunter: The Vigil
  
  1
  ColleCtion of Horrors
  Body of Evidence
  MENTAL ••• 
  PHYSICAL •• 
  SOCIAL •• 
  Overview
  Sometimes, the biggest complication a cell of hunters can encounter 
  is law enforcement. However, when the cell has fought with sorcer-
  ers, devils, vampires and zombies, kindly Officer Chalmers seems less 
  threatening. This scene is set to keep the cell on their toes, and to 
  remind them that the law is not immune to the terrors found on the 
  Vigil. During their nightly activities, hunters are bound to run across 
  or afoul of the law. During such a crime scene, Officer Chalmers puts 
  one polished shoe forward to interrupt the cell’s endeavors.
  Description
  The scene is one of controlled chaos. Officers 
  and detectives swarm the central hub of the 
  victim; bystanders and reporters push and shove 
  forward, fighting with a morbid fervor for an 
  opportunity to see the source of the excitement. 
  The police handle the investigation haphazardly 
  and dismissively, frustrated at their lack of 
  direction and leadership. Poorly herding the crew 
  is a man whose name badge says “Chalmers,” with 
  all the decoration to denote years on the force, 
  but none of the attention one would expect of a 
  seasoned officer. As you briefly catch his eyes, 
  they’re glassy and void of interest. He then 
  shambles back into the swarm of uniforms.
  Storyteller Goals
  Officer Chalmers exists to be interjected into other scenarios. During 
  any police investigation, his addition adds an X-factor. He can confuse 
  and distract characters from a current plot, especially if the troupe tends 
  to believe that all elements are pieces of a single holistic plot arc. Most 
  characters are not equipped for destroying the monster, and the situa-
  tion will require far more work than a simple killing to resolve.
  In addition, Chalmers can offer a great challenge to characters 
  that typically resort to violence. As Chalmers inhabits a crowded 
  crime scene, he is effectively invincible. No hunter in her right 
  mind will shoot a cop while surrounded by other cops. It is pos-
  sible to bait him to privacy, but even then, the cell has a dead 
  cop on its hands.
  Character Goals
  The Chalmers monster (one of a group called the Strix) doesn’t care 
  if he solves a case. An altruistic cell may jump on this element alone; 
  without intervention, Chalmers will not succeed in bringing a culprit 
  to justice. He also steals the bodies of his victims, which offers another 
  potential incentive for hunters. 
  Task Force: VALKYRIE characters may have a more direct 
  goal, as they receive a briefing upon entering the scene (via the 
  audio prop on p. 4). TF: V considers the Strix to be a prime 
  threat, one of immense risk to operatives and agents. Depend-
  ing on the characters, this may mean attempting to destroy 
  the thing, or possibly trying to find information on others of 
  its ilk.
  Actions
  The cell has many routes it can take to solve the problem of Chal-
  mers. Direct confrontation is one of the most difficult. Almost any 
  resolution will require getting Chalmers away from the crime scene. 
  One method would be to convince him that they have access to bet-
  ter host bodies.
  Relocating Chalmers
  Dice Pool: Manipulation + Persuasion vs. Chalmers’ Wits + 
  Composure (dice pool 8)
  Action: Contested
  Hindrances: Speaker introduces self as a TF:V agent (-2), Chalm-
  ers’s smell has been revealed (-1), speaker approaches in a group (-3), 
  speaker reveals knowledge of the Strix (-5)
  Help: Speaker gives description of a more influential person (+2), 
  speaker presents herself as directly influential (+3), speaker feigns 
  ignorance (requires a successful Manipulation + Subterfuge roll, 
  +2 if successful), speaker reveals knowledge of the Strix and feigns 
  obeisance (+3)
  Body of evidenCe
  
  2
  ColleCtion of Horrors
  Roll Results
  Dramatic Failure: Not only does Chalmers read the speaker like a 
  book, but he will also do whatever is in his power to plant evidence and 
  arrest her. If already away from witnesses, he will attempt to murder 
  and possess the character.
  Failure: Chalmers is dismissive and instead focuses more on 
  those other individuals at the scene of the crime, looking for 
  opportunity.
  Success: Chalmers suspiciously and reluctantly goes with the char-
  acter away from the crime scene. However, the ancient monster is 
  prepared for a ruse, and is not likely to be surprised or ambushed (+2 
  on his Wits + Composure to resist ambush, see the World of Darkness 
  Rulebook, p. 46).
  Exceptional Success: Chalmers is convinced that the speaker has 
  an ideal opportunity for him, and leaves without much consideration 
  or hesitation. Due to his hunger for a better body, he’s at a -2 to his 
  Wits + Composure roll to resist ambush.
  Consequences
  If Chalmers is convinced to leave the scene, once he is alone 
  with his charge he will attempt to poison and possess them. If he’s 
  ambushed, he will run, but if forced, he will defend himself to the 
  utmost. He will fight ruthlessly, disregarding the safety of his tem-
  porary body. He will also make full use of his Agonize Dread Power 
  to incapacitate his enemies.
  The detective’s body isn’t long for usefulness, and he’s growing a 
  bit risky in his hunt. If the speaker presented herself in a knowledge-
  able or sympathetic way, he’ll make ridiculously grandiose offers in 
  exchange for suitable hosts. Of course, he does not intend to make 
  good on them.
  If its physical body is destroyed, the Strix will evacuate the 
  corpse as a wisp of smoke. Unless the cell is specially equipped, 
  he will be impossible to harm. If they are capable of harming 
  such entities, his traits as a spirit are the same, with the excep-
  tion of the Attributes, which change to Power 5, Finesse 3 and 
  Resistance 5. His greatest weakness is that in his incorporeal 
  form, he can only travel in the darkness. If presented with direct 
  light, he is immobile.
  tHe Cast
  Officer Chalmers,  
  Possessed Detective
  Quotes: “Give me a reason not to 
  put you in a holding cell for the night. 
  Oh? You’re innocent? Not good enough. 
  Come with me.”
  “I hear that Detective York is set for a pro-
  motion. Doesn’t he still live near Byberry?”
  “Petty little child, I’m older than the 
  dirt that forms your sad little shell. I could 
  make you beg that I push your soul aside 
  and take your body for my own. Don’t 
  make me angry.”
  Virtue: Fortitude. The Strix puppe-
  teer over Chalmers’ body believes itself to be an ancient half-god, and that 
  nothing can stop it from furthering its race’s agenda of world domination. 
  To admit any weakness would be to deny his very nature and godhead.
  Vice: Greed. Everyone and everything falls under two categories; 
  something that can be used to further his goal of dominance, or some-
  thing that should be ignored. He pursues things in the first camp to the 
  exclusion of all other concerns. He will ignore the second camp until it 
  gets in the way of his goal, at which time there is no behavior too vicious 
  for him to resort in his single-minded obsession to the mission.
  Background: A creature called a Strix is possessing Chalmers’ corpse. The 
  creature itself has lived a remarkably long time; it has trace memories dating 
  back thousands of years. It has recently awoken from a long period of dormancy 
  and has inhabited three other corpses during this brief time. The first was 
  an already dead, vagrant woman it found moments after its awakening. The 
  second was a gas station attendant she stabbed to death as he left his shift.
  Third and most important was Chuck Chalmers’ late wife Laura, a body found 
  as the Strix passed by the conclusion of her funeral services. Laura had just 
  recently died of cervical cancer. A week later, Officer Chalmers passed by the 
  monster in his wife’s body on his way home from work. Confused, he confronted 
  her. The Strix quickly realized the authority Chalmers held as a police officer, 
  and agreed to go home with him. They talked at length, the crafty being using 
  the conversation to pull information about Chuck’s life from him.
  
  3
  ColleCtion of Horrors
  tHe Cast
  After a tense and confusing night, the Strix smothered Chalmers with 
  a pillow, laying claim to his body. For the past day, it has been biding its 
  time, pretending to be Chalmers until it can find a suitable, more powerful 
  body to inhabit. The ruse is thin, though, and it is liable to hop bodies again 
  soon if people begin to pay too much scrutiny to the current façade.
  Task Force: VALKYRIE is on his trail. Through informants and un-
  dercover work, they have unearthed very basic information about these 
  Strix, not remotely understanding their true natures or full capabilities.
  Description: Without a strong intuition or a very close inspection, Chalmers 
  looks like your average, run-of-the-mill police detective. He is handsome for his 
  fortyish years, with light brown hair showing hints of gray. The wrinkles along 
  his face tell many stories, the kind of stories that make suburban people idolize 
  the police force. Chuck could stand to lose some weight, but he’s still quite fit for 
  his age. Anyone stepping within arm’s reach of the man notices quickly that he 
  wears remarkably strong cologne. Anyone investigating further (and succeeding 
  in a Wits + Composure roll with a -2 penalty) will notice that Chalmers smells 
  terrible. The cologne masks the putrefaction, but not entirely.
  Lastly, curious hunters may notice that his eyes shine when faced 
  with direct light, more like a bird’s than a person’s.
  Storytelling Hints: Chalmers is vanilla. The cop himself is not par-
  ticularly important, but this is intentional. If your game already has made 
  mention of a police detective, this tool kit can be modified to accommo-
  date, possibly inspiring more in-depth action by the cell.
  The creature’s goal is to possess increasingly more powerful people, to further 
  its kind’s agenda of domination. It isn’t so alien that it can’t understand what 
  humans do or say, but ultimately its goals and survival take precedence. It is 
  crafty, and knows that no matter what , it can abandon the body any time.
  When interacting with anyone who may be powerful, or seems to know 
  prominent people, the Strix will immediately hone in and begin the hunt. 
  It may approach this through social methods as it tries to ingratiate itself 
  to the target, or it may just stalk her, depending on the nature of the 
  subject. It is an opportunist primarily, and it knows that it doesn’t know 
  Chalmers enough to keep this ruse up for long.
  Play up the creature’s detached nature. This is not the empathic public 
  servant who has served two decades on the force. This nameless, ancient 
  monster kills as easily as it makes its host body pretend to breathe. Be 
  dismissive and distant in your portrayal. Whatever scene he is supposedly 
  investigating, he clearly does not care about the outcome. Is he investigating 
  car full of people torn asunder by a train? He cares no more or less than the 
  telemarketer calling to change your long distance provider.
  Notes         
  Intelligence 
  Strength 
  Presence
  Wits 
  Dexterity 
  Manipulation
  Resolve 
  Stamina 
  Composure
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  WillpoWer
  HealtH
  skills
  Merits
  Morality
  Size
  Speed
  Defense
  Initiative Mod
  Armor
  FlaWs
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  o o o o o o o o o o o o
  o o o o o o o o o o
  tactics
  Name: 
  Virtue: 
  Profession:
  Concept: 
  Vice: 
  Compact: 
   
   
  Conspiracy:
      Officer Chalmers  
      Fortitude 
         Possessed         
   Greed           
         Detective
  Disarm
  Fast Reflexes
  Fleet of Foot
  Language 
    (Any Necessary)
  Resources
  Status (Police)
  Academics (Criminal
     Justice)
  Investigation
  Medicine
  Occult 
  Athletics
  Brawl 
    (Grappling)
  Firearms
  Larceny
  Stealth 
    (Shadows) 
  Survival
  Weaponry
  Animal Ken
    (Birds)
  Intimidation
  Persuasion
  Subterfuge
             1
  5
      13
          3
                      10
      Police-Issue Kevlar, 1/2
  Derangements: (Megalomania 2, Narcissism 4)
  Dread Powers: Agonize 4, Ride Corpse 2*
  Weapons/Attacks:
  Type 
  Damage 
  Dice Pool 
  Notes
  Glock .22 
  2 (L) 
  6 
  Handcuff 
  0 
  6 
  Durability 3, Structure 2
  Baton 
  2 (B) 
  5
  Strangle 
  0 
  3 
  Notes: Chalmers carries a small 
  syringe with a cocktail of volatile 
  poisons, enough for 1 dose at full 
  potency or 2 at half potency. Half 
  dose is a Toxicity 4 poison (see the 
  World of Darkness Rulebook, p. 180); 
  a half dose is a Toxicity 6 poison.
  
  4
  ColleCtion of Horrors
  Audio Prop
  You can present this piece in a number of ways. If a member of the cell 
  is in Task Force: VALKYRIE, this can be a phone call from a ranking 
  operative. If not, it may be a voicemail left on a smartphone dropped 
  on the scene from an agent, or it could be overheard by enterprising 
  cell members at a particularly hectic crime scene.
  Agent, this is Operative Christina Butler. 
  Listen and listen well: Recently, a former operative came into some very 
  alarming information. I don’t have time to send you the full report; you do 
  not have time to read it.
  The entity in question calls itself a “Stricks.” Our intelligence indicates that it was 
  formerly human; it uses some form of sorcery to inhabit the bodies of the dead.
  It is cunning, and it has no regard for the lives it takes and puts at risk. 
  Other sorcerers have attempted to bargain with them and… We need not 
  further consider those sorcerers as threats.
  Operatives have provided evidence that their goal involves some form of politi-
  cal domination. They are attempting to take influential people’s bodies and lives, 
  to what ends we do not know. Clearly, we cannot allow this to happen.
  There have been strong readings in the area around Bristol and Neshaminy 
  Boulevard; there is a police investigation currently underway in regards to 
  what we believe is an unrelated incident.
  This would lead us to believe that you should be scrutinizing those in posi-
  tions of power. Whomever the sorcerer is possessing will be dead. Intelligence 
  has not made us aware just how well the bodies feign life, but we do know 
  that they’ve fooled more than a few agents in the past.
  Do not engage alone. It is ruthless, and will not compromise its security 
  in any way. We cannot risk its revelation to the world at large, this is very 
  important; I repeat we cannot under any circumstance risk revelation. Put 
  this priority ahead of all other concerns, including bystander life. If word 
  gets out about this situation, there will be widespread panic.
  Our intelligence indicates that these Strix can use sorcery to impose debilitating 
  pain, and feel no pain in their shells. When slain, they make every effort to leap 
  to another body. When unable to do so, they will leave the body in an ethereal 
  state. If you or one of your associates have been issued 008K64TFV Etheric 
  Rounds, you can should be able to harm the resulting ephemera.
  [static] weakness [static] light [static]
  Move carefully, agent. All it has to do is find another body to inhabit, and 
  you’re back to square one. Let’s not let that happen. Keep your own safety 
  in mind, as you are a prime candidate for possession. We believe that our 
  scrutiny is currently unknown to the sorcerers. We would rather it escape 
  than risk knowledge of our involvement.
  Agent, this is your opportunity to shine. Don’t let us down. We expect a 
  full and successful report to Alpha team when you are disengaged. And… 
  good luck. Over and out.
  audio ProP
  To listen to the audio prop 
  of Christina Butler’s message 
  double click the poster.
  Once you start the recording 
  you will not be able to stop it 
  until it reaches the end without 
  closing the pdf.
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Collection of Horrors/Collection of Horrors 08 - Body of Evidence.pdf