TEXT: V o l u m e  T w o
  O u r  W o r l d
  the 
  Dresden Files
  R O L E P L A Y I N G
  G A M E
  
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  The Dresden Files
  R O L E P L A Y I N G • G A M E
  Volume Two: Our World
  Hey, Billy, you forgot to include the 
  box of puppies in the back seat in this one.
  I think “flying purple demon ape” says “Our World” a 
  heck of a lot better than a box of puppies does, Harry.
  
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  OPEN GAME LICENSE Version 1.0a
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  15. COPYRIGHT AND PRODUCT IDENTITY NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 
  2005 by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.
  FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by 
  Evil Hat Productions LLC; Authors Robert Donoghue and Fred 
  Hicks.
  Spirit of the Century © 2006, Evil Hat Productions LLC. Authors 
  Robert Donoghue, Fred Hicks, and Leonard Balsera.
  Any material found in this book which is not directly taken from the 
  above named works is deemed to be product identity.
  The Dresden Files Roleplaying Game: Volume 1: Your Story and 
  The Dresden Files Roleplaying Game: Volume 2: Our World © 2010, 
  Evil Hat Productions LLC (www.evilhat.com).  
  Based on the original works in The Dresden Files series by Jim Butcher 
  as published by the Roc imprint of Penguin Group (USA) Inc. 
  Arranged through the author’s agent: Jennifer Jackson, Donald 
  Maass Literary Agency. The Dresden Files, all of The Dresden Files 
  book titles, all of the characters, descriptions, and plots from The 
  Dresden Files books and stories, and all quoted material from The 
  Dresden Files books are ©2000-2010 Jim Butcher. 
  Some art within is ©2008-2010 and used with permission of the 
  Dabel Brothers Productions LLC.
  Wait, what? Who’s this Jim guy? I thought he was just my “player!”
  
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  Credits
  Based on The Dresden Files 
  Books by Jim Butcher
  Lead System Developer
  Leonard Balsera
  Lead Setting Developer
  Chad Underkoffler
  Lead Project Developer
  Ryan Macklin
  Managing Editor
  Amanda Valentine
  Authors
  Leonard Balsera, Jim Butcher, Genevieve Cogman, 
  Rob Donoghue, Fred Hicks, Kenneth Hite, Ryan Macklin, 
  Chad Underkoffler, and Clark Valentine
  Assistant Editors
  Adam Dray, Ryan Macklin, and Chad Underkoffler
  Artists
  Toren Atkinson, Talon Dunning, Melissa Gay, Michael Kucharski, 
  Ed Northcott, Jennifer Rodgers, Chad Sergesketter, David Seidman, 
  Priscilla Spencer, Christian N. St. Pierre, and Ardian Syaf
  Thanks
  Rob and Fred would like to thank their wives, without whom none of this would be 
  possible, and Jennifer Jackson and Michael Curry who helped make the possibility into 
  a reality. Lenny would like to thank: his two main internal playtesters, Dane Black and 
  Thomas Bates, for helping him with some final kinks; the rest of the team, for shouldering 
  him through trials; Bridget and Samantha, for general moral support; and the Burton 
  Foundation gang (Cole, Willem, Brandt, and Andi), without whom the system used 
  for this game would not exist.  Ryan would like to thank his first gaming group, Sasha, 
  Frank & John, for introducing him to this great hobby.  Chad would like to thank Fred 
  for hooking him on the DF crack, and Priscilla for deeply geeky setting kow-tows.  Clark 
  would like to thank Jess and Allandaros for some translation and insight, his kids for 
  putting up with the insanity that took over the house for a while, and Rob and Fred for 
  the opportunity to work on a project like this. Amanda would like to thank Fred for 
  giving her the chance to work on this, Clark for dealing so well with a stressed out wife 
  who is also his editor, her kids for usually listening to “Mommy’s working right now,” and 
  the whole gang for making this crazy project a truly amazing experience—it’s been fun!  
  But most of all we’d like to thank Jim for his trust, confidence, and support over the 
  last several years, and for sharing the landscape of his wonderfully demented mind 
  with us all.
  Playtesters & 
  Proofreaders
  BLAZERS
  Tina Adams, Johnathan E. Angel, Thomas 
  Bates, Dane Black, Morgan Collins, Mike 
  Daugherty, Chris Demink, Aaron Enriquez, 
  Ashwath Ganesan, Aphrodite Lagios, Lydia Leong, 
  Joe McKeon, Brad McMillan, Janine Reed, 
  Jenna Sparks, Jeremy Tidwell, Vandi Williams
  BLEEDERS
  Christopher Acker, Margaret Acker, Scott Acker, Jon 
  Ames, Rick Anderson, Lesley Barnes, Frankie Bates, 
  Joseph Beam, Ken Beam, Michael Beam, Robert Bohl, 
  Daniel Bowden, Tom Boyce, Mick Bradley, Wallace 
  Cady, Laurie Cason, Joanna Charambura, Dave Cleaver, 
  Nacho Cuellar, James Deykes, Carlos Díaz, Mario Dongu, 
  John Donoghue, Chris Douglas, Rich Flynn, Micheal 
  Frantz, Cindy Freeman, Roland Freeman, Veronica 
  Garcia, Hector Garcidueñas, Sylvia Grove, Carol Hardy, 
  Chris Heim, Ryan Holdbrooks, Tom Horn, Zach Hunt, 
  Gilbert Isla, Shane Ivey , Jeff Johnsen, Shihea Johnsen, 
  Bart Jones, Dan Jones, Rick Jones, Clay Karwan, James 
  Khol, Mark Kinney, Chris Kittinger, Michael Langley, 
  Kenneth Lavender, René López, Paul Luzbetek, Jason 
  Manion, Jarys Maragopoulos, Max Massey, Thomas 
  Mazorlig, Jose Melgarejo, Kati Melgarejo, Chris Miller, 
  Erica Miller, David Moore, Erin Moore, Rick Neal, 
  Brandy Nederlander, Josh Neff, Vic Norris, Devin O’Keefe 
  , Michael Parker, Oscar Pola, Shaun Ray, Fera Reimer, 
  Sandy Schumann, Kieran Schumann, Clint Staples, Penny 
  Staples, Vickie Staples, Joshua M. Stone, Tali Teichman, 
  Jorge Valdez, Russ Wallace, Phil Walton, Rachel Walton, 
  Jeramy Ware, Katie Ware, Lee Weaver, Andrew Weaver, 
  Jill Wetzel, Michael Wheeles, Jared White, Adina 
  Williams, David Wilcox, Todd Woodall, Michelle Yancey
  BURNERS
  Ben Alcorn, Dawn Antoline, Lynn Barnetto, Nick Beach, 
  Alan Bean, Dan Berg, Nicholas Berry, Will Berry, Anna 
  Breig, Dardrae Breig, Kaylina Breig, Marvin Breig, 
  Ryan Breig, James Carpio, Stacey Chancellor, Brendan 
  Conway, Kait & Kyle Cottengim, Emerson Daly, Randy 
  Davenport, Jim DelRosso, Matt Doernhoefer, Brian 
  Dorion, Scott Dorward, Jared Edens, Rick Ewing, Clint 
  Felker, Phil Florian, Kevan Forbes, Jason Freeman, 
  Jessica Friend, Jim Friend, Jim Gardner, Zac Gibson, 
  Laura “Red” Gierach, Matt Glover, Judd M. Goswick, 
  Viktor Haag, Jerrod Hall, Kent Hamilton, Josh Harrison, 
  Shaun Hayworth, Kristin Hayworth, Kaisa Hirvonen, 
  Eric Hontz, Brenda Hovdenes, Justin Hovdenes, Ryan 
  Hupp, Joseph Kerstetter, Kristi Kerstetter, Sean Kessler, 
  Dawn Kessler, Shoshana Kessock, Rainer Koreasalo, 
  Kari Koukka, Teuvo Kovanen, Samara Laufer, Brandon 
  Lemos, Ian Lim, Travis Lindquist, Jabe Lawdonski, Brian 
  J Martin, Catriona Mcbride, Shane McCarthy, Louisa 
  McGuinness, Seana McGuinness, Heikki Meriläinen, 
  Alicia Middlebrook, Warren Morrison, James Nicoll, Sean 
  Nittner, Friend Olsen, Robin Poole, Justin Reyes, Mike 
  Resner, Tate Ricker, W. Adam Rinehart, Sami Ropponen, 
  Benjamin Rose, Matt Sanderson, Tomi Sarkkinen, Ginny 
  & Bob Schauer, Dan Shulsinger, Rohan Smith, Kyle Tracy, 
  Lou Umile, Henry Wang, Paul Wilson, Nancy Wolfberg, 
  Erik Woodbury, Chris Young, Craig Young, Curtis Young
  BURSTERS
  Autumn Armstrong-Berg, Eric Berg, Chandra 
  Blair, Sean Cowen, Doug Laedtke, Ian Laedtke, 
  John Hawkins, Heather Heim, Rob Heim, Erik Jordan, 
  Leif Park Jordan, Gary Lewis, Michael Matlock, Brian 
  Morgan, Christina Mullins, Morrie Mullins, Chris 
  Richeson, Brian Smith, Tara Turney, Jae Walker 
  SECRET WEAPONS
  Chris Hanrahan, Priscilla Spencer
  IT’S HIS FAULT
  Matthew Gandy
  
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  Table of Contents
  Credits 
  3
  Table of 
  Contents 
  4
  AAAA Wizardry 5
  - Chapter One -
  Old  
  World Order
  Welcome to the Old World Order 14
  Supernatural Politics and the 
  Unseelie Accords 
  14
  There Is No Spirit of the 
  Law 
  15
  Getting Screwed By the 
  Letter of the Law 
  15
  Supernatural Factions 
  16
  Mortals 
  16
  The White Council 
  17
  The Knights of the Cross 
  19
  Vampires 
  19
  Faeries 
  21
  The Order of the Blackened 
  Denarius 
  22
  Freeholding Lords 
  22
  Outsiders and Old Ones 
  22
  The Circle 
  23
  Supernatural Conflicts That 
  Could Kill You RIGHT 
  NOW 
  24
  The Vampire War 
  24
  The Secret War 
  25
  The Objectives of the 
  Denarians 
  26
  In Conclusion 
  26
  - Chapter Two -
  What Goes Bump
  What Goes Bump 
  28
  Encountering the 
  Supernatural 
  28
  Supernatural Heavyweights 28
  Entities of the Nevernever 
  29
  Common Occult 
  Countermeasures 
  29
  What’s Out There 
  30
  Angels 
  30
  Constructs 
  31
  Demons 
  34
  Dragons 
  38
  Faeries 
  38
  The Fallen 
  55
  Ghosts 
  56
  Ghouls 
  58
  Gods 
  60
  Hecatean Hags 
  60
  Mortal Practitioners 
  62
  Mortals 
  67
  People of Faith 
  73
  Old Ones and Outsiders 
  75
  Scions 
  78
  Spirits 
  81
  Thralls 
  82
  Valkyries 
  83
  Vampires 
  84
  Warped Animals 
  91
  Werewolves 
  92
  Zombies 
  95
  - Chapter Three -
  Who’s Who
  The Faces of the Cases 
  98
  - Chapter Four -
  Occult Chicago
  Welcome to Chicago 
  244
  Chicago’s Themes 
  245
  Blood and Butchery 
  245
  Blues 
  246
  “The City That Works” 
  246
  Corruption 
  247
  Fire 
  247
  Flesh 
  248
  Futures 
  248
  The Grey City 
  249
  “I Will” 
  249
  Magical Architecture 
  249
  Rivals Clash 
  250
  Sky-scraping, Sky-scraped 250
  Urbs In Horto 
  251
  Water 
  252
  The White City 
  252
  The Street Level:  
  Chicago’s Neighborhoods 253
  The Loop 
  254
  Near North Side 
  254
  Gold Coast 
  255
  Cabrini-Green 
  255
  Lincoln Park 
  255
  Wicker Park 
  256
  Bucktown 
  256
  Wrigleyville 
  256
  Uptown 
  257
  Northwest Side 
  258
  Grant Park 
  258
  South Loop 
  259
  Near West Side 
  260
  Pilsen 
  260
  Chinatown 
  260
  Bronzeville 
  261
  Hyde Park 
  261
  Englewood 
  261
  Bungalow Belt 
  262
  Index 
  263
  Any page references that 
  talk about material in 
  VOlume 1: YOur StOrY 
  will be noted with the 
  prefix “YS”. So if you 
  see “YS47”, that means 
  page 47 of Your Story.
  
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  AAAA Wizardry
  by Jim Butcher
  The first thing I thought, looking at the roomful of 
  baby Wardens, was They all look so darned young.  The 
  close second was, My God, am I getting old?
  “Okay, children,” I said, closing the door behind me.  I 
  had rented an alleged conference center in a little Chicago 
  hotel not too far from the airport, which amounted to a 
  couple of rooms big enough for twenty or thirty people—
  if they were friendly—plus several dozen chairs, and a few 
  rickety old folding tables.
  They didn’t even provide a cooler of water—just direc-
  tions to their vending machines.
  After me and my fellow Warden-Commander in the 
  United States, Warden Ramirez, had gotten done learning 
  the little Warden-kind up on their mayhem, for the sake 
  of getting them killed in a war as quickly as possible, we 
  thought it might be nice to give them a little instruction in 
  other things, too.  Ramirez was going to cover the course 
  on relations with mortal authorities, which made sense—
  Ramirez got on just fine with the cops in LA, and hadn’t 
  been shot by nearly as many law enforcement personnel 
  as I had.
  The kids had all come to Chicago to learn about inde-
  pendent investigation of supernatural threats from me—
  which also made sense, because I’d done more of that, 
  relative to my tender years, than any other wizard on the 
  planet.
  “Okay, okay,” I said to the room.  The young Wardens 
  became silent and attentive at once.  No shock, there—the 
  disruptive ones who didn’t pay attention during lessons 
  had mostly been killed and maimed in the war with the 
  Red Court.  Darwin always thought that it paid to be a 
  quick learner.  The war had simply made the penalty for 
  not learning quite a bit steeper.
  “You’re here,” I said, “to learn about investigating super-
  natural threats on your own.  You’ll learn about finding 
  and hunting Warlocks from Captain Luccio, whenever the 
  Reds give us enough time for it.  Warlocks, our own kind 
  gone bad, aren’t the most common opponent you’ll find 
  yourself facing.  Far more often, you’re going to run up 
  against other threats.”
  Ilyana, a young woman with extremely pale skin and 
  eyes of nearly white ice-blue, raised her hand and spoke 
  in a clipped Russian accent when I nodded to her.  “What 
  kinds of threats?” she asked.  “In the practical sense.  What 
  foes have you faced?”
  I held up my hands and flipped up a finger for each 
  foe.  “Demons, werewolves, ghosts, faeries, fallen angels, 
  Black Court vampires, Red Court vampires, White Court 
  vampires, cultists, necromancers,” I paused to waggle one 
  foot, standing with three limbs in the air, “zombies, spec-
  ters, phobophages, half-blood scions, jann…”  I waved my 
  hands and foot around a bit more.  “I’d need to borrow a 
  few people to do the whole list.  Get the picture?”
  A few smiles had erupted at my antics, but they sobered 
  up after a moment’s consideration.
  I nodded and stuck my hands into my pockets.   
  “Knowledge is quite literally power and will save your life.  
  When you know what you’re facing, you can deal with 
  it.  Walk into a confrontation blind, and you’re begging 
  to get your families added to the Wardens’ death-benefits 
  list.”  I let that sink in for a few seconds before continuing. 
  “You can’t ever be sure what you’re going to come up 
  against.  But you can be sure about how to approach the 
  investigation.”
  I turned to the old blackboard on the wall behind me 
  and scribbled on it with the stub of a piece of chalk.  “I call 
  it the Four As,” I said, and wrote four As down the left 
  side of the board.  “Granted, it doesn’t translate as neatly 
  to other languages, but you can make up your own native-
  tongue mnemonic devices later.”  I used the first A to spell 
  “Ascertain.”
  “Ascertain,” I said, firmly.  “Before you can deal with 
  the threat, you’ve got to know that it exists, and you’ve 
  got to know who the threat’s intended target is.  A lot of 
  times, that target is going to cry out for help.  Whatever 
  city you’re based in, it’s going to be your responsibility to 
  work out how best to hear that scream.  But sometimes 
  there’s no outcry.  So keep your eyes and ears open, kids.  
  Ascertain the threat.  Become aware of the problem.”
  E H P
  My car didn’t make it all the way to Kansas City.  It 
  broke down about thirty miles short of town, and I had 
  to call a wrecker.  I had planned on being there before 
  dark, but between walking eleven miles to find an increas-
  ingly rare pay phone and dumping most of my cash into 
  a tow-truck driver’s pocket, and the collapse of an office 
  computer network that delayed picking up a rental car for 
  an extra hour and a half, I wound up pulling to the curb 
  of a residential address a couple of minutes before nine in 
  the evening.
  I’d gotten the address from a contact on the Paranet—
  the organization made up mostly of men and women who 
  didn’t have enough magical power to be accepted into the 
  ranks of the White Council or to protect themselves from 
  major predators, but who had more than enough mojo to 
  make them juicy targets.  For the past year, I and others 
  like me had been working hard to teach them how to 
  defend themselves—and one of the first things they were 
  to do was notify someone upstream in the Paranet’s orga-
  nization that they were in trouble. 
  Wha...? 
  Oh, I get it. My 
  “player” “wrote” 
  this. Cute.
    
  I just found this in 
  the back of your 
  filing cabinet. Seems 
  like a good intro...
  
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  One such call had been bucked up to me, and here I 
  was, answering.
  Before I had closed the door of the car, a spare, tense-
  looking man in his forties came out of the house and 
  walked quickly toward me.
  “Harry Dresden?” he called.
  “Yeah,” I said.
  “You’re late.” 
  “Car trouble,” I said.  “Are you Yardly?”
  He stopped across the hood of the car from me, 
  frowning severely.  He was average height, and wore most 
  of a business suit, including the tie.  His black hair was cut 
  into a short brush.  He looked like the kind of guy who 
  solved his problems through ferocious focus and mulish 
  determination, and who tolerated no nonsense along the 
  way.
  “I’m Yardly,” he said.  “Can you show me some ID?”
  I almost smiled.   “You want to see my American 
  Association of Wizards card?”
  Yardly didn’t smile.  “Your driver’s license will do.”
  “If I was a shapeshifter,” I said, passing him the license, 
  “this wouldn’t help.”
  Yardly produced a little UV flashlight and shined it 
  onto the license.  “I’m more concerned about a simple con 
  man.”  He passed me the license back.  “I’m not really into 
  my sister’s group.  Whatever they are.  But she’s had it 
  rough lately and I’m not going to see her hurt any more.  
  Do you understand?”
  “Most big brothers stop making threats about their 
  little sisters after high school.”
  “I must be remedial,” Yardly said.  “If you abuse Megan 
  in any way, you’ll answer to me.”
  I felt my mouth lift up on one side.  “You’re a cop.”
  “Detective Lieutenant,” he said.  “I asked Chicago PD 
  for their file on you.  They think you’re a fraud.”
  “And you don’t?”
  He grunted.  “Megan doesn’t.  I learned a long time 
  ago that a smart man doesn’t discount her opinion out of 
  hand.” 
  He stared at me with hard and opaque eyes and I real-
  ized, in a flash of insight, that the man was tense because 
  he was operating on unfamiliar ground.  You couldn’t read 
  it in his face, but it was there if you knew what to look for. 
  A certain set of the shoulders, a twitch along the jawline, 
  as if some part of him was ready to whirl around and 
  sink his teeth into a threat that he could feel creeping up 
  behind him.
  Yardly was afraid.  Not for himself, maybe, but the man 
  was terrified.
  “Megan says shrinks can’t help with this one,” he said 
  quietly.  “She says maybe you can.”
  “Let’s find out,” I said.
  E H P
  “Second A,” I said to the Wardenlets, writing on the 
  chalkboard as I did.  “Analysis.”
  “How do you get an ogre to lay down on the couch, 
  Harry?” called a young man with the rounded vowels of 
  a northern accent in his speech.  The room quivered with 
  the laughter of young people.
  “That’s enough out of you, there, McKenzie, you hoser,” 
  I shot back, in a parody of the same accent.  “Give me a 
  break here, eh?”
  I got a bigger laugh than the heckler.  Which is how you 
  make sure the heckler doesn’t steal the show from you.
  “Pipe down,” I said, and waited for them to settle. 
  “Thank you.  Your second step is always analysis.  Even 
  when you know what you’re dealing with, you’ve got to 
  know why it’s happening.  If you’ve got an angry ghost, it’s 
  generally angry for a reason.  If a new pack of ghouls has 
  moved in down the block, they’ve generally picked their 
  spot for a reason.”
  Ilyana raised her hand again and I pointed at her.
  “What does it matter?” she asked.  “Ghost or ghoul is 
  causing problem, still we are dealing with them, yes?”  She 
  pointed her finger like a gun and dropped her thumb like 
  the weapon’s hammer on the word “dealing.”
  “If you’re stupid, yeah,” I said.
  She didn’t look pleased at my response.
  “I used to have a similar attitude,” I said.  I held up my 
  left hand.  It was a mass of old scars, and not the pretty 
  kind.  It had been burned, and badly, several years before. 
  Wizards heal up better than regular folks, over the long 
  
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  term.  I could move it again, and I had feeling back in parts 
  of all the fingers.  But it still wasn’t a pretty picture.  “An 
  hour or two of work would have told me enough about 
  the situation I was walking into to let me avoid this,” I told 
  them.  It was the truth.  Pretty much.  “Learn everything 
  you possibly can.”
  Ilyana frowned at me.
  McKenzie raised his hand, frowning soberly, and I 
  nodded at him.
  “Learn more.  Okay.  How?”
  I spread my hands.  “Never let yourself think you know 
  all the ways to learn,” I said.  “Expand your own knowledge 
  base.  Read.  Talk to other wizards.  Hell, you might even 
  go to school.”
  That got me another laugh.  I went on before it gath-
  ered much momentum.
  “Warden Canuck there was onto something earlier, 
  too.  People are people.  Learn about what makes them 
  tick.  Monsters are the same way.  Find ways to emulate 
  their thinking,”—I wasn’t even going to try a phrase like 
  Get into their heads, thank you—“and you’ll have insight 
  into their actions and their probable intentions.
  “Information-gathering spells can be darned handy,” I 
  continued, “but if you’ll forgive the expression, they aren’t 
  magic.  The information you get from them can be easily 
  misread, and it will almost never let you see past one of 
  your own blind spots.  You can seek answers from other 
  planes, but if you go bargaining with supernatural beings 
  for knowledge, things can get dangerous, fast.  Sometimes 
  what you get from them is invaluable.  Most of the time, it 
  could be had another way.  Approach that particular well 
  with extreme caution.”
  To emphasize those last two words, I stared slowly 
  around the room in pure challenge, daring anyone to 
  disagree with me.  The young people dropped their eyes 
  from mine.  Eye contact with a wizard is tricky—it can 
  trigger a soulgaze, and that isn’t the kind of thing you want 
  happening to you casually.
  “Honestly,” I said into the silence, letting my voice 
  become gentler, more conversational, “the best thing you 
  can do is communicate.  Talk to the people involved.  Your 
  victims, if they can speak to you.  Their family.  Witnesses. 
  Friends.  Most of the time, everything you need is some-
  thing they already know.  Most of the time, that’s the 
  fastest, safest, easiest way to get it.”
  McKenzie raised his hand again, and I nodded.  
  “Most of the time?” he asked.
  “That’s the thing about people,” I said, quietly, so they 
  would pay attention.  “Whether it’s to you or to everyone 
  or just to themselves—people lie.”
  E H P
  Megan Yardly was a single mother of three.  She was in 
  her early thirties and looked it, had gorgeous red hair and 
  bright green eyes.  She and her children lived in a suburb 
  that was more “sub” than “urb,” southeast of KC, named 
  Peculiar.
  Peculiar, Missouri.  You can’t make these things up.
  Megan opened the door, nodded to her brother, looked 
  up at me and said, “You’re him.  You’re the wizard.”  Her 
  eyes narrowed.  “Your… your car broke down.  And you 
  think the name of our town is a bad joke…”  She nodded, 
  like a musician who has picked up on a beat and a chord 
  progression.  “And you think this probably isn’t a super-
  natural problem.”
  I lifted my eyebrows.  “You’re one hell of a sensitive.”
  She nodded.  “You were expecting someone who was 
  good at cold reading.”
  “A lot of professional psychics are,” I said.  I smiled.  “So 
  are you.”
  She arched an eyebrow at me.
  “There’s at least a fair chance that if someone is late to 
  what is perceived as an important appointment that car 
  trouble is to blame, particularly if they show up in a rental 
  car.  Most people who hadn’t grown up around a town 
  named Peculiar would think the name was odd.”  I grinned 
  at her.  “And gosh.  A lot of professional investigators are 
  just a tad cynical.”
  Her expression broke and she laughed.  “Apparently.” 
  She turned from me and kissed her brother on the cheek. 
  “Ben.”
  “Meg.”
  “Child services was here again today,” she said, her tone 
  neutral.
  “Dammit,” Yardly said.  “How’s Kat?”
  She waggled a hand in the air, but her face suddenly 
  aged ten years.  “The same.”
  “Meg, the doctors—”
  “Not again, Ben,” she said, closing her eyes briefly.  She 
  shook her head once, and Yardly shut his jaws with an 
  audible click.  Megan looked down at the ground for a 
  moment and then up at me.  “So.  Harry Dresden.  High 
  Mucketymuck of the White  Council.”
  “Actually,” I said, “I’m a fairly low mucketymuck.  Or 
  maybe a mucketymuck militant.  High mucketymucks—”
  “Wouldn’t come to Peculiar?”
  “You’re really into interruption, aren’t you?” I said, 
  smiling.  “I was going to say, they wouldn’t have a problem 
  with their car.”
  “Oh, God,” she said.  “I think I like you.”
  “Give it time,” I said.
  She nodded, slowly.  Then she said, with gentle 
  emphasis, “Please, come into my home.”
  She stepped back, and I came into the little house, 
  crossing over the threshold, the curtain of gentle, powerful 
  energy that surrounds every home.  Her invitation meant 
  that the curtain parted for me, letting me bring my power 
  with me.  I exhaled, slowly, tightening my metaphysical 
  muscles and feeling my power put a silent, invisible strain 
  on the air around me.
  
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  Megan inhaled suddenly, sharply, and took a step back 
  from me.
  “Ah,” I said.  “You are a sensitive.”
  She shook her head once, and then held up her hand 
  to forestall her brother.  “Ben, it’s fine.  He’s…”  She looked 
  at me again, her expression pensive, fragile.  “He’s the real 
  deal.”
  We sat down in the little living room.  It was littered 
  with children’s toys.  The place didn’t look like an animal 
  pit—just busy and well-loved.  I sat in a comfy chair. 
  Megan sat perched at the edge of her couch.  Yardly 
  hovered, evidently unable to bring himself to sit.
  “So,” I said quietly.  “You think something is tormenting 
  your daughters.”
  She nodded.
  “How old are they?”
  “Kat is twelve.  Tamara is four.”
  “Uh huh,” I said.  “Tell me about what happens.”
  Sometimes I seem to have the damnedest sense of 
  timing.  No sooner had I asked the question than a high-
  pitched scream cut the air, joined an instant later by 
  another one.
  “Oh, God,” Megan said, and flew up to her feet and out 
  of the room.
  I followed her, but more slowly, as the screaming 
  continued.  She hurried down a short hallway to a room 
  with a trio of large cartoon girl-figures I didn’t recognize. 
  They had freaking huge eyes, though.  Megan emerged a 
  moment later, carrying a dark-haired moppet in pink and 
  white striped footy pajamas.  The little girl was clinging 
  to her mother with all four limbs and kept screaming, her 
  eyes squeezed tight shut.
  The sound was heart-wrenching.  She was terrified.
  I had to stop short as Megan immediately took two 
  quick steps toward me and plunged through the next 
  doorway.  This one had a poster of a band of young men 
  on it I didn’t recognize.  One looked rebellious and sullen, 
  one wacky and lighthearted, one sober and stable, and 
  one handsomely vogue.  Another Monkees reincarnation, 
  basically.
  I went to the door and saw Megan, with her clinging 
  moppet, sit down on the bed and start gently shaking the 
  shoulder of a girl with her mother’s hair, presumably Kat. 
  She was screaming, too, but she broke out of it a moment 
  later, the instant her eyes fluttered open.
  The moppet, presumably Tamara, stopped screaming, 
  too, and at exactly the same time.  Then they both burst 
  into less-hysterical tears and clung to their mother.
  Megan’s face was anguished, but her voice and her 
  hands were gentle as she touched them, spoke to them, 
  reassured them.  If she was an empath as sensitive as her 
  file and her reaction to my test suggested, then she had to 
  be in terrible psychic pain.  She pushed enough of it aside 
  to be there for her kids, though.
  “Dammit,” I heard Yardly breathe from the hall behind 
  me.  It was a tired oath.
  “Interesting,” I said.  “Excuse me.”
  I turned and paced down the hallway to the younger 
  child’s room, and nearly tripped over a dark-haired child, 
  a boy who might have been eight.  He was wearing under-
  wear and a T-shirt with a cartoon Jedi Knight on it, which 
  raised my opinion of his mother immediately.  The kid’s 
  eyes weren’t even open, and he raised his arms blindly.
  I picked him up, and carried him with me into the little 
  bedroom.
  It wasn’t large—nothing about Megan’s house was. 
  One of the beds was pink and festooned with the same 
  three big-eyed girls.  The other was surrounded in the 
  plastic shell of a Star Wars landspeeder.  I plopped the 
  young Jedi back into it, and he promptly curled into a ball 
  and went to sleep.
  I covered him up with a blanket and turned to examine 
  the rest of the room.  Not much to it.  A lot of toys, most 
  of them more or less put away, and a dresser which the 
  two kids evidently shared, a little table and chairs, and a 
  closet.
  A nice, shadowy closet.
  I grunted and got on the floor to peer beneath the little 
  pink bed.  Then I squinted at the closet.  If I was four and 
  lying on the girl’s bed, the closet would be looming right 
  past the ends of my toes.
  I closed my eyes for a moment and reached out with 
  my wizard’s senses, feeling the flow and ebb of energy 
  through the house.  Within the defensive wall of the 
  threshold, other energy pulsed and moved—emotions 
  from the house’s inhabitants, random energies sifting in 
  from outdoors, the usual.
  But not in the closet.  There wasn’t anything at all in 
  that closet.
  “Ah hah,” I said.
  E H P
  “Third A,” I said, writing on the board.  “Assemble.”
  “Avengers…” said McKenzie.
  “Assemble!” crowed the young Wardens in unison.
  They’re good kids.
  “That is, in fact, one potential part of this phase of the 
  investigation,” I said, taking the conversation back in hand 
  as I nodded my approval.  “Sometimes, once you’ve figured 
  out what’s going on, you go and round up reinforcements. 
  But what assembling really means, for our purposes, is 
  putting everything together.  You’ve got your information. 
  Now you need to decide what to do with it.  You plan what 
  steps you need to take.  You work out the possible conse-
  quences of your actions.”  
  “Here’s where you use your brain.  If the foe has a 
  weakness, you figure out how to exploit it.  If you’ve got an 
  advantage of terrain, you figure out how to use it.  If you 
  need specialized gear or equipment to help, here’s where 
  you get it.”  I started a stack of papers around the room. 
  “There’s recipes on these handouts for a couple of the most 
  
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  common things you’ll use:  an antidote for Red Court 
  venom, which you’re familiar with, and an ointment for 
  your eyes that’ll let you see through most faerie glamour, 
  which you may not know about.  Get used to making 
  these.”
  I took a deep breath.  “This is also the stage where 
  sometimes you do some math.”
  The room was very quiet for a moment.
  “Yeah,” I said.  “Here’s where you decide whose life to 
  risk, or whose isn’t worth risking.  Here’s where you decide 
  who you can save and who is already gone past saving. 
  I’ve been doing this sort of thing for a while.  Some of my 
  seniors in the Council would call me foolish, or arrogant, 
  and they could be right—but I’ve never met anyone who 
  was breathing who I thought was too far gone to help.”
  E H P
  “You’ve got a boogeyman,” I told Megan an hour later.
  Megan frowned at me.  “A… a…?”
  “A boogeyman,” I said.  “Sometimes known as a boggle 
  or a boggart.  It’s a weak form of phobophage—a fear-
  eater, mostly insubstantial.  This one is pretty common. 
  Feeds on a child’s fear.”
  Yardly’s eyebrows tried to climb into his hair.
  “That isn’t possible,” Megan said.  “I’d… I’d sense some-
  thing like that.  I’d feel it.  I’ve felt things like that before. 
  Several ghosts.  Once, a poltergeist.”
  “Not this one,” I said.  “You’re too old.”
  She cocked an eyebrow at me.  “Excuse me?”
  “Ahem.  I mean, you’re an adult.”
  “I don’t understand,” she said.
  “Only kids can sense them,” I said.  “Part of their nature 
  conceals them from older awarenesses.”
  “The threshold,” Meg said.  “It should keep such things 
  out.”
  “Sometimes they ride in with someone in the family. 
  Sometimes if a child has a vivid enough dream, it can open 
  up a window in the Nevernever that the boggart uses to 
  skip in.  They can use mirrors, sometimes, too.”
  “Nevernever?” Yardly asked.
  “The spirit world,” I clarified.
  “Oh, what bullshit, Meg—” Yardly said.
  Megan stood up, her eyes blazing.  “Benjamin.”  The 
  tension between them crackled silently in the air for 
  several seconds.
  “Crap,” he snarled, finally, and stalked out the front 
  door.  He let it slam behind him.
  Megan stared at the door, her lips tight.  Then she 
  turned back to me.  “If what you say is true, then how can 
  you sense it?” she asked.
  “I can’t,” I said.  “That was the giveaway.  The rest of 
  your house feels normal.  The closet in the younger kids’ 
  room is a black hole.”
  “Jesus,” Megan said, turning.  “Tamara and Joey are 
  asleep in there.”
  “Relax,” I said.  “They’re safe for now.  It already ate 
  tonight.  It isn’t going to do it again.  And it can’t physically 
  hurt them.  All it can do is scare them.”
  “All it can do?” Megan asked.  “Do you have any idea 
  what they’ve gone through?  She says she never even 
  remembers waking up screaming, but Kat’s grades are 
  down from straight As to Cs.  She hasn’t slept a solid night 
  in six months.  Tamara has stopped talking.  She doesn’t 
  say more than a dozen words a day.”  Her eyes shone, but 
  she was too proud to let me see tears fall.  “Don’t tell me 
  that my children aren’t being hurt.”
  I winced and held up my hands placatingly.  “You’re 
  right.  Okay?  I’m sorry, I picked the wrong words.”  I took 
  a deep breath and exhaled.  “The point is that now that we 
  know about it, we can do something.”
  “We?”
  “It will be better if someone in the family helps with the 
  exorcism, yeah.”
  “Exorcism?” she asked.  She stared at the doorway 
  Yardly had gone out.
  “Sure,” I said.  “It’s your house, not the boogeyman’s.  If 
  I show you how, are you willing to kick that thing’s ass?”
  “Yes,” she said.  Her voice was hard.
  “Might be dangerous,” I said.  “I’ve got your back, but 
  there’s always a risk.  You sure?”
  Megan turned to face me and her eyes blazed.
  “Yeah,” I said.  “That’s what I thought.”
  E H P
  “Last A,” I said, writing.  “Act.”
  “That seems obvious,” Ilyana said.
  “Sure,” I said.  “But it’s where everything gets decided. 
  And it’s always a gamble.  You’re betting that you’ve seen 
  everything clearly, that you know everything that’s going 
  on.”
  “Yes,” Ilyana said, her tone somewhat exasperated. 
  “That is the purpose of the first three ahs.”
  “Ays,” McKenzie corrected her absently.  “Eh?”
  Ilyana speared him with an icy gaze.  “Whatever. 
  Already we are discovering what is happening.  That was 
  the point of the methodology.”
  “Ah,” I said, lifting a finger.  “But do you know 
  everything?  Are you so sure you know exactly what’s 
  happening?  Especially when you’re about to put the safety 
  of yourself or others on the line?”
  Ilyana looked confused.  “Why would I not be sure?”
  I smiled faintly.
  E H P
  The next evening, the children went to bed at nine. 
  They stopped asking for drinks, searching for the next 
  day’s clothing, waving glow-in-the-dark light sabers in the 
  air, and otherwise acting like children by nine-thirty.  They 
  were all sleeping by nine thirty-five. 
  
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  Megan, a surly Yardly, and I immediately got ready to 
  ambush the boogeyman.
  While Megan collected clipped hairs from her chil-
  drens’ heads, Yardly and I cleared off enough carpet for 
  me to take a container of salt and pour it out into a circle 
  on the carpet.  You can use just about anything to make 
  a magic circle, but salt is often the most practical.  It’s a 
  symbol of the earth, and of purity, and it doesn’t draw ants.
  You only use sugar to make a circle on the carpet once. 
  Let me tell you.
  Meg returned and I nodded toward the circle.  “In 
  there.”
  She went over to the circle, being careful not to disturb 
  it, and dropped the locks of hair from her children, bound 
  together by long strands of her own coppery curls, into the 
  center of the circle.
  “Right,” I said.  “Meg, stand in the circle with them.”
  She took a deep breath and then did it, turning to face 
  the open, darkened closet.  Her breathing was slow, but 
  not steady.  She was smart enough to be scared.
  “Remember what I said,” I told her quietly.  “When you 
  feel it on you, close that circle and think of your children.”
  She nodded tightly.
  “I’m right here,” I told her.  “It gets bad, I’ll step in.  You 
  can do this.”
  “Right,” she said, in a very thin voice.
  I nodded to her, trying to look calm and confident.  She 
  needed that.  Then I stepped back out into the hallway. 
  Yardly came with me, and closed the door behind him, 
  leaving Megan and her children in the dark.
  “I don’t get it,” he said in a low, quiet voice.  “How’s it 
  supposed to help the kids if they’re asleep?”
  I gave him a look.  “By destroying the creature that’s 
  attacking them?”
  His lips twisted sourly.  “It’s a prophylactic effect thing, 
  right?”
  “Placebo effect,” I sighed.  “And no, it isn’t.”
  “Because there’s a real monster,” he said.
  I nodded.  “Sure.”
  He eyed me for a while.  “You’re serious.  You believe it.”
  “Yep.”
  Yardly looked like he wanted to sidle a few more feet 
  away from me.  He didn’t.
  “How’s this supposed to work?” he asked.
  “The kids’ hair is going to substitute for them,” I said. 
  “As far as the boogeyman is concerned, the hairs are the 
  children.  Like using a set of clothes you’ve worn to leave a 
  false scent trail for something following your scent.”
  Yardly frowned.  “Okay.”
  “Your sister’s hair is bound around them,” I said. 
  “Binding her to the kids.  She’s close to them, obviously 
  loves them.  That’s got a kind of power in it.  She’s going to 
  be indistinguishable from the children, to the boogeyman.”
  “She’s a decoy?”
  “She’s a damned land mine,” I said.  “Boogeymen go 
  after children because they’re weak.  Too weak to stand up 
  to an adult mind and will.  So once this thing gets into the 
  circle, she closes it and tears it to shreds.”
  “Then why is she afraid?” he asked.
  “Because the boogeyman has power.  It’s going to tear 
  at her mind.  It’ll hurt.  If she falters, it might be able to 
  hurt her bad.”
  Yardly just stared at me for a long, silent moment. 
  Then he said, “You aren’t a con man.  You believe it.”
  “Yeah,” I said, and leaned back against the wall.  It might 
  be a long wait.
  “I don’t know what’s scarier,” Yardly said.  “If you’re 
  crazy.  Or if you’re not.”
  “Kids are sensitive,” I said.  “They’ll take the lead from 
  their mom.  If mom is scared and worried, they will be, 
  too.  If it helps, think of this as my way of giving the kids 
  a magic feather.”
  Yardly frowned and then nodded.  “Like Dumbo.”
  “Yep,” I said.  “Couple months from now, that will be 
  the easiest way to understand it.”
  He let out a short, bitter bark of laughter.  “Yeah?”
  “Definitely.”
  “You do this a lot.”
  “Yep.”
  We waited in silence for about half an hour.  Then 
  Yardly said, “I work violent crimes.”
  I turned my head to look at him.
  “I helped get my sister set up out here in Peculiar to get 
  her away from the city.  Make sure her kids are safe.  You 
  know?”
  “I hear you.”
  “I’ve seen bad things,” Yardly said quietly.  “I don’t…  It 
  scares the hell out of me to think of my nieces, my nephew, 
  becoming another one of the pictures in my head.”
  I nodded and listened.
  “I worked this case last week,” Yardly said a moment 
  later.  “Wife and kids got beaten a lot.  Our hands were 
  tied.  Couldn’t put this guy away.  One night he goes too 
  far with a knife.  Kills the wife, one of the kids.  Leaves 
  the other one with scars all over her face…”  His own face 
  turned pale.  “And now this is happening.  The kids are 
  falling apart.  Child services is going to take them away if 
  something doesn’t change.”
  I grunted.  “I grew up in the system,” I said.  “Orphan.”
  He nodded.
  “Something’s going to change,” I said.
  He nodded again, and we went silent once more.
  Sometime between eleven thirty and midnight, a 
  scream erupted from the older child’s room.
  Yardly and I both looked up, blinking.
  “Kat,” he said.
  “What the hell,” I muttered.
  A few seconds later, the little girl started screaming, too, 
  that same painfully high-pitched tone I’d heard the night 
  before.
  
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  And then Megan started screaming, too.
  “Dammit!” Yardly said.  He drew his gun and was a 
  step behind me as I pushed open the door to Joey and 
  Tamara’s room.
  Megan was crouched in the circle of salt, swaying. The 
  lights were flickering on and off.  As I came in, Joey sat up 
  with a wail, obviously tired and frightened.
  I could see something in the circle with Megan, a 
  shadow that fled an instant after the lights came up, slower 
  than the rest.  It was about the size of a chimpanzee and it 
  clung to her shoulders and waist with indistinct limbs, its 
  head moving as if ripping with fangs at her face.  
  Megan’s expression was twisted in pain and fear.  I didn’t 
  blame her.  Holy crap, that was the biggest boogeyman 
  I’d ever seen.  They usually weren’t much bigger than a 
  raccoon.
  “Meg!” Yardly screamed, and started forward.
  I caught his arm.  “Don’t break the circle!” I shouted. 
  “Get the kids out of here!  Get the kids!”
  He only hesitated for a second before he seized Tamara 
  and Joey and hauled them out of the room, one under each 
  arm.
  I went to the edge of the circle and debated what to 
  do.  Dammit, what had this thing been eating?  If I broke 
  the circle, it would be free to escape—and it was freaking 
  supercharged on the dark spiritual equivalent of adrena-
  line.  It would fight like hell to escape and come back the 
  next night, bigger and hungrier than ever.
  Nasty as the thing was, Megan still ought to be able 
  to beat it.  She was a sensitive, feeling the emotions and 
  pieces of the thoughts of others thanks to a naturally 
  developed talent, something that would manifest as simple 
  intuition.  It would mean that she would have developed a 
  certain amount of defensive ability, just to keep from going 
  nuts in a crowd.
  “Megan!” I said.  “You can beat this thing!  Think of 
  your kids!”
  “They’re hurting!” she screamed.  “I can feel them!”
  “Your brother has them, they’re fine!” I called back. 
  “That’s a lie it’s trying to push on you!  Don’t let it trick 
  you!”
  Megan glanced up at me, desperate, and I saw her face 
  harden.  She turned her face back into the shadowy assault 
  of the flailing boggart and her lips peeled back from her 
  teeth with a snarl.
  “They’re mine,” she spat, the words sizzling with vitriol. 
  “My babies.  And you can’t touch them anymore!”
  “Begone!” I called to her.  “Tell it to begone!”
  “Begone!” Megan screamed.  “Begone!   BEGONE!”
  There was a surge of sound, a thunderous non-explo-
  sion, as if all the air in the room had suddenly rushed into 
  a ball just in front of Megan’s pain-twisted face.  Then 
  there was a flash of light, a hollow-sounding scream, and 
  a shockwave lashed out, scattering the salt of the circle, 
  rattling toys, and pushing against my chest.  I staggered 
  back against the wall and turned my face away as a fine 
  cloud of salt blasted out and rattled against the walls with 
  a hiss.
  Megan fell to her knees and started sobbing.  I reached 
  out around me with my senses, but felt no inexplicable 
  absence in the aura of the house.  The boogeyman was 
  gone.
  I went to Megan’s side at once and crouched down to 
  touch her shoulder.  She flung herself against me, still 
  sobbing.
  Ben Yardly appeared in the doorway to the room a few 
  moments later.  He had Joey in one arm, and Tamara in 
  the other.  Kat stood so close she was practically in his 
  pocket, holding onto the hem of his jacket as if he was her 
  own personal teddy bear.
  “Okay,” I said quietly.  “It’s okay.  The thing is gone. 
  Your mom stopped it.”
  Kat stared at me for a moment, tears in her eyes, and 
  then ran to Megan and flung herself against her mother. 
  That drove Joey and Tamara into motion, and they both 
  squirmed out of Yardly’s arms and ran to their mother.
  “Thank you,” Megan said.  She freed one hand from her 
  children long enough to touch my arm.  “Wizard.  Thank 
  you.”
  I felt a little bit sick.  But I gave her my best, modest 
  smile.
  E H P
  I finished the recounting for the young Wardens and let 
  the silence fall.
  “What was my mistake?” I asked.
  No one said anything.
  “I trusted the process too much,” I said.  “I thought I 
  had already analyzed the whole situation.  Found the 
  problem.  Identified the source of the danger.  But I was 
  wrong.  You all know what I did.  What happened?”
  No one said anything.
  
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  BOggArtS: these things flee when confronted unless 
  they’re trapped. they’re Spirit Form creatures, with Incite 
  emotion, Feeding Dependency on fear, a constant high 
  quality veil that adults can’t see through but kids 
  can, and a Physical Immunity.  Not much of a Catch on 
  that either—you have to confront them psychically, using 
  Conviction or Discipline to attack. But once they’re seen, 
  they’re vulnerable to those attacks from nearly anyone.
  “The boggart I’d identified wasn’t the source of the 
  attacks.  It was just feeding on the fear they generated in 
  the kids.  It hadn’t needed to expend any energy at all to 
  generate nightmares and fear in them.  All it had to do was 
  feed.  That’s why it was so large.
  “The source of the attacks wasn’t an attack at all,” I 
  said.  “Ben Yardly’s job had exposed him to some pretty 
  bad things—memories and images that wouldn’t go away. 
  Some of you who fought in the war know what I’m talking 
  about.”
  McKenzie, Ilyana, and a few others gave me sober nods.
  “Kat Yardly was the eldest daughter of her mother, a 
  fairly gifted sensitive.  She was twelve years old.”
  “Damn,” McKenzie said, his eyes widening in 
  realization.
  “Yes, of course,” Ilyana said.  The other students turned 
  to look at her.  “The eldest daughter was a sensitive, too—
  perhaps a skilled one.  She had picked up on those images 
  in her uncle’s mind and was having nightmares about 
  them.”
  “What about the little girl?” I asked.
  McKenzie took over.  “Kat must have been a pusher, 
  too,” he said, using the slang for someone who could 
  broadcast thoughts or emotions to others.  “She was old 
  enough to be a surrogate mother to the younger daughter. 
  They were probably linked somehow.”
  “Exactly, Warden McKenzie,” I said quietly.  “All the 
  pieces were in front of me, and I just didn’t put them 
  together.  I figured the situation for a simple boogeyman 
  infestation.  I set up Megan to do the heavy lifting because 
  I thought it would be relatively safe and would work out 
  the best for the family.  I was wrong.”
  “But it did work out,” Ilyana said, something tentative 
  in her voice for the first time that day.
  “You kidding?” I asked.  “That big boggart inflicted 
  mental trauma on Megan that took her most of a year to 
  recover from.  She had her own nightmares for a while.”  I 
  sighed.  “I went back to her and gave her and her daughter 
  some exercises to do that would help insulate them both. 
  Kat’s problems improved, and everything worked out 
  fine—but it almost didn’t.  If Yardly had panicked and 
  used his gun, if someone had broken the circle, or if Megan 
  Yardly hadn’t bought my lie about the boggart pushing a 
  falsehood on her, it might have ripped out her sanity alto-
  gether.  I might have put three kids into the foster care 
  system.
  “Arrogance,” I said quietly, and wrote it on the board, 
  beneath the rest.  “That’s the fifth A.  We carry it around 
  with us.  It’s natural.  We know a lot more than most 
  people.  We can do a lot more than most people.  There’s a 
  natural and understandable pride in that.  But when we let 
  that pride get in the way, and take the place of truly seeing 
  what is around us, there can be horrible consequences. 
  Watch out for that fifth A, children.  The Yardlys turned 
  out all right mostly out of pure luck.  They deserve better 
  from me.  And from you.
  “Always keep your eyes open.  Learn all that you can—
  and then try to learn some more.”
  I took a deep breath and then nodded.  “Okay.  We’ll 
  break for lunch, and then we’ll look at another case I didn’t 
  screw up quite as badly.  Back here in an hour.  Dismissed.”
  The young Wardens got up and dispersed—except 
  for McKenzie and Ilyana.  The two came down to stand 
  beside me.
  “Commander,” McKenzie said.  “This girl, Kat.  Most of 
  the talented mortals only demonstrate a single talent.  She 
  demonstrated at least two.”
  “I’m aware,” I said.
  “This girl,” Ilyana said.  “Her talents were born in 
  trauma and fear.  This is one of the warning signs of a 
  potential warlock.”
  “Yeah,” I said.  My talents had started in a similar 
  fashion.  “I heard that once.”
  “So… she is under surveillance?” Ilyana asked.
  “I drop in on her once in a while,” I said.
  “That poor kid,” McKenzie said.  “What do we do?”
  I spread my hands.  “It’s an imperfect world, Wardens. 
  We do what we always do.”  I smiled at them lopsidedly. 
  “Whatever we can.”
  They both looked down, frowning, concerned—
  concerned for a little girl who had no idea of what might 
  be waiting for her.
  Excellent.
  The lesson hadn’t been wasted.
  “Okay, guys,” I said.  “Burger King?”
  That perked them both up, though Ilyana, benighted 
  soul that she was, didn’t react with joy at the utterance of 
  the holy name of the Mount Olympus of fast food.  We 
  left together.
  You do whatever you can.
  This was a good choice, Billy. For 
  obvious reasons we can’t videotape 
  seminars like these, and if people 
  are going to go and stick their 
  nose into the supernatural — no 
  matter how bad an idea that is — 
  they deserve to go in as prepared 
  as possible. I was lucky with the 
  Yardlys. Not everyone will be. 
  That fifth A can get you killed.
  
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  - CHAPter ONe -
  Old  
  World 
  Order
  
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  14
  Old World Order
  Welcome to the 
  Old World Order
  By now, you know that there’s a whole lot more 
  to the world than most people realize. Magic is 
  real, fairytale characters aren’t just in children’s 
  books, and malevolent creatures do lurk in the 
  woods. You probably also realize that things get 
  more than a little complicated behind the veil.
  You don’t know the half of it yet.
  Many residents of the supernatural world—
  some people call it the “Old World”—organize 
  themselves into factions, for the same reasons 
  pure mortals organize themselves into tribes and 
  nations: mutual protection and shared culture. 
  Problem is, factions in the supernatural world 
  make the United Nations look like the local 
  bridge club. Supernatural factions have hidden 
  histories, dark secrets, and blood feuds. Each 
  one has its own version of how much they’ve left 
  their fingerprints on the history of the world. 
  And when disagreements arise, you’d better get 
  out of the way.
  However, these factions tend to go to some 
  effort to make sure that mortals don’t even 
  bother to start looking for their fingerprints in 
  the first place. To the supernatural set, most of 
  the world should enjoy comfortable ignorance. 
  Vicious wars have been fought among these 
  supernatural nations, right under the noses 
  of unsuspecting mortals. Nevertheless, some 
  events and episodes of the Old World order 
  are well-established and can even be tracked by 
  mundane humans. 
  In the wider scope of things, a lot of the effect 
  of the supernatural on mortal history actually 
  gets canceled out behind the scenes. The White 
  Council saves a settlement here; the Red Court 
  takes over a European colony in South America 
  there; volcanoes explode, killing thousands (and 
  a number of nasty mystical critters); Milwaukee 
  disappears for a weekend. These things happen. 
  The important thing about occult history is 
  that it gives rise to long-standing grudges and 
  vendettas among the supernatural factions. 
  And these centuries-long animosities often 
  catch uninvolved people in the gears and grind 
  them up, leading to new and different drives for 
  revenge.
  Life isn’t fair. That’s history, too.
  Supernatural 
  Politics and 
  the Unseelie 
  Accords
  The “supernatural nations” detailed below tend 
  to follow an Old World aesthetic of manners and 
  methods. This often means a Renaissance-era 
  mindset in their approach to political issues—
  it’s as if they read Machiavelli’s The Prince 
  and just stopped there. 
  Meanwhile, the philosophies and technolo-
  gies of mortal-kind have advanced. In fact, you 
  could say that the Age of Enlightenment and the 
  Industrial Revolution caught the supernatural 
  factions with their pants down. 
  I’ve seen a troll with his pants down. 
  It’s not pretty.
  The aftershocks of both are still being felt 
  among magical sorts. The disparities between 
  the rough-and-ready modern mortal outlook 
  and the more courtly and traditional supernat-
  ural attitude frequently cause friction between 
  supernatural folk and mortals, as well as between 
  supernatural factions—especially factions with 
  members that are mortal or spend part of their 
  lives among mortals, such as the White Council 
  or the White Court of vampires.
  Regardless of their differences, all super-
  natural factions observe the rules of interac-
  tion laid out in the Unseelie Accords. Devised 
  by Queen Mab of the Winter Court of Faerie 
  (page 179), the Accords are a cross between the 
  Magna Carta and the Geneva Conventions for 
  the various supernatural factions. 
  The Accords recognize major magical 
  factions as independent political entities (or 
  “nations”) with the right to defend, protect, and 
  avenge their members. “Freeholding Lords” are 
  also recognized: entities of power that do not 
  necessarily represent an entire kind, just them-
  selves and their supporters.
  The Accords lay out an important concept: 
  magical nations are responsible for policing their 
  own. If they don’t do this, and let their people 
  run willy-nilly, these activities can become a 
  lawful grievance to another nation—even up 
  to a justification for war. The Accords also lay 
  out other rules concerning such topics as the 
  treatment of prisoners (though the rules do 
  Billy, this 
  book is being 
  written by 
  a werewolf. 
  And edited 
  by a wizard. 
  I don’t think 
  we qualify as 
  “mundane.”
  Re: The 
  Industrial 
  Revolution— 
  I’m wondering if 
  our Twenty-
  First Century 
  “wired world” 
  is another 
  major shift. 
  All I know is 
  that I can’t 
  get on the 
  Internet, and 
  someone tried 
  to buy me 
  on eBay.
  Just belonging to any supernatural 
  faction is enough to get a nice 
  set of enemies along with your 
  metaphorical membership badge. 
  Can we get a 
  copy of the 
  Accords, to boil 
  them down for 
  this book?
  No. Fricking. 
  Way.
  
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  Old World Order
  little if anything to protect them), setting prices 
  on ransoms or prisoner exchanges, laying out 
  procedures for negotiations between hostile 
  supernatural nations, the establishment of 
  neutral ground, rules of engagement and terri-
  tory, a basis for diplomacy, and so on. 
  Most importantly, the Accords establish 
  several hard and fast rules that provide ancient 
  (read: Old World) customs of hospitality and 
  honor with the force of law. If any two things 
  are regarded as concrete by the supernatural 
  nations, they are: 1) the binding power of sworn 
  oaths; and 2) the obligation of a host to offer aid, 
  comfort, and protection to his guests.
  The Accords recognize that it is mutu-
  ally profitable for the supernatural nations to 
  avoid overt or large-scale conflicts; indeed, they 
  provide a means of settling disputes between 
  rival nations by means of a trial of champions—
  based on the Code Duello—presided over by a 
  “neutral” mediator. Any member of any nation 
  can be asked to be a mediator, but the choice 
  must be mutually accepted. 
  All in all, the Accords are extremely complex, 
  and applying them generally leads to a lot of 
  arguing rather than actually solving any prob-
  lems (it is likely that this is what Mab intended). 
  They do work, however—conflicts are often 
  defused by the lengthy legal discussions. The 
  Accords are supported by all sides, mainly in 
  order to keep things from getting worse than 
  they already are.
  There Is No 
  Spirit of the Law
  The Accords were set up by one of the most 
  notorious manipulators in the supernatural 
  world; furthermore, the legalistic bent of the 
  faerie mind, along with their important concepts 
  of favor and debt, has a strong influence on the 
  letter of the law. 
  Much like the Code of Hammurabi, every-
  thing is spelled out extremely clearly. Vicious as 
  it seems to us in retrospect to claim an eye for 
  an eye or a life for a life, it prevents one super-
  natural tribe from murdering all of another tribe 
  in response to a single death or other faux-pas. 
  Also, nobody’s going to respect “the spirit 
  of the law” of the Accords, because there isn’t 
  one. (See above regarding Mab’s legalistic 
  thinking.) The supernatural nations all abide 
  by the Accords, because the possibility of 
  all-out mystical warfare is so much worse—as 
  the current Vampire War (page 24) between the 
  Red Court and the White Council demonstrates.
  Getting Screwed 
  By the Letter 
  of the Law
  In the ad hoc supernatural courts that judge 
  these things, plenty of precedent establishes that 
  there is only the letter of the law to protect you 
  under the Accords, and each letter has a razor’s 
  edge. It doesn’t matter what your sentimental 
  excuses were, how many innocents were going to 
  die, or that your true love’s life was on the line. If 
  you break the Accords, then you are neck-deep 
  in trouble. 
  The best thing that you can hope for is that 
  your side will try to find some loophole to get 
  you out of it, or work a behind-the-scenes deal 
  to persuade the other side to drop their reasons 
  for offense. Unfortunately, the most likely thing 
  is that you’ll be served up on a platter with a 
  carefully worded letter of apology tied around 
  your neck. There will always be people on your 
  side who will consider their own continued peace 
  and safety far more important than your skin. 
  And after all, what is one man compared to the 
  prospect of supernatural war? These people may 
  regret the political necessities, but that won’t 
  stop them from gift-wrapping Accords-breakers 
  and delivering them to the aggrieved parties.
  Mordite
  Also known as “deathstone,” mordite is not of our 
  reality. It’s a chunk of congealed anti-life—just being 
  near it drains vitality and magic; anything actually 
  touched by it is disintegrated. To wizard senses, it’s 
  just wrong, with a nauseating, cold aura.
  On occasion, mordite has been used as a weapon 
  in formal duels under the Unseelie Accords. This 
  mordite is specifically enchanted to be responsive 
  to applied willpower. Such a duel is run as a mental 
  conflict, using the Discipline skill on both sides 
  (offense and defense). If the conflict ends with one 
  or both participants being taken out, it’s the mordite 
  that gets to define the nature of the result—and it 
  always defines it as “death.” Since this sort of dueling 
  is intended to be to the death, any conflict that 
  doesn’t end with at least one participant taken out 
  may be seen as inconclusive and in violation of the 
  Accords by one party or another.
  Hey, Bob —if 
  mordite sucks 
  up magic, how 
  could it be 
  enchanted?
  Hmm. It's less 
  enchanted,  and 
  more...magically 
  enclosed. This 
  is not easy to 
  do, and treads 
  dangerously close 
  to a couple of the 
  White Council's 
  Laws.
  Sounds like 
  Outsider 
  stuff to me.
  In gamer terms, 
  mab is the 
  consummate 
  “rules-lawyer.”
  
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  Old World Order
  At times, the letter of the law can actually be 
  helpful. There are cases where people use the 
  legalisms to their advantage. It is a clear and defi-
  nite fact that someone who reads the Accords 
  and plans their actions before doing something 
  precipitous (like burning down a houseful of 
  bad guys) is the person who is most likely to get 
  away with it. 
  Supernatural 
  Factions
  Many supernatural “kinds”—wizards, vampires, 
  faeries, etc.—are considered to belong to their 
  own supernatural nation under the Unseelie 
  Accords. (However, given the differences 
  between the Vampire Courts, and the differ-
  ences between the Summer and Winter Courts 
  of Faerie, there are several separate “nations” of 
  vampires and faeries.)
  Here’s a quick run-down of the major factions 
  in play. (For further details on the nature of each 
  of these types of beings, see What Goes Bump, 
  page 28. For discussions of specific individuals, 
  see Who’s Who, page 98.)
  Mortals
  Mortals aren’t a supernatural faction per se. But 
  they are both prey and a threat (especially en 
  masse) to many of the supernatural nations.
  While more-or-less clueless to the super-
  natural shenanigans happening around them, 
  hordes of mortals roused to action can pose a 
  danger. Calling mortal authorities into an arcane 
  fracas is usually akin to calling in an airstrike. 
  After the Industrial Revolution, with the wide 
  availability of steel weapons, guns, and ever 
  more deadly technologies, the mortal threat has 
  upgraded to “nuclear” (literally!). For the past 
  three hundred years or so, supernatural folk 
  have laid a bit lower than in the past.
  Unfortunately, opinions on the dangers of 
  mortalkind seem to be changing. Recent Red 
  Court attacks in the Vampire War have killed 
  thousands of unsuspecting mortals in the Third 
  World with impunity. Furthermore, the rise of 
  the entirely mortal John Marcone (page 187) to 
  the status of Freeholding Lord has had some 
  sort of ramifications among the supernatural 
  set regarding mortalkind—but what those are 
  exactly is still unclear.
  The Roman Catholic Church
  While many priests believe in the Devil, 
  not many have accurate information on 
  the Prince of Darkness. There are some 
  who know a bit about the various Vampire 
  Courts, but very few know anything about 
  the Faerie Courts. The general attitude of 
  clued-in people in the Church is that anyone 
  involved with the supernatural is either evil 
  or sliding that way, with few exceptions.
  A scattering of Churchly people—
  priests, monks, nuns, affiliated laymen, and 
  others—know and stand sentinel against 
  the darkness. Few of them have any real skill 
  with magic, but some have particular areas 
  of knowledge, special skills, or personal 
  alliances with supernatural factions. For 
  example, the Knights of the Cross (though 
  their calling comes from a higher source 
  than any mortal religion) are strongly asso-
  ciated with a faction within the Catholic 
  Church that provides what support it can 
  for the Knights. 
  Other Mortals
  Clued-in mortals, werewolves, scions, and 
  hedge wizards (especially the members 
  of the Ordo Lebes, page 105) all play fairly 
  minor roles in the overall supernatural situ-
  ation. Most often, they are simply food, 
  targets, or obstacles to the larger and more 
  powerful factions.
  Sorcerers are often catspaws and pawns 
  for the darker supernatural nations and 
  Freeholding Lords—sometimes even 
  Outsiders. Sorcerers don’t usually have 
  enough oomph to stir up “international” 
  trouble on their own. Usually.
  On the other hand, necromancers (espe-
  cially powerful ones, like the Disciples of 
  Kemmler, page 66) are individually a sort 
  of “banana republic” in the overall super-
  natural nations schema. Given their power 
  and undead legions, they cannot simply 
  be controlled as sorcerers are. They are 
  powerful loose cannons which must be 
  jostled into position or squelched as quickly 
  as possible, depending upon the aims and 
  goals of the larger supernatural faction.
  We’re talking 
  mobs of 
  villagers with 
  pitchforks 
  and flaming 
  torches here.
  My take 
  is that, 
  suddenly, 
  mortals 
  are now an 
  even larger 
  threat than 
  before. The 
  Denarians 
  have 
  already 
  “tested” him. 
  Who’s next?
  You know, 
  under the 
  Accords, 
  naughty 
  children 
  found on 
  bridges are 
  still lawful 
  prey for 
  trolls.
  
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  Old World Order
  The White Council
  The White Council, comprised of wizards from 
  all mortal nations, is a signatory of the Unseelie 
  Accords and serves as the “supernatural nation” 
  for all mortal wizardkind. The Senior Council 
  (its governing body) ensures that most wizards 
  in the world respect the Laws of Magic—and 
  disposes of the ones who don’t (via its Wardens; 
  see below).
  It maintains alliances with other occult 
  groups like the Venatori Umbrorum, the 
  Fellowship of St. Giles, and a few mystically-
  inclined monasteries in Tibet and India.
  Most wizards worthy of the name have come 
  up through the traditional system: apprenticing 
  with a White Council member, passing the trials 
  of wizardry, and joining the Council themselves 
  as full members. 
  A White Council member gets a vote in 
  important deliberations and agrees to abide by 
  the Council’s rules (including the Laws of Magic, 
  see sidebar). A member is obliged to represent 
  the White Council, if necessary. 
  Latin is spoken in White Council conclaves. 
  All members attending a full meeting of the 
  Council wear a robe with a stole that denotes 
  their rank (no stole for apprentices, blue for 
  junior wizards, red for senior ones, purple for 
  Senior Council members).
  The White Council is governed by the 
  Senior Council: seven wizards of age, skill, 
  power, and knowledge. The leader of the Senior 
  Council (and thus the entire White Council) is 
  called “the Merlin.” They set policy by majority 
  vote (usually of the entire membership of the 
  White Council, but a Senior Council member 
  can restrict matters to a closed vote of just the 
  Senior Council).
  The Laws of Magic
  The Laws of Magic are not the quasi-physics 
  of how magic works; they are the practical 
  regulations imposed on mortal spell-slingers 
  by the White Council. 
  Simply stated, the Seven Laws are:
    One: No killing mortals with magic.
    Two: No transforming others.
    Three: No mind-reading.
    Four: No mind-controlling.
    Five: No necromancy.
    Six: No time travel.
    Seven: No seeking knowledge and/or 
  power from Outsiders.
  See YS232 for a more in-depth discussion 
  of the Laws.
  The Blackstaff
  There are rumors that there is a secret White 
  Council agent (authorized by the Senior 
  Council) who is licensed to break any of the 
  Seven Laws of Magic in those cases where 
  those laws prevent the White Council from 
  acting in a critical situation.
  These are surely just rumors.
  Don’t be snotty, 
  Billy. You already 
  know more than most 
  mortals. I’ve read your 
  entry on McCoy. 
  
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  Old World Order
  Wardens
  The Wardens are the guardians (and often execu-
  tioners) of the White Council. They are respon-
  sible for policing both the White Council and 
  the magical community outside it. A Warden is 
  expected to protect mortals in his area, be vigi-
  lant against supernatural threats in his region, 
  represent the Council in matters of diplomacy, 
  aid and assist other wizards who require aid and 
  protection, and—when required—strike out at 
  the enemies of the Council. Think of them as 
  “magic cops.”
  All Wardens are battle-capable wizards of 
  high skill and power. Warden security proto-
  cols compose some of the best magical counter-
  measures in the world. They are trained in the 
  use of wardhounds (page 34) in this work, and 
  they also have access to voluminous—if some-
  times incomplete and out-of-date—dossiers on 
  various supernatural “high-rollers.”
  Their tokens of office are a plain grey cloak 
  and a special sword—both serve as a sign of their 
  authority. Furthermore, a Warden’s Sword is 
  a puissant and useful enchanted weapon. 
  Subject to the Senior Council, they have their 
  own captain and are structured under regional 
  commanders. Regional commanders are in 
  charge of security and operations for a large 
  area (like, up to half a continent—though these 
  current vast demesnes are certainly due to the 
  current Vampire War; before this, four regional 
  commanders normally handled North America 
  alone).
  White Council Allies
  Aiding the White Council in the Vampire War 
  (page 24) are several allies: The Fellowship of St. 
  Giles, the Venatori Umbrorum, and several indi-
  vidual temples and monasteries in the Far East. 
  The White Council has also had occasional 
  assistance in the Vampire War from the Knights 
  of the Cross (page 74) and the Summer Court of 
  Faerie (page 39). 
  The Fellowship of St. Giles
  The Fellowship of St. Giles is a refuge for the 
  desperate, for people who have some kind of 
  darkness within them (usually in the form of 
  Red Court venom) that has begun to eat them 
  away. All of them are trying to hold onto their 
  humanity by turning that darkness back upon 
  those who would harm mankind.
  The Fellowship has developed magical tattoos 
  to control their members’ hungers. These allow 
  the half-vampiric members of the Fellowship to 
  enjoy the advantages of their supernatural abili-
  ties while maintaining a modicum of control and 
  choice. However, these tattoos aren’t perfect; 
  extended use of supernatural abilities returns 
  the member to the mercy of those monstrous 
  hungers. For this reason, the Fellowship usually 
  works in pairs or teams, keeping an eye on one 
  another.
  The Fellowship is working with the White 
  Council in the Vampire War, mostly channeling 
  information and helping out in combat situa-
  tions. They have a particular hatred for the Red 
  Court and will take any opportunity to strike 
  back at them. 
  The Venatori Umbrorum
  The Venatori Umbrorum are literally “hunters 
  of the shadows.” Often characterized as “Masons 
  with machine guns” or “Masons with flame-
  throwers,” this ancient secret brotherhood has 
  extensive knowledge of academic (especially 
  history and folklore), commercial, intelligence 
  and counter-intelligence, financial, legal, and 
  military issues. They possess an understanding 
  of basic occult countermeasures. They are a 
  larger organization than the Fellowship of St. 
  Giles (possibly even larger than the White 
  Council realizes). Unfortunately, they seem to 
  lack powerful magical practitioners.
  As allies of the White Council, they usually 
  provide intel and analysis to the wizards. Since 
  the start of the Vampire War, they have also 
  participated in combat operations against the 
  Red Court.
  Himalayan Temples & 
  Indian Monasteries
  Not much is known about these allies of the 
  White Council from the Far East. It seems that, 
  while they have less overall mystic power than 
  the mostly Eurocentric White Council, they 
  do have a modicum of mojo, along with greater 
  knowledge and familiarity with the supernatural 
  entities in Asia (like Temple Dogs, rakasha, and 
  the Jade Court of vampires). 
  Whatcha 
  gonna do when 
  they come 
  for you?
  Shades of 
  Gygax – 
  “puissant”? 
  Please.
  What’s next? 
  Vorpal?
  Vorpal is a 
  greAt word!
  
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  19
  Old World Order
  The Knights 
  of the Cross
  The Knights of the Cross were founded to 
  counter the Fallen angels who make up the 
  Order of the Blackened Denarius. They protect 
  the freedom of the mortal soul. To that end, they 
  aid any mortals under the oppression of dark 
  forces and try to help those people win freedom 
  from the darkness.
  When a Knight meets a Denarian, he is 
  supposed to offer the Denarian a chance to 
  surrender his coin and repent. If the Denarian 
  hands over his coin and asks for mercy, the 
  Knight has to accept this and let him go, giving 
  him a chance at repentance. (While this seems 
  like an easy out, to be fair, there have been cases 
  where this has worked and the ex-Denarian 
  has genuinely repented—in one case actually 
  becoming a Knight of the Cross himself; see 
  Sanya, page 223.) 
  If the Denarian says no, then it’s time for a bit 
  of the old choppy-choppy, slashy-slashy. 
  While primarily founded to thwart the 
  Denarians, the Knights are usually willing to 
  tackle other evils, should it be God’s will—
  “winning free of the oppression of dark forces” 
  covers a lot of ground (thus, the Knights’ “deal-
  ings” with the various Vampire Courts). 
  Knights of the Cross are often Christians of 
  some stripe, but a virtuous and faithful heart 
  is more important than conscious belief in a 
  theistic faith. After all, God believes in them, 
  whether or not they believe in Him in any 
  particular way.
  There are three Knights of the Cross at most, 
  and sometimes there are fewer. Their tokens 
  and their burdens are their three Swords: 
  Amoracchius (a broadsword), Fidelacchius (a 
  katana), and Esperacchius (a saber), each incor-
  porating one of the three nails that pierced 
  Christ’s hands and feet on the cross. 
  At the moment, there is only one Knight—
  Sanya, wielder of Esperacchius. The most 
  recent wielder of Fidelacchius, Shiro Yoshimo 
  (page  242),  died at the hands of Nicodemus 
  (page 102) during the Denarian’s plan to use the 
  Shroud of Turin to unleash the Black Death 
  in a worldwide plague. More recently, Michael 
  Carpenter (page 125), wielder of Amoracchius, 
  was  critically injured in the rescue of the 
  Archive (page 100) and John Marcone (page 187) 
  from the clutches of the Denarians.
  Both of their Swords are at present in the 
  custody of the wizard Harry Dresden; neither 
  has yet been passed to a new wielder. 
  The Knights are quite simply and purely 
  Good Guys. They do the right thing, and they 
  risk their lives to do it. Armed only with a Holy 
  Sword, (divine?) serendipity, some mild support 
  from the Catholic Church (and, arguably, the 
  angelic hosts of Heaven), and God’s blessing, 
  they face down the forces of Hell, dragons, 
  ghosts, the Vampire Courts, and anyone else 
  who requires it. 
  The 
  Knights—especially 
  Michael 
  Carpenter—were drawn into the Vampire War 
  due to the personal and professional ties they 
  developed in recent years with Harry Dresden. 
  (Some feel that this involvement may be related 
  to the Knights’ overall mission as well.)
  Careful with the idle 
  speculation there, Billy.
  Vampires
  The Vampire Courts are perhaps the most 
  pervasive, widespread groups of monsters out 
  there. Fortunately for the other supernatural 
  factions, they’re riddled with infighting and 
  discord, frequently feuding with each other, and 
  they require rigid levels of protocol and diplo-
  macy in order to function at all. 
  In practice, the Black Court is drastically 
  understrength when compared to the White and 
  Red Courts (this can be directly blamed on the 
  publication of Bram Stoker’s Dracula). The 
  potency of the Jade Court is unknown—a wild 
  card in the deck.
  The White and Red Courts hold a lot of 
  power in the modern world. The White Court 
  has infiltrated the media (in particular, pornog-
  raphy and fashion), while the Red Court has 
  worked its fingers into politics and finance. 
  The complicated rivalries that divide each 
  Court mean that a Red Court vampire who’s 
  currently up against a White Court foe can 
  often find a White Court rival who’s prepared 
  to make a temporary alliance against this mutual 
  enemy—and vice versa, of course. This tends 
  to benefit the rest of the supernatural world, as 
  the Vampire Courts tend to keep each other’s 
  numbers down.
  Belief is 
  not a job 
  requirement. 
  Sanya is 
  agnostic, for 
  instance.
  The names of 
  the Swords 
  mean Love, 
  Faith, and 
  Hope – in 
  case they 
  weren’t 
  already 
  symbolic 
  enough!
  Sometimes 
  Amoracchius 
  is a longsword 
  and sometimes 
  a broadsword in 
  the casefiles?
  Both terms 
  often refer 
  to the same 
  sort of sword 
  — there’s 
  a long and 
  twisty 
  historical 
  reason for 
  that, but I’ll 
  tell you 
  about it next 
  game night.
  The day Michael got injured was 
  one of the worst days of my life. 
  And that’s saying something.
  
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  Old World Order
  The Black Court
  Black Court vampires have all the vulnerabili-
  ties that are described in Dracula: holy items, 
  holy water, garlic, fire, running water, and so on. 
  And pretty much everyone knows it. This has 
  left Black Court vampires rather thin on the 
  ground. The ones who have survived are the old, 
  powerful Ruhks, who have the intelligence and 
  the capabilities to avoid public attention and 
  protect themselves from other supernaturals.
  The infrastructure of Black Court vampires 
  is unknown. It may be that, post-Dracula, 
  they are too fragmented to have any hierarchy 
  at all. Their relations with the other Courts are 
  tenuous, as the other Courts have them at a 
  disadvantage and know it. Black Court vampires 
  feed much faster than the Reds or Whites do 
  and tend to “use up” the local mortal population; 
  this causes frequent territory disputes among 
  the Courts. 
  The Black Court often uses “Renfields”—
  humans who have had their wills broken and 
  then been bodily fortified by black magic—to 
  act as bodyguards, minions, and cannon-fodder.
  As a cohesive whole, the Black Court is not 
  involved in the Vampire War, although indi-
  vidual Black Court vampires have certainly 
  played a part in the conflict.
  The Jade Court
  There are few details available about the 
  vampires of the Jade Court. Even the other 
  Vampire Courts don’t seem inclined to 
  discuss them. 
  What we do know: it’s based in Asia, where 
  it is well-entrenched and well-hidden. Either 
  its members are more interested in staying 
  out of the public eye than gaining influence, 
  or they already have so much political and 
  social influence that petty intrigues are no 
  longer  significant.
  Shiro Yoshimo (page 242) of the Knights of 
  the  Cross had some interactions with them, 
  and it is possible that Ancient Mai of the White 
  Council has some contacts in the Jade Court 
  (or at least knows the protocols for dealing 
  with them). 
  The Jade Court’s lack of participation 
  (so far) in the Vampire War is a relief to the 
  White Council.
  The Red Court
  The members of the Red Court are inhuman 
  creatures inside human shells; their true form is 
  a thing of warped flesh and twisted bone. While 
  they can maintain a pleasant and even beautiful 
  human appearance, under stress they show their 
  real nature: half-bat monsters drooling black 
  venom and stretching out long angular limbs 
  to seize their victims. 
  The Red Court has great influence in inter-
  national finance and politics; they manipulate 
  mortals through their narcotic venom, in addi-
  tion to mundane bribes and influence. The 
  core of the Red Court power is based in South 
  America and they have strongholds throughout 
  that continent. They treat mortals as livestock, 
  addicting entire communities to their venom. 
  Various aristocratic bloodlines advise and 
  intrigue with (and against) the ruler of the Red 
  Court, the Red King. The high nobles of the 
  Court are very powerful and very inhuman. A 
  few of these aristocrats maintain a semblance of 
  civilized behavior through strict personal codes 
  of honor—but most of them don’t, instead 
  reveling in their power. It is unknown what 
  language the Red Court uses in their councils, 
  but either Spanish or Portugese would be apt.
  Apparently, the Red King has been plan-
  ning a war with the White Council for years. 
  Only recently has he been given a pretext to 
  attack. Interestingly, the Red Court seems to 
  have gained a tremendous amount of infor-
  mation on magic and the White Council that 
  they didn’t have before. Despite these advan-
  tages, the current war with the White Council 
  is occupying much of the Red Court’s time and 
  resources. 
  Other Possibilities
  The White, Red, and Black Courts are 
  reasonably public in the supernatural world, 
  at least. The Jade Court is more private, but 
  is known to exist. 
  So what’s out there that isn’t known 
  about? Could there be powerful vampires 
  with different hungers and vulnerabilities 
  who have managed to keep themselves so 
  secret that nobody knows about them? 
  Is there a Blue Court? A Green Court? A 
  Purple Court?
  Maybe. Nobody knows.
  “Blue Court.”
  Thanks for the fresh fuel 
  for my nightmares, Billy.
  I could do 
  without the 
  reminder 
  that the Red 
  King has had 
  basically 
  forever to 
  plan for this 
  war. What 
  do you do 
  against a 
  foe with a 
  decades-
  long plan 
  for your 
  destruction?
  
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  21
  Old World Order
  Red Court Allies
  For its part, the Red Court is using ghouls in the 
  mortal world—as well as demons and Outsiders 
  in the Nevernever—against the White Council. 
  It is also trying to bring the White and Black—
  and possibly the Jade—Courts in as allies to help 
  fight the “mortal freaks” (as wizards are termed). 
  The White Court is currently remaining neutral 
  due to infighting and a recent major setback, the 
  Black Court is very small, and the Jade Court is 
  very mysterious, so none have joined the Reds 
  quite yet.
  The White Court
  The White Court are psychic vampires; they 
  live off the emotions of others, so much so that 
  they can drain other people to death. They can 
  feed off of various different emotions, using that 
  energy to empower their supernatural abili-
  ties. White Court vampirism is hereditary as 
  opposed to infectious. 
  There are a number of Houses in the White 
  Court jockeying for power and status—Raith, 
  Skavis, and Malvora are the most powerful. Lord 
  Raith is the current White King. In conclave, 
  White Court members speak ancient Etruscan. 
  Though the Houses are divided in their opin-
  ions on how the White Court should respond to 
  the Vampire War, the White King has called for 
  diplomacy. This, of course, has led to even more 
  internal division.
  Faeries
  The Faerie fall into two rough divisions—the 
  Summer Court (the Seelie) and the Winter 
  Court (the Unseelie)—though there are various 
  wyld powers in between these factions. Neither 
  major Court is absolutely “good” or “evil.” Trying 
  to assign each a moral stance vis-à-vis mortal 
  perspectives is just dumb.
  Each Court has three rulers: the Queen Who 
  Was (the Mother), the Queen Who Is (the 
  Queen), and the Queen Who Is To Come (the 
  Lady). The Mother holds vast power, but she 
  is mysteriously beholden to the natural order, 
  and she thus takes little active role in the ruling 
  of the Court. The Queen holds massive power 
  and uses it to rule. The Lady holds the smallest 
  portion of power (still a great amount, to mortal 
  minds), but she also has the most freedom of 
  action, the closest access to the mortal world, 
  and the most ability to act independently. 
  Some of the fae prefer hanging out in the 
  mortal world to spending their lives in the 
  Nevernever. Even the Sidhe (see below) visit the 
  mortal world on occasion, but they don’t spend 
  much of their time there. This may be because 
  humanity offers various fleshly pleasures (such 
  as pizza), or because the fae in question needs 
  to interact with humanity or nature in order to 
  fulfill its purpose.
  While the Summer Court and the Winter 
  Court are mostly locked in their customary 
  rivalry, the Summer Court has offered minor 
  assistance to the White Council in the course of 
  the Vampire War.
  The real power behind 
  the White King is known 
  to few. Let’s just say 
  that Daddy Raith ain’t 
  all the man he used to be. 
  Um… Billy, do NOT 
  mention that in the text.
  Like how Lea 
  feeds on blood 
  and power 
  from artists 
  and poets, 
  and grants 
  inspiration 
  in return.
  
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  22
  Old World Order
  Sidhe
  Among the faerie, Sidhe is a state of being that 
  is somewhat political and somewhat biological. 
  A Sidhe has all of the abilities of its faerie type, 
  raised to greater heights of power. The Sidhe are 
  the aristocracy of Faerie, and that mindset must 
  be considered when dealing with them, regard-
  less of which Court—or no Court—they are 
  associated with.
  Sidhe Knights
  Sidhe Knights, the champions of the Courts, 
  ensure the balance between the Courts of Faerie. 
  While the Faerie Queens cannot kill anyone 
  who isn’t attached to their Court through birth-
  right or bargain, the Knights can. The Knights 
  can also act in affairs not directly related to 
  Faerie, making them the primary outlet of the 
  Faerie Courts for intrigue in the mortal world.
  This relative freedom is, of course, enabled 
  by the fact that Sidhe Knights must be 
  mortal—i.e., human.
  The Order of 
  the Blackened 
  Denarius
  The Order of the Blackened Denarius is 
  composed of Fallen angels bound to thirty silver 
  coins. These coins, said to be Judas Iscariot’s 
  payment for betraying Christ, permit the 
  Denarians to possess mortal hosts. Denarians 
  are old, powerful, and very dangerous enti-
  ties. They have rampaged across two millennia 
  of history, opposed only by the Knights of the 
  Cross (page 74). 
  The Denarians are led by Nicodemus 
  Archleone (page 102). Nicodemus has posses-
  sion of those denarii neither currently in use nor 
  captured by the Knights of the Cross, and he 
  passes them on to suitable targets for corruption. 
  It is suspected that his long term plans involve 
  bringing about the Apocalypse. Interestingly, not 
  all the Denarians share his patience, resulting 
  in tension within the group as some of them 
  pursue goals with a quicker payoff. 
  Freeholding 
  Lords
  Under the Unseelie Accords, powerful individ-
  uals are permitted to be signatories. These are 
  the Freeholding Lords. Dragons, scions, and 
  even old gods fill the ranks of the Freeholding 
  Lords. In the view of the supernatural nations, 
  they are arcane “city-states.”
  Marcone’s Mafia
  John Marcone (page 187) is the first “pure vanilla” 
  (i.e., non-supernatural) mortal to have signed 
  the Unseelie Accords (page 14) as a Freeholding 
  Lord. 
  The majority of Marcone’s forces are mortal 
  criminals who are somewhat clued-in to the 
  supernatural. A small number are combat-ready 
  mercenaries, unfazed by magic or supernat-
  ural weirdness. Marcone also employs at least 
  one magical contractor (Sigrun Gard, page 148) 
  for magical protection and information-gath-
  ering, in an attempt to more fully understand 
  supernatural issues.
  It is likely Marcone will assist the White 
  Council, at least in a limited fashion, against 
  the Red Court in the course of the Vampire 
  War. (Interestingly, most of his major conflicts 
  have been against the Denarians and the Black 
  Circle; see page 187.)
  Outsiders 
  and Old Ones
  We know very little of the Outsiders and the 
  Old Ones. 
  What is known is that the Outsiders are 
  minions of the Old Ones. Both come from 
  outside our universal reality, from beyond the 
  limits of Creation, from beyond the Outer Gates.
  Outsiders are creatures of utter chaos and 
  nihilism. They are dedicated to ending all 
  thought and order. Their only goal is returning 
  the universe to the void.
  The fact that the Red Court has been able to 
  summon lesser servitors of the Outsiders in the 
  course of the Vampire War is a cause for great 
  concern among the White Council.
  AKA Knights of 
  the Faerie Courts
  Marcone 
  confounds 
  me. He’s 
  criminal scum, 
  no debate 
  there. But, 
  on occasion, 
  he does 
  something 
  so…right, 
  that I need 
  to pause and 
  consider. 
  Damn him.
  I’m pretty 
  sure Marcone’s 
  “security 
  consultant” 
  Sigrun Gard 
  grabbed an 
  unused one, 
  too. Hope it 
  stays unused.
  
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  23
  Old World Order
  The Circle
  Someone gave Victor Sells (page 225) training 
  beyond that of a normal sorcerer. Someone 
  arranged for the FBI Hexenwolves (page 133) to 
  get their magic belts and warned them about the 
  White Council. Someone delivered a mysterious 
  athame to Bianca St. Claire (page 231) to be used 
  as a gift to a powerful Sidhe. Someone drove the 
  Summer Lady Aurora (page 106) mad. Someone 
  provided the entropy curse ritual to the Evil Eye 
  Franchise (page 228). Someone felt the need to 
  interfere in the Chicago Darkhallow. Someone 
  sent the Scarecrow (page 43) to kill Lucius Glau 
  (page 152). Someone used Hellfire against Mab’s 
  stronghold of Arctis Tor. Someone had an 
  interest in the “culling program” of the Skavis 
  (page 228). Someone silenced Queen Mab of the 
  Winter Court (page 179).
  Harry Dresden thinks that all of these some-
  ones may be working together. And that they 
  may have a spy in the White Council—possibly 
  even on the Senior Council itself. 
  Those who have seen this cabal’s shadowy 
  hand in action call it by different names, most 
  commonly either the Black Council or the Black 
  Hats. But there is some evidence that they call 
  themselves the Circle.
  They are known to react badly to incompe-
  tence and murderously to deception. They’re 
  hard.
  While we don’t know for sure what their 
  ultimate goal is, getting there obviously involves 
  stirring up heaping helpings of trouble. 
  Whatever it is, it ain’t good.
  Really, most people 
  don’t call the Black 
  Council by any name at 
  all. People don’t talk 
  about it—don’t let the 
  Merlin hear you spreading 
  rumors. Officially, 
  this is paranoia.
  
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  24
  Old World Order
  Factionless Monsters
  While the overall demonic “supernatural 
  nation” of Hell/Downbelow has not 
  declared one way or another with regard to 
  the Vampire War, individual demons have 
  been summoned by Red Court vampires for 
  use against their White Council foes.
  Most ghosts, being simple “recordings” of 
  the death throes of strong-willed individ-
  uals, are not capable of joining a side in any 
  supernatural conflict. However, their exis-
  tence has been exploited during the run-up 
  to and the execution of the Vampire War. 
  While the ghoul clans haven’t formally 
  picked a side in the Vampire War, their past 
  associations with both the Red and White 
  Courts have led to their use as support 
  troops in several conflicts.
  Plus, Outsiders.
  Supernatural 
  Conflicts That 
  Could Kill You 
  RiGhT NOW
  The Unseelie Accords are designed, in part, to 
  prevent a lot of large-scale fights in the supernat-
  ural realm. However, it’s not without its failures. 
  Despite its intent to de-escalate conflict, some 
  open (and not so open) wars currently rage on. 
  The Vampire War
  The White Council of wizards and its allies are 
  currently fighting the Red Court of vampires 
  and its allies in the Vampire War. It is a notable 
  failure of the Unseelie Accords.
  It’s not correct to think of these as “failures.” 
  The Accords are acting as designed. 
  Firstly, the Accords have prevented a vast 
  amount of bloodshed over the years. If you 
  think the wars going on now are bad, you 
  should have seen things before they were 
  established. 
  Secondly, Queen Mab didn’t establish the 
  Accords in a fit of pacifism; war is anticipated 
  and ruled by the Accords just as peace is. 
  Thirdly, Mab is magnificent at turning things 
  to her own advantage.
  While the avowed cause of the War is the 
  death of newly appointed Margravaine of the 
  Red Court, Bianca St. Claire (page 231), at the 
  hands of the wizard Harry Dresden of the 
  White Council, there is evidence that this event 
  was only a convenient excuse to start open 
  conflict that had been long-planned by the 
  Red King.
  We don’t yet know exactly 
  why the Red King wants 
  this war, aside from the fun 
  of legally killing wizards. 
  But I doubt it’s just so he 
  can twirl his moustache.
  The Red 
  Court types 
  like to dress 
  extra naked 
  when they’re 
  wearing 
  their skin-
  suits. Don’t 
  fall for it. 
  They can 
  go deadly 
  on you in a 
  hot second.
  Very hot!
  Uh. No. 
  Very not.
  
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  25
  Old World Order
  Harry refused to take Bianca’s “reasonable 
  and acceptable” offer of truce (which would 
  only have cost the life and soul of the woman 
  he loved) and instead killed Bianca and most 
  of her followers. The Red Court didn’t take this 
  “affront” all that well. War was the only accept-
  able response.
  Like most things in the supernatural world, 
  this isn’t what it appears on the surface. Bianca 
  deliberately lured Harry Dresden into an intol-
  erable situation, expecting that he’d either get 
  himself killed or lose the people he loved. When 
  she died, other Red Court forces moved with 
  suspicious speed. While some factions in the 
  Red Court had wanted to delay the war with 
  the White Council a bit longer, most of the 
  major players were ready for it—indeed, they 
  were slavering for it. They took advantage of the 
  excuse provided by the broken Accords.
  Matters could, in theory, still have been sorted 
  out under the letter of the Accords, by executing 
  Harry Dresden or handing him over to the Red 
  Court. However, the White Council was aware 
  that the incident was only a pretext, and that the 
  Red Court would just have found or manufac-
  tured another excuse for fighting later.
  The White Council showed 
  uncharacteristic insight on this one.
  Major offensives over the past few years of 
  the Vampire War have included the destruction 
  of the tower fortress of Senior Council member 
  Simon Pietrovich (page 206) in Archangel; the 
  taking of the White Council operations center 
  in Cairo; and assaults on Madrid, Sao Paolo, 
  Acapulco, Athens, and Belize. 
  An attack on the White Council’s base in 
  Sicily was intended to lure the entire Senior 
  Council to one place so they could all be taken 
  out at once. When the wizards retreated into the 
  Nevernever, the vampires followed—effectively 
  (and possibly unintentionally) declaring war on 
  Faerie. The Faerie Courts, however, have been 
  slow to respond to these incursions, since they 
  are locked in their traditional enmity. Around 
  this time, the Red Court also began summoning 
  demons and lesser Outsiders to fight for them.
  The White Council retreated to a hospital in 
  Congo, and the Red Court sent mortal agents 
  during daylight to use a sarin-like nerve gas 
  against them. Everyone within six city blocks 
  died—including thousands of innocent and 
  uninvolved mortals. With this attack, the 
  Red Court crossed every line, mortal and 
  supernatural.
  The Red Court also seems to have some sort 
  of tie to the Circle (page 23), in that the vampires 
  timed a major offensive to tie up White Council 
  resources at just the right time to permit 
  the dark wizard Cowl (page 130) to attempt a 
  Darkhallow—which, if successful, would have 
  given him the godlike power necessary to bull-
  doze his way through the defenses of the White 
  Council headquarters in Edinburgh. We assume 
  he would have allowed a horde of screaming Red 
  Court vampires in behind him. 
  The Red Court has continued to assault the 
  White Council and its allies. Since the vampires 
  keep mucking about with the safe paths through 
  the Nevernever, the Summer Court of Faerie 
  has, on at least one occasion, aided the White 
  Council.
  As occult warfare in Asia heated up (such as 
  a bunch of “bad old guys” under the command of 
  a “big daddy rakasha” attacking White Council-
  allied monasteries), the King of the White 
  Court of vampires met with the White Council 
  under a flag of truce and temporary cease fire. 
  The White King has agreed to approach the 
  Red Court about negotiating the end of the War 
  (despite disagreement within the White Court 
  about this course of action).
  While currently in a bit of a lull, the Vampire 
  War continues to grind on.
  The Secret War
  At any time, you might stumble across the plots 
  and machinations of the Circle (page 23).
  We call it “The Secret War” mostly because, 
  honestly, we don’t know what the hell they’re 
  trying to do. Up to now, they’ve been super-
  natural boat-rockers, instigating conflict all over 
  the place, probably to distract people from their 
  true work. Wizards like Harry are busy cleaning 
  up the messes they make and are pointedly not 
  able to spend much time actually investigating 
  them. And oh, what messes they’ve made; they 
  love meddling with interactions among Accords 
  signatories—the more complex the interaction, 
  the better. You can imagine the trouble this 
  stirs up—and this trouble is probably simply a 
  distraction from their real goal.
  And whatever that goal is, it’s unlikely that 
  the world as we know it will survive it.
  And by “the 
  trouble this 
  stirs up,” you 
  mean “the 
  wars started 
  and all the 
  people killed,” 
  right?
  I’m not sure 
  anyone on 
  the White 
  Council 
  grasps just 
  how close 
  a call the 
  Darkhallow 
  was.
  
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  26
  Old World Order
  The Objectives 
  of the Denarians
  While the Denarians on the whole are not 
  involved in the Vampire War, somebody used 
  Hellfire against Arctis Tor (the likely candidate 
  here is Thorned Namshiel, page 233). 
  Nicodemus’ plans, at least, don’t seem to be 
  related to those of the Circle. While widespread 
  chaos only enhances the power of the Denarians, 
  and short-term Circle activities certainly provide 
  chaos, it is unclear if the long-term goals of the 
  Denarians and the Circle are compatible. One 
  thing we know for certain about the Denarians 
  is that their conflict with the Knights of the 
  Cross, in which they currently have the upper 
  hand, continues unabated.
  in Conclusion
  The supernatural world is a complicated and 
  insanely dangerous place for the uninitiated. 
  This chapter is a summary of what we’ve come 
  up with based on our own experiences and from 
  looking through Harry’s casefiles—don’t make 
  the mistake of thinking you understand things 
  perfectly once you’ve read it. There’s a lot of 
  information we’re not privy to, and things will 
  probably change as Harry learns more about 
  them. This makes navigating your way through 
  the Old World Order pretty terrifying; but for 
  this game, it’s a good thing—it gives you the 
  freedom to change some of the details to make 
  your game work. 
  Everyone get all this? 
  There’ll be a quiz later—I 
  expect full relationship 
  diagrams including 8 X 10 
  color glossy pictures 
  with circles and arrows 
  on the back of each one.
  What?
  That’s a joke, son.
  The Knights of the 
  Cross are some of the 
  purest…well, they’re 
  just among the best 
  men I’ve ever known.
   
  I’m getting really, 
  really tired of 
  collecting these Swords.
  
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  - CHAPter tWO -
  What  
  goes  
  Bump
  
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  28
  What goes Bump
  What Goes Bump
  In the Dresdenverse there are plenty of enti-
  ties—both mortal and supernatural—that go 
  bump in the night. Lack of knowledge on a 
  critter is often deadly when you’re trapped in 
  a back alley with something growling, glowing, 
  and dripping goo. 
  It’s said that the White Court vampires 
  encouraged (some say “masterminded”) the 
  publication of Bram Stoker’s Dracula. With 
  the general public forewarned and forearmed 
  on the habits, powers, and weaknesses of Black 
  Court vampires, the numbers of the Black Court 
  have dwindled over the years—good news, 
  because they’re pretty damned scary!
  This chapter is intended to serve as a quick 
  recognition guide and, possibly, a more compact 
  but wider-ranging version of Dracula for the 
  Twenty-First Century. And what better way to 
  boil down the appearance, information, powers, 
  and weaknesses of a mass of monsters than into 
  roleplaying game stats? 
  Note that this chapter is based upon the best 
  information we have available; parts of it are 
  somewhat speculative. Our sources are spotty, 
  and many of the rarer or more secretive crea-
  tures mentioned below are difficult to get a bead 
  on. Much of it comes from first-hand experi-
  ences from the Alphas, or second-hand from 
  Harry Dresden’s casefiles, or third-hand from 
  Harry’s mysterious informant, “Bob.” 
  So, caveat lector, and keep your wits about 
  you!
  William, this is flawed, but serviceable. The 
  nature of quasi-physics and quasi-biology 
  are always in flux; thus, a finite, static 
  representation can’t sum up the intricacies of 
  supernatural lifeforms. 
  Encountering 
  the Supernatural
  Before we get into the specific creatures, we need 
  to talk general principles and broad categories. 
  Here are a few thoughts. 
  Supernatural 
  heavyweights
  There are a number of entities that can be 
  considered part of the “supernatural heavyweight 
  class.” In other words, beings of such awesome 
  power and skill that they make even the might-
  iest mortal look like an ant. 
  Some speculation and extrapolation can 
  lead to a ranking in extremely rough order, 
  from generally most powerful on down (note 
  that some entities may change their posi-
  tion in the rankings depending upon various 
  circumstances):
    The Almighty (AKA the Creator, 
  Michael’s Boss)
    The Faerie Mothers, the Archangels
    The Fallen, Old Gods, Old Ones
    The Faerie Queens, the Erlking, dragons, 
  the Archive
    Outsiders, regular Angels, the Faerie 
  Ladies 
    Ancient demons, Knights of the Faerie 
  Courts, Denarians, Knights of the Cross
  Note that the Knights of the Cross, when 
  they are on the clock and operating under their 
  specific mission, may be considered heavy-
  weights. Some knights of the Faerie Courts, 
  depending on how much experience and mojo 
  they bring to the job, qualify here as well, though 
  historically they can be all over the map and 
  thus not always in this tier—unless one of the 
  Queens throws her weight in behind them. 
  Other likely candidates for inclusion at the 
  lower end of this class (or at least the high end 
  of the “middleweight” class) include Kemmler, 
  Vlad Drakul, Cowl, loup-garoux, and two or 
  more of the Senior Council acting in unison.
  There are three main ways of dealing with 
  heavyweights if they run across your path, or 
  you run across theirs:
  1. Curse your luck/fate.
  2. Run away.
  3. Say “yes, sir” or “yes, ma’am.”
  The correct term for “wanting to meet with 
  a supernatural heavyweight in combat” is 
  “suicidal.” If you do go up against one of them 
  and they merely kill you, you—or your ghost or 
  at least your survivors—should count yourself 
  damned lucky.
  Billy, you are 
  weird in the  
  best-est way.
  thanks, boss.
  Hey, I’m only 
  one guy, and 
  most of the 
  times when I 
  run into these 
  things they’re 
  trying to kill 
  me, which isn’t 
  conducive to 
  asking them 
  personal 
  questions 
  about their 
  nature.
  
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  29
  What goes Bump
  Entities of the 
  Nevernever
  According to Bob, nearly any inhabitant of the 
  Nevernever—ghosts, demons, spirits of air, fae, 
  etc.—can be called a spirit. Indeed, saying “spirit” 
  is a lot like saying “mammal”—it’s descrip-
  tive, but extremely general. Consider fetches, 
  for example: they’re fae and shapeshifters and 
  phobophages. And the Hunger spirits connected 
  to White Court vampires and the Rage spirits 
  connected to loup-garoux are correctly termed 
  “demons” as well as “spirits” (just as one could 
  point to a puppy and identify it as both a “dog” 
  and a “poodle”). 
  The categories appear hazy to mortal minds. 
  Humans don’t really have the right vocabulary—
  or perspective—to understand how they’re all 
  divided up. (However, these limitations haven’t 
  stopped enterprising wizards from attempting to 
  create classifications. While all are flawed, many 
  can be useful.)
  If you’ve read Flatland, consider this a sphere 
  talking to a circle problem.
  For your usual purposes, however, here’s a quick 
  and dirty recognition guide:
  Demons: Mean and hostile, often violent, 
  can change and grow, have no sense of mortal 
  morals, may feed on energy (pain, bloodshed, 
  corruption, lust, that sort of thing), are inter-
  ested in mortal souls, cannot crossover to the 
  mortal world unless summoned by a mortal, 
  tend to use construct bodies, associated with 
  the “supernatural nations” of Downbelow or the 
  World Below.
  Fae: Embodied beings, can crossover to the 
  mortal world as they wish, closest to mortals 
  in temperament and location, very interested 
  in mortals, no sense of mortal morals, can feed 
  on energy (magic or soul), often connected to 
  the natural world, associated with the super-
  natural nation of Faerie (and sometimes a 
  particular Court).
  Ghosts: The metaphysical footprint left by a 
  strong or powerful personality, cannot change or 
  grow, may retain a sense of mortal morals, can 
  feed on energy, tend to hang out between the 
  mortal world and Nevernever (only manifesting 
  in the mortal world at certain times or locations) 
  or in Nevernever “pocket domains” of their own.
  “Concept” Spirits (or “Pure” Spirits): Were 
  never mortal, can change and grow, have no 
  sense of mortal morals (though Loa might), can 
  feed on energy (or information), interested in 
  mortals and mortal embodiment, can crossover 
  to the mortal world as they wish. 
  Common Occult 
  Countermeasures
  When dealing with supernatural entities, 
  nothing is certain—each type has its own 
  strengths and weaknesses. What works against 
  one may not work against another. However, 
  there are some things that every canny monster-
  hunter should keep a ready supply of, or at least 
  awareness of, for his own safety:
  Sunlight and Sunrise: Whether related to the 
  faith and confidence of a planetful of mortals 
  who look for the sun every day for life, or some 
  sort of magical quasi-physical interference gener-
  ated by having a giant thermonuclear reaction 
  hanging in the sky, sunlight has a strong effect 
  on many spiritual entities. It strikes Red Court 
  vampires like a physical blow, can vaporize Black 
  Court vampires, can disintegrate spirit entities, 
  or drive the lesser fae insane. While it doesn’t 
  seem to interfere much with human magic 
  (other than that sunrises degrade enchant-
  ments), many supernatural beings cannot work 
  funky mojo during the day. (And if you’re lucky 
  enough to be a wizard able to fold up sunlight 
  into a clean hanky, it might be a good idea to 
  stock up.)
  Fire: Fire is the Biblical Cleanser. It is usually 
  quite effective against a wide-range of nasties, 
  discommoding, injuring, or destroying them. 
  Note that some mystical defenses can distin-
  guish between magical and mundane fire, so 
  caveat evocator!
  Running Water: Running water grounds out—
  some say “washes away”—magical energies. It 
  can short out a demon’s construct body or keep 
  a sorcerer from throwing spells. It may even 
  be able to block the pursuit of a Black Court 
  vampire.
  Salt: Salt purifies. A line of salt can make a very 
  credible magic circle. A shotgun loaded with 
  rock salt can disrupt a construct body better 
  than a shell full of lead pellets or BBs.
  
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  30
  What goes Bump (Angels)
  Iron: Though of particular use against the fae, 
  a big ol’ rusty pipewrench to the brainpan is 
  always a fantastic way to say, “Hello, please stop 
  gnawing on my foot.”
  Magic: While some critters are magic-resistant, 
  most of them are just as vulnerable to spellcraft 
  as the average mortal.
  Holy Objects and Faith: While usually kind of 
  “iffy,” no one can deny the utility of a fifty gallon 
  drum of holy water against a plethora of nasties. 
  Prayer shawls, beads, mats; bell, book, and 
  candle; cross, crescent, Star of David, pentacle, 
  Thor’s Hammer; a big old Bible/Vedas/Sutras/
  Talmud/Koran; almost any sort of religious 
  item, when held by a true believer, can really help 
  out. But that’s the rub: while a few objects retain 
  an aura of faith power in and of themselves (like 
  holy water, a saint’s relic, that sort of thing), 
  most only focus and enhance the inherent faith 
  of the person. If said person doesn’t believe in 
  the power represented by the object, it will have 
  no effect. The flagship items in this vein are 
  the Swords—Amoracchius, Esperacchius, and 
  Fidelacchius—which magnify the faith of their 
  wielders a thousandfold.
  Thresholds: The “boundary” around a private 
  living space, especially a home, which protects 
  those inside it. It does this by serving as a sort 
  of shield—if someone or something magical 
  breaches that shield without the permission of 
  a person who lives there, he (or it) is forced to 
  leave a great percentage of his power outside the 
  threshold. See YS230 for more info.
  Magic Circles: A circle drawn or constructed—
  salt or a metallic ring both work extremely 
  well—that when “closed” (with a drop of blood 
  and directed intent) provides a shield against 
  magical forces. See YS276 for more info.
  What’s Out There
  Now that we’ve covered the basics, it’s time to 
  get into what we know about what we’ve seen 
  and what we’ve only heard about.
  Angels
  Description: Angels are composed entirely of 
  soul-stuff (unlike mortals, which are soul and 
  flesh). They most often explicitly appear to 
  mortals as humanoids with wings, but, if being 
  sneaky, they can appear simply as an average Jake 
  or Jane. 
  Angels do all of their mystical effects using 
  soulfire (see YS292), the very fires of creation.
  Angels aren’t likely to show up much in the 
  mortal world, if at all. Their task isn’t so much to 
  tell humanity what to do as to protect human-
  ity’s freedom to choose between good and evil. 
  As such, in order to restore the balance in 
  humanity’s favor, they’re only supposed to inter-
  vene when Hell and the Fallen have already 
  started messing around with mortal free will. 
  First Appearance: Angelic messengers, the 
  Archangel Rafael, and the Archangel Michael 
  have been mentioned in the Death Masks, 
  Proven Guilty, and Small Favor casefiles, 
  respectively; the Archangel Uriel appears in 
  person (!) during Small Favor.
  What We Know: The information we have on 
  angels is limited and is also deeply tied to the 
  power of faith rather than belief in magic, so 
  what appears here is mostly speculation.
  What we do know is:
  Archangels are in the supernatural heavy-
  weight class alongside Faerie Queens and old 
  gods. There are four of them.
  I make sure I 
  always have 
  some chalk 
  in my pocket 
  for just such 
  a purpose.
  
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  What goes Bump (Constructs)
    The Prince of the Host: Michael. He 
  loves pomp and ceremony; he moves 
  with the thunder of the wingbeats of an 
  army of seraphim, the crash of drums, 
  and the clamor of horns. He’s particu-
  larly associated with the Knights of the 
  Cross (see page 74).
    The Trumpeter: Gabriel. He never 
  walks quietly when he can appear in a 
  chorus of light.
    The Demon Binder: Rafael. He takes 
  arduous tasks onto his own shoulders; 
  he solves problems with his own angelic 
  hands. He has also associated with the 
  Knights (see below).
    The Watchman: Uriel. He’s quiet, 
  subtle, the least known. He’s the most 
  dangerous of the quartet and serves 
  as Heaven’s spook/Black Ops guy. 
  (The Winter Queen of Faerie, Mab, 
  likes him.)
  The Knights of the Cross have some interac-
  tion with angelic forces: the Archangel Rafael, 
  or one of his lieutenants, created a powerful 
  concealment ward on the Carpenters’ Panic 
  Room; the Knights occasionally receive angelic 
  messengers bearing prophecies; and, of course, 
  freaking Archangels personally deliver Holy 
  Swords to them.
  Angelic messengers can be waylaid by 
  Denarians—see page 55—but it is unknown how 
  many Denarians are needed to dance on the 
  head of an angelic messenger.
  Uriel has recently taken an interest in Harry 
  Dresden.
  See also the Fallen, page 55.
  Powers: Unknown, but potent.
  Weaknesses: Unknown; it’s believed they 
  are constrained from operating in the mortal 
  world—perhaps all Creation—but the limits 
  and loopholes of those constraints are a mystery.
  Constructs
  Description: Varies, depending on guidance 
  and material. Often, a construct appears a little 
  “off ”—for instance, a construct snake may not 
  move the same way a real snake does; also, a 
  humanoid construct might have bizarre features. 
  No insides/guts or blood, either.
  First Appearance: Storm Front.
  What We Know: The two most important 
  things about a construct are its guidance (where 
  the power comes from and the operating intel-
  ligence) and the material (what it’s made of). 
  There are several types:
    Magical energies  
  + ectoplasm (spell-based construct)
    Mini-demon/spirit  
  + ectoplasm (typical construct)
    Demon/spirit/consciousness  
  + ectoplasm (ecto-suit)
    Demon/spirit/consciousness  
  + native materials (golem)
    Artificial intelligence (AI)  
  + native materials (true golem)
  See also Demons (page  34) and Zombies 
  (page 95).
  Power is required to hold ectoplasm-based 
  constructs together and also to bind them to the 
  will of the operating intelligence. Native mate-
  rial-based constructs require less ongoing energy 
  expenditure to hold together, but they demand 
  more energy up-front to create. 
  Continual guidance requires ongoing energy 
  and attention; again, creating an AI for a golem 
  requires a lot of up-front energy.
  When disabled, ectoplasmic constructs 
  dissolve back into goo and then quickly evapo-
  rate. Native material constructs just fall apart.
  Powers: Depends on the amount of power 
  used to create the construct; more power gener-
  ally means a bigger, badder, better construct. 
  Native material constructs often gain abilities 
  or strengths from their material. For example, 
  a construct composed of plant matter may be 
  fairly tough and flexible.
  To build a construct, start with Inhuman or 
  Supernatural Strength/Speed/Toughness and 
  their cousin powers here, as well as some stuff 
  from “Creature Features” (YS162). Most combat-
  oriented constructs aren’t usually doing some-
  thing particularly special or outré, so much as 
  packing a lot of raw physical power into some 
  sort of form. Some may have special sensory 
  Don’t forget the Prince of Darkness. 
  He’s on the other side, with the Fallen, but 
  he’s bigtime. And he’s starting to get involved.
  No angel 
  stats, huh?
  It’s pretty much 
  impossible to 
  “stat” angels. 
  We know almost 
  nothing about 
  them, and it’s 
  not clear when, 
  how, or really 
  if, they’ve 
  influenced 
  events anywhere 
  in the casefiles 
  I’ve read—
  outside of 
  intersections 
  with the 
  saga of the 
  Carpenter 
  family. And 
  there, it’s hard 
  to say whether 
  we’re seeing a 
  real angelic 
  hand in action, 
  or the potent 
  expression 
  of michael 
  Carpenter’s 
  faith. maybe 
  they’re even one 
  and the same.
  To my Sight, Murphy 
  appears as an avenging angel. 
  I always thought that was 
  just a metaphor, but now 
  that’s she’s been offered a 
  Sword, I have to wonder!
  Fricking 
  chlorofiends.
  Yep, got those. 
  look below.
  I’d really 
  rather not.
  
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  32
  What goes Bump (Constructs)
  Harry — I wanted to take a stab at 
  doing the snakes as a “quick sketch” 
  useful for a small, nasty fight. 
  rather than stat up each snake 
  individually, I’m treating the group 
  of them here as a single character.
  abilities or a single ace-up-its-sleeve power, but 
  those are much more rare.
  Weaknesses: All ectoplasmic constructs are 
  blocked by magic circles and can be “shorted-
  out” by running water. Thresholds generally bar 
  constructs from entering a home, but extremely 
  powerful ones may be able to push through 
  weak thresholds.
  Massive damage causes a construct to fall 
  apart. Spell-based types require the concen-
  tration and power of the practitioner. Native 
  material types often have weaknesses associated 
  with the materials they’ve been built from. For 
  example, plant-based constructs are vulnerable 
  to fire.
  Constructs seem to share the weaknesses 
  of their animating magic as well—that is, a 
  construct animated by Faerie magic is vulner-
  able to iron.
  Cassius’ Snakes
  Description: Lots of little snakes, or one big 
  serpent.
  First Appearance: Death Masks.
  What We Know: Spell-based construct. A 
  favorite of Cassius Quintus, former member 
  of the Order of the Blackened Denarius (see 
  page 55). A number of little snakes are useful 
  for binding a foe, as they can be one hell of a 
  distraction.
  Powers: Traveling in a group, they wrap around 
  foes and squeeze them to death. (You could look 
  at these as simply a spell-effect rather than a 
  construct, however.)
  Weaknesses: Standard construct weaknesses, 
  plus concentration.
  Chlorofiend
  Description: An enormous (9’ to 10’ tall, and 
  about as wide) humanoid plant monster. Twin 
  points of burning emerald light for eyes.
  First Appearance: Summer Knight.
  What We Know: Significant demon, spirit, or 
  consciousness plus native materials; a golem. 
  When Harry encountered this construct, it was 
  guided and empowered by Aurora, the Summer 
  Lady, and composed of plants, trees, and soil 
  from a garden center.
  Powers: Strong, tough, and huge.
  Weaknesses: Standard construct weaknesses, 
  plus fae weakness to iron.
  It is possible that 
  some constructs 
  made of native 
  materials—like 
  zombies—aren’t 
  blocked by 
  thresholds but 
  are blocked by 
  magic circles.
  If the name of 
  the animating 
  demon or spirit 
  is known, it’s 
  possible that the 
  guiding force can 
  be exorcised.
  CHLOROFIEND
  High Concept: Faerie Plant Monster 
  Skills
  Fists: Great (+4)
  Might: Great (+4)
  Athletics: Fair (+2)
  Endurance: Good (+3)
  Most other skills default to Mediocre.
  Powers
  Hulking Size [–2]
  Inhuman Strength [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is a weakness to cold iron 
  and, if the body is dry wood, fire
  Stress
  Mental oo   Social oo
  Physical oooooo(oo), Armor:1
  Notes
  Mediocre initiative, Great attack & defense, 
  Weapon:2.
  Total Refresh Cost: –5
  I don’t do 
  a lot of 
  construct 
  work—I 
  prefer to be 
  a bit more 
  hands-on.
  Snakes. Why 
  did it have to 
  be snakes?
  Chlorofiend — Bob’s fancy name 
  for “plant monster.” Hit these with 
  a car. Or optionally, a chainsaw. 
  CASSIUS’ SNAkES
  High Concept: Evil Snake Swarm! 
  Skills
  Alertness: Good (+3)
  Fists: Great (+4)
  Might: Great (+4)
  Stealth: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Constrictor (Might): +1 to Might when using 
  it to grapple.
  Powers
  Claws [–1] (representing their bite)
  Stress
  Mental oo   Physical oo   Social oo
  Notes
  Good initiative, Great attacks, Superb at grap-
  pling, Weapon:2 “fists”, Great defense. Nasty.
  Total Refresh Cost: –2
  
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  What goes Bump (Constructs)
  As written up 
  here, these rough 
  beasts aren’t so 
  much unkillable 
  as likely to kill 
  YOu faster 
  than vice-versa. 
  especially if, 
  say, you’ve got 
  an unconscious 
  friend 
  handcuffed to 
  your arm.
  Don’t 
  remind me.
  “Ecto-Suit”
  Description: Varies by guidance.
  First Appearance: Storm Front.
  What We Know: This is more a “type” than a 
  specific creature.  Combination of a significant 
  demon, spirit, or consciousness plus ectoplasm. 
  See Demons on page 34 for a good example of 
  how this works, though other examples might 
  include the Nightmare (see Ghosts, page 56) or 
  when Bob inhabited the mostly-ectoplasmic 
  body of Sue the Zombie Dinosaur.
  Powers: Varies depending on the purpose the 
  “suit” is meant to fulfill.
  Weaknesses: Standard construct issues.
  It’s theoretically possible a mortal wizard could 
  form an ectoplasmic body and move his or her 
  consciousness into it…but the power required, 
  and the need to protect the empty mortal 
  body, might be too much for any but the most 
  powerful and skilled wizards to attempt. 
  Victor’s Scorpions
  Description: These constructs are brownish-
  black scorpions, with pincers, a stinger tail, and 
  a bad attitude. They grow from normal size to 
  terrier size to gorilla size in a few minutes.
  First Appearance: Storm Front.
  What We Know: Minor demon or spirit plus 
  ectoplasm. A favorite construct of the sorcerer 
  Victor Sells, these constructs—while mostly 
  composed of ectoplasmic flesh—started from 
  the native material seed of a dead, dried scor-
  pion. Sells incorporated a neat trick into this 
  construct: so long as there is ambient power 
  in the area available to be drawn in and turned 
  into ectoplasmic flesh, the construct continues 
  to grow. However, when a number of these 
  constructs were activated at once, they grew 
  much more slowly.
  Powers: Growth (limited by number of other 
  constructs); Poison; Pincers.
  When scorpion constructs reach terrier size, 
  their pincers can shear through wood or thin 
  metal; at gorilla size, they’re even stronger and 
  are able to cut through steel.
  Weaknesses: Standard construct weaknesses, 
  plus not particularly smart. They’re single-
  minded, attack-anything sorts, thanks to the 
  simple demonic intellects stuffed inside them.
  ANIMATED SCORPION
  High Concept: Animated Scorpion
  Skills
  Athletics: Good (+3)
  Fists: Great (+4)
  Endurance: Good (+3)
  Might: Fair (+2)
  Most other skills default to Mediocre.
  Stunts
  Tough on the Environment (Fists): 
  +2 on attacks meant to destroy non-living 
  barriers (doors, desks, elevator ceilings).
  Powers
  Claws (Venomous) [–3]
  “Human” Form [+1] Inhuman Strength is 
  unavailable until the scorpion has enough 
  available energy to grow into a gorilla-
  sized threat.
  Inhuman Strength [–2]
  Stress
  Mental oo   Physical oooo   Social oo
  Notes
  Nasty little things with Mediocre initiative, 
  Great attack & defense, Weapon:2 stingers 
  that can poison you. When gorilla-sized: 
  Weapon:4 stingers, poison at full potency.
  Total Refresh Cost: –5
  Take my advice 
  — kill these 
  things as fast 
  as possible. 
  
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  What goes Bump (Demons)
  Wardhounds
  Description: Statues of dark grey-green stone 
  in the shape of Chinese temple dogs: gaping 
  mouths, extremely large eyes, curling beards and 
  manes. Stand perhaps a yard tall at the shoulder.
  First Appearance: Summer Knight.
  What We Know: AI plus native materials; true 
  golems. Inspired by Temple Dogs, wardhounds 
  were created by Ancient Mai of the Senior 
  Council to aid Wardens in their security duties. 
  Powers: Incredibly tough, and they have the 
  ability to sniff out black magic. 
  Weaknesses: Slow, not really for combat. Their 
  sensory abilities, while potent, can be confused 
  by a wizard’s strong emotions and/or blood. 
  Demons
  Description: Varies, but usually humanoid. 
  If attempting to appear human, something is 
  always a little “off ” about the demonic shell’s 
  appearance—mouth too wide, eyes glow in the 
  dark, claws on the fingertips, etc.
  First Appearance: Storm Front.
  What We Know: Most demons are beings 
  from somewhere in the Nevernever (many hail 
  from a subdomain called the World Below or 
  Downbelow, which may or may not be Hell), 
  and they don’t usually pay much attention to 
  the mortal world—unless they’re hungry or just 
  plain mean. Status within demonic hierarchies is 
  important to some; these demons often deal in 
  human souls. Demons don’t “get” sacrifice or love 
  and have no sense of right and wrong. Demons 
  are not the same thing as the Fallen (see below).
  Demons in the mortal world are gener-
  ally either using an ecto-suit construct (see 
  Constructs) or possessing a mortal body 
  (similar to the “golem” type of construct). Both 
  usually require mortal summoning and power so 
  the demon can cross over from the Nevernever; 
  possession requires substantially more power, as 
  far as we understand it. While in theory a demon 
  could cross over without mortal aid, the power 
  requirements to do this from the Nevernever 
  side are staggering—up into the supernatural 
  heavyweight class (Faerie Queens, Archangels, 
  old gods, etc.).
  When their shell is destroyed or they are 
  exorcised, demons don’t die—the ectoplasmic 
  body collapses into goo and the animating 
  demonic entity returns to the Nevernever.
  Demons may be related to the spirits of Rage 
  that empower hexenwolves and lycanthropes, 
  and the spirits of Hunger that empower White 
  Court vampires. See those entries (page  93 
  and 89, respectively), as well as “Entities of the 
  Nevernever” on page 29.
  Powers: Varies; furthermore, demon constructs 
  can be brutal or subtle, smart or stupid, 
  depending upon the particular demon. Like 
  other Constructs (see page 31), the more power 
  that is available when a demon is summoned, 
  the better and stronger its construct. 
  For a typical demon, it’s a good bet that 
  they have at least Inhuman Strength, Speed, 
  or Toughness; as more power is placed into the 
  summoning, the remaining attributes get added. 
  If further amounts of energy are available, then 
  Ancient Mai left 
  a rudimentary 
  “shadow” of her 
  consciousness 
  within the statues 
  as their AIs; this is 
  what is responsible 
  for controlling 
  their behavior. 
  You’d know a little 
  about that, Harry.
  Not talking 
  about that, 
  Bob.
  WARDHOUND
  High Concept: Guardian Golem-Hound
  Other Aspects: Stone Cold, White Council Watchdog
  Skills
  Alertness: Great (+4)
  Fists: Good (+3)
  Endurance: Good (+3)
  Investigation: Great (+4)
  Intimidation: Fair (+2)
  Most other skills default to Mediocre, though any in sync with 
  its dog/guardian nature default to Average.
  Stunts
  Unfeeling as Stone (Endurance): Uses Endurance instead of 
  Presence to calculate social stress capacity.
  Shadow of Mai (Endurance): Uses Endurance instead of 
  Conviction to calculate mental stress capacity.
  Black Magic Detection (Investigation): Uses Investigation 
  instead of Lore to get a read on the presence of dark 
  supernatural influences (though blood and strong emotion 
  may give false positives).
  The Scent of the Black (Investigation): +2 to Investigation 
  when using it for Black Magic Detection (above).
  Powers
  Claws [–1]
  Supernatural Toughness [–4]
  The Catch [+0] is unknown, but it wouldn’t be shocking if 
  the Senior Council or Mai, at least, had some sort of “back 
  door” override.
  Stress
  Mental oooo  Social oooo
  Physical oooo(oooo), Armor:2  
  Notes
  Great initiative, Good attack & defense with Weapon:2 teeth. 
  These things might have more tricks up their sleeves, too.
  Total Refresh Cost: –9
  
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  What goes Bump (Demons)
  each of these attributes can get ranked even 
  higher. Claws and other creature features make 
  frequent appearances, as well as a host of occa-
  sional “grow your own” powers (acidic spittle, 
  anyone?).
  Weaknesses: Can be bound by magic to a 
  wizard or sorcerer’s will, especially through use 
  of their True Name. If control is lost, demons 
  can run amuck.
  Running water can ground out a demon’s 
  construct body. 
  They are usually blocked by thresholds; if 
  they enter without an invitation, they must 
  spend most of their energy just to hold them-
  selves together—that means no freaky magic, 
  just physical capabilities. (However, demons 
  possessing a mortal host may be able to work 
  some weird mojo anyway, since they don’t have 
  to constantly work to maintain their integrity.)
  Demons are blocked by magic circles.
  Lastly, they are vulnerable to exorcism 
  (magical and faith-based), the power of faith, 
  and holy objects.
  Chaunzaggoroth
  Description: Humanoid demon with chitinous 
  shoulders, crablike pincers instead of hands, 
  and a beaklike nose. He speaks with an Oxford 
  accent and wears wire-rim spectacles.
  First Appearance: Fool Moon.
  What We Know: AKA “Chauncy.” He has 
  been summoned by Harry Dresden at least six 
  times in the past. Chauncy is primarily a broker 
  of information and mortal souls, jockeying for 
  position and status in the World Below. He’s 
  smart, sneaky, has access to a lot of information, 
  and drives hard bargains. He rarely mixes it up 
  in a physical sense, though.
  Powers: He’s very strong and probably fast, 
  but has never been seen in action outside of a 
  summoning circle. Plus he tends to show up 
  covered in chitin.
  Weaknesses: Standard demon weaknesses, plus 
  too subtle for his own good.
  In theory, it’s possible that a powerful magical 
  artifact like Amoracchius might be strong enough 
  to kill demons permanently right through their 
  physical shell…but the power of faith isn’t really 
  my department. 
  CHAUNCY
  High Concept: Infernal Information Broker 
  Skills
  Contacts: Superb (+5)
  Fists: Great (+4)
  Deceit: Good (+3)
  Most other skills default to Fair—Chauncy has a lot of his 
  bases covered.
  Stunts
  Caveat Emptor (Deceit): Chauncy gets a +2 when using 
  Deceit to lull potential customers into a false sense of 
  security regarding their purchases.
  Knowledge For Sale (Lore): Chauncy gets a +2 to his Lore to 
  discover knowledge that someone else is explicitly willing 
  to pay for.
  Secrets Man Was Not Meant To Know (Contacts): Chauncy 
  gets a +2 to his Contacts when using them to discover 
  information that has been lost, forgotten, or forbidden.
  Terrifying Demon (Intimidation): +2 on his Intimidation once 
  he drops all pretense of civility. once he does, he’s at a –1 
  on any other social skills for the rest of the scene.
  Powers
  Claws [–1]
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is a weakness to holy items and expressions of 
  genuine faith
  Stress
  Mental ooo  Physical ooo(oo), Armor:1   Social ooo
  Notes
  outside of a summoning circle, Chauncy would have at least 
  Great initiative, Weapon:4 “bare hands”, Great attacks & 
  defense, for starters.
  Total Refresh Cost: –10
  given the amount 
  of info Chauncy can 
  tap into, I wouldn’t 
  be surprised if he had 
  more than a little 
  sorcerous mojo he could 
  bring to bear, too, if 
  anyone was ever stupid 
  enough to let him out.
  the stats for Chauncy 
  are completely theoretical, 
  beyond showing some 
  serious respect for the 
  amount of information 
  he’s got his claws in. 
  When bargaining with 
  a demon—or a faerie, 
  for that matter—
  never write checks 
  your soul can’t cash. 
  
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  What goes Bump (Demons)
  Kalshazzak
  Description: Squat (less than 5’ tall), misshapen 
  humanoid with an inhuman, leathery, warty face, 
  glowing googly eyes, long fingered pad-tipped 
  hands, and claw-tipped feet. 
  First Appearance: Storm Front.
  What We Know: AKA “Toad Demon” or 
  “Toadface.” This demon was summoned by 
  Victor Sells and sent after Harry Dresden. Since 
  Sells tapped the energy of a thunderstorm to 
  summon Kalshazzak, there was a vast amount 
  of power available to bring the demon into the 
  mortal realm and provide him with a kickass 
  shell. Ironically, Kalshazzak was fried by Harry 
  tapping a thunderstorm himself. The demon 
  was summoned again by Sells later, and this 
  time Harry cut off Sells’ binding of the demon 
  without asserting his own—freeing Toadface 
  to rampage. Kalshazzak killed Sells, and his 
  construct was destroyed in turn by Sells’ scor-
  pion constructs.
  Powers: Incredibly strong and tough enough to 
  shrug off bullets. Spits really strong acid (after a 
  throat undulation with a sick spitooning sound). 
  Powerful enough to push through the threshold 
  of Harry Dresden’s apartment and still be very 
  tough, but not strong enough to bust down 
  Harry’s magic circle.
  Weaknesses: Standard demon weaknesses.
  Toadface was the poster-demon for 
  “the more power you put in, the bigger 
  and badder demon you get out.”
  kALSHAZZAk
  High Concept: Relentless Demonic Assassin 
  Skills
  Fists: Superb (+5)
  Weapons: Great (+4)
  Endurance: Great (+4)
  Intimidation: Good (+3)
  Athletics: Good (+3)
  Most other physical skills default to Fair, the rest to 
  Mediocre.
  Stunts
  Mighty Leap (Athletics): Thanks to powerful toady-
  legs, this demon reduces any borders by 2 when 
  leaping over them.
  Implacable (Presence): Gains Armor:1 against overt 
  social attacks from anyone that doesn’t know its true 
  name.
  Powers
  Breath Weapon [–2] (acid)
  Claws [–1]
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  The Catch [+2] is a weakness to holy items and expres-
  sions of genuine faith
  Stress
  Mental oo  Physical oooo(oooo), Armor:2   Social oo
  Notes
  Bad news! Spits Weapon:2 acid up to a zone away 
  with Great skill; Superb melee attack & defense with 
  Weapon:6 claws & strength. The one small blessing is 
  its Mediocre initiative—you get one chance to turn tail 
  and run. Take it.
  Total Refresh Cost: –11
  As statted up, this is a 
  nasty creature, but it’s all 
  short range. Putting distance 
  between you and it is the 
  surest way to stay safe—
  which can be tricky, given its 
  mobility. I’m glad I’ve never 
  had to face this one.
  
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  What goes Bump (Demons)
  Possessed People
  Description: Looks like the possessed victim, 
  though perhaps with glowing eyes, a different 
  voice, or other minor cosmetic changes.
  First Appearance: Grave Peril (ghost 
  possession) and Death Masks (Denarian 
  possession).
  What We Know: Fair warning! Much of this 
  is extrapolated from Leonid “the Nightmare” 
  Kravos’ possession of the girl calling herself 
  “Lydia.” Though the Nightmare was actu-
  ally a ghost, the situation was similar enough 
  to demonic possession that Harry Dresden 
  believed that the entity in question was actually 
  the demon Azorthragal. It is interesting to note 
  that, while possessing Lydia, the ghost of Kravos 
  was vulnerable to the White Court vampire 
  powers of Thomas Raith. This might show a 
  possible weakness when a spirit—be it ghost or 
  demon—possesses a mortal body.
  Powers: It’s like the bionic man, only done up 
  demon style: stronger, faster, better. Possessed 
  people are potentially better able to handle 
  running water and thresholds, particularly if the 
  possessors have a “back door” into their heads 
  (Kravos was able to get into Lydia inside Harry’s 
  apartment thanks to a dream-world connection 
  through the Nevernever).
  If you want to stat these up, take a normal 
  person and either just amp up their physical 
  and combat scores—Athletics, Fists, and Might 
  deserve the most attention. (In a few cases you 
  may want to toss on some Inhuman Strength or 
  Inhuman Speed, if you’re talking about a situa-
  tion like the one with Kravos: something awful 
  powerful driving the possession.)
  Weaknesses: Standard demon weaknesses, plus 
  the vulnerabilities of the host body.
  Shen
  Description: Demented purple chimpanzees 
  with raven black feathered wings sprouting from 
  their shoulders.
  First Appearance: Blood Rites.
  What We Know: Chinese guardian demons, 
  used by the Temple Dog puppy kidnappers to 
  guard their haul. They seem to operate in packs 
  of around 20 individual demons.
  Powers: Regardless of their size, these things 
  have incendiary poo and can fly. Technically 
  they shapeshift, but it’s all in terms of combining 
  several smaller ones into one larger one, which 
  they can do through several size-classes. They 
  start out chimp-sized, and get tougher when 
  they’ve recombined into a smaller number of 
  baboon-sized ones. Recombine those into a 
  handful of gorilla-sized ones and they can start 
  swinging around some above-human strength. 
  If you’re unlucky enough to see them all 
  combine into one Kong-sized creature, it’s even 
  worse news.
  Weaknesses: Standard demon weaknesses.
  It was an easy mistake to make: as the 
  Nightmare, Kravos was suddenly playing 
  way above the weight class he had in life.
  SHEN
  High Concept: Demonic Poo-Flinging Monkey-Thing
  Skills
  Fists: Good (+3) 
   
   
  Might: Good (+3)
  Most other physical skills default to Fair, the rest to Mediocre.
  Powers (Chimp-Sized)
  Breath Weapon [–2] (incendiary poo) 
  Wings [–1]
  Powers (Baboon-Sized)
  add Inhuman Toughness [–2]
  add Inhuman Recovery [–2] 
  The Catch [+2] has two parts. First, the Recovery power only 
  works when multiple chimp-sized Shen get absorbed by a 
  larger Shen, which removes the smaller Shen from the conflict 
  (but increases the larger Shen’s size if it absorbs enough of 
  them). Second, the Toughness power only protects against 
  mundane, not magical, assault.
  Powers (Gorilla-Sized)
  add Inhuman Strength [–2]
  Powers (Kong-Sized)
  Hulking Size [–2]
  upgrade to Supernatural Strength [–2 more]
  upgrade to Supernatural Toughness [–2 more]
  Stress
  Chimp: Mental oo    Physical ooo    Social oo
  Baboon+: Physical ooo(oo), Armor:1
  Kong: Physical ooooo(oooo), Armor:2
  Notes
  Mediocre initiative. Incendiary poo (Weapon:2 of stinky burning) 
  can be flung a zone away with, thankfully, only Fair skill. Hand to 
  hand attacks & defense at Good. At gorilla sized, its hand to hand 
  attacks are Weapon:2. At Kong, Weapon:4. Jump in the Blue 
  Beetle and start pedaling!
  Total Refresh Cost: –3 chimp; –5 baboon; –7 gorilla; –13 Kong.
  Incendiary poo is a considered a breath 
  weapon?I get that it’s created by the 
  body and it’s ranged, but EW!
  Well, I wanted to show how you can adapt similar 
  powers for different circumstances. I think it’s pretty 
  obvious I’m not implying that monkeys breathe poo!
  Still. Just…yuck.
  
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  What goes Bump (Dragons)
  Dragons
  Description: Since the greater dragons are 
  extremely powerful shapeshifters, their appear-
  ance varies. However, it has been said that their 
  natural form would crack the earth and any 
  mortal looking at them would be overwhelmed 
  with awe, terror, and insanity.
  The only true dragon currently known is 
  Ferrovax (see Mister Ferro, page 145).
  First Appearance: Grave Peril.
  What We Know: The greater dragons are 
  extremely powerful; they fall into the heavy-
  weight class of supernaturals (Faerie Queens, 
  Archangels, old gods, greater demons). They are 
  huge, in every sense of the word. They tend to 
  see humans as a bunch of chittering monkeys.
  Dragons seem to be curious and to enjoy 
  meddling to an extent. They have been known 
  to send out agents, or to appear personally in 
  disguise, in order to observe interesting events 
  or to push particular mortals towards particular 
  choices. They’re mysterious, distant, unknow-
  able, alien—and very, very dangerous. If they 
  help people, it’s always for their own reasons. 
  The only two greater dragons we know 
  anything about are Ferrovax and Siriothrax 
  (deceased, killed by the Fist of God, Michael 
  Carpenter; see page 125). Siriothrax even had a 
  cult of worshippers.
  Powers: Plot device-level magic, especially 
  shapeshifting and Name magic. The ability to 
  breathe dragonfire seems likely. The benefits 
  of long experience, lots of power and skill, and 
  functional immortality. Assume it has at least 
  one of Mythic Strength, Toughness, and Speed.
  Weaknesses: Unknown, but a Knight of the 
  Cross wielding one of the Swords was able to 
  kill Siriothrax.
  Lesser Dragons
  Description: Lesser dragons are essentially big, 
  scaly winged lizards. Details vary, but whether 
  this is due to different draconic subspecies 
  or slowly developing shapeshifting abilities 
  is unknown.
  First Appearance: None.
  What We Know: This entry is pure specula-
  tion, cobbled together from some rumors about 
  dragons that haven’t reached the age or power 
  level of Ferrovax or Siriothrax, or that have been 
  created by the greater dragons for some purpose.
  Powers: Most dragons can fly and breathe 
  gouts of dragonfire. You will experience major 
  trauma fighting one of these! In statting these 
  up, focus on Supernatural Strength, Toughness, 
  and Recovery; and don’t forget Hulking Size, 
  Claws, and Breath Weapon. (That’s –16 on 
  the refresh cost, maybe knocked down to –15 
  by a Catch involving the thing’s underbelly. 
  And that’s without considering any possible 
  shapeshifting abilities…)
  Weaknesses: Unknown, but legend often speaks 
  of dragons having soft underbellies or vulnerable 
  “Achilles’ Heel” areas in their armor.
  Faeries
  Description: The appearance of a fae varies by 
  what sort of type of faerie it is—there’s a vast 
  range of different sizes, shapes, and distin-
  guishing features. They are all remarkable in 
  some way, though—be it remarkably beautiful, 
  remarkably ugly, or remarkably odd.
  First Appearance: Storm Front.
  What We Know: Most fae start off their exis-
  tence as “wyldfae”—that is, they’re not aligned 
  with either of the major faerie “nations” (the 
  Summer Court and the Winter Court). While 
  many fae declare allegiance to one or the other, 
  an equal number choose not to declare. The aris-
  tocrats of the fae are called Sidhe (see below) 
  and are slightly different than the typical fae 
  (who are often called “the Little Folk”). The 
  highest aristocrats rule the Courts; these include 
  the six Faerie Queens and their mortal emis-
  saries, the Winter and Summer Knights.
  Little Folk don’t tend to keep memories long. 
  Nor is logic their strong suit. A promise given 
  three times is binding upon them. They are not 
  methodical or organized, nor do they tend to be 
  impatient (though the lesser fae may get antsy 
  when pizza is offered)—however, they are often 
  vindictive. Debt and obligation make up a huge 
  part of what they are, and they constantly trade 
  gifts and favors, jockeying for power and posi-
  tion. Mortals shouldn’t give or receive gifts from 
  fae or strike bargains with them: anything but 
  an equal exchange is either enticing or insulting. 
  See also “Entities of the Nevernever” on page 29.
  Powers: Functional immortality and glamours 
  are pretty common, especially Invisibility and 
  Blending (of varying potency). Most types of fae 
  have natural skill and power with a particular 
  type of magic. They can pass from their lands 
  I’ve only met 
  one dragon so 
  far and, let 
  me tell you, 
  one is too 
  many. 
  No lesser dragons 
  have been seen in 
  the mortal world, 
  to my knowledge, 
  since the days 
  of the original 
  Merlin.
  The Nevernever, 
  though…that’s a 
  different story. 
  these things 
  are strictly 
  in plot-device-
  only territory, 
  at least for 
  any game I’d 
  run. they’re 
  ludicrously 
  powerful from 
  what we’ve 
  heard. Near as 
  I can tell, the 
  only reason 
  michael was 
  able to take 
  one down is 
  thanks to the 
  Sword of the 
  Cross making 
  it possible 
  to bypass 
  the dragon’s 
  “I’m freaking 
  ancient and 
  immortal” 
  power-set.
  
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  What goes Bump (Faeries)
  in the Nevernever (called Faerie) to the mortal 
  world through specific points close to their 
  particular nature (nixies through water, or cobbs 
  through a shoe store, etc.). Most Little Folk have 
  a few hoarded bargains or gifts or favors they can 
  call upon. Breaking an oath to a fae gives that 
  fae power over you, power that passes directly 
  through any magical defenses. Little Folk are 
  also very good at learning a lot of information 
  really quickly and make great reconnaissance 
  scouts.
  Fae are notoriously difficult to command via 
  magic, thanks in great part to their tricky and 
  deceptive natures.
  They are also not fully spiritual beings: when 
  killed in the mortal world, they leave some sort 
  of residue.
  Weaknesses: The standard fae weaknesses 
  include:
    Iron (which they call “the Bane”) burns 
  them with its touch. This is more than 
  simple discomfort—it is a poison, 
  affecting both body and spirit.
    Fae must speak the truth (though they 
  can still deceive). 
    Their magic doesn’t tend to last long 
  outside of their immediate presence. 
  Additionally, fae aren’t used to enduring pain. 
  Like children, they get scared and wound-up 
  about even relatively minor pains, like getting a 
  shot or skinning a knee.
  Traditionally, many of the Little Folk have 
  strong cravings for human food items like bread, 
  milk, and cheese. In the modern world, pizza has 
  replaced the older fare in a gigantic way—almost 
  to the level of a drug. Many Little Folk will take 
  unusual risks for a single pizza.
  Some fae have additional specific weaknesses 
  due to their type.
  The Summer Court
  Description: Fae associated with Summer often 
  have coloration (skin, hair, eyes) that corre-
  sponds to the colors of the summer season—
  shades of scarlet, gold, green, or white.
  First Appearance: Summer Knight.
  What We Know: The Summer Court (also 
  known as the Seelie) is associated with summer, 
  life, and fire. It is more subtle than Winter and 
  more emotionally warm/sympathetic. However, 
  it cannot simply be termed “good”—faeries are 
  more complex than that.
  As far as broken oaths go — 
  that’s less a power that the 
  faeries have, and more the 
  nature of a magically-bound 
  oath. Magic comes from who 
  you genuinely are, at the 
  core. Break your oath and 
  you break YOURSELF. 
  You’re cracked open—that’s 
  what lets the faeries in.
  All things 
  considered, 
  I like the 
  Little Folk. 
  You can 
  generally 
  deal with them 
  equitably 
  without a 
  real problem. 
  However, 
  the Sidhe—
  especially 
  the Queens—
  are a whole 
  other story. 
  Stay away, 
  especially if 
  you think you 
  know what 
  you’re doing.
  Harry speaks 
  truth. I know 
  from personal 
  experience.
  One of these 
  days, you’re 
  going to 
  have to tell 
  me why Mab 
  wants to 
  kill you. 
  No way, no how.
  
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  What goes Bump (Faeries)
  The Faerie Queens of the Summer Court are 
  Mother Summer, Titania (Summer Queen), and 
  Lily (Summer Lady); the Summer Knight is Fix.
  Powers: Vary wildly by type. Summer is 
  usually stronger during the day and during the 
  summer season.
  Weaknesses: Winter ice is dangerous and 
  painful to members of the Summer Court.
  The Wild hunt
  Description: The Wild Hunt is composed of 
  the Erlking, his mount (a gigantic black stallion), 
  and a number of black hounds the size of horses 
  with glowing red eyes.
  First Appearance: Dead Beat.
  What We Know: A gathering of some of the 
  more predatory beings of Faerie, the Wild Hunt 
  is associated with both autumn and winter 
  storms, as well as any sort of rough weather. It 
  is led by the Erlking, who is a heavyweight-class 
  Sidhe.
  Appearing once every 5 or 6 years, anywhere 
  in the world, it kills anything or anyone it runs 
  across. No one has met it and survived, though 
  some few hunters or predators have met it and 
  joined rather than be torn apart. Usually, the 
  Hounds are formed from the spirits or energy 
  of fallen hunters.
  Powers: Without facing the Hounds of the 
  Wild Hunt, it’s hard to say how nasty they are. 
  Start with the things that make a good pred-
  ator—start with a couple picks from Inhuman 
  Strength/Speed/Toughness, Claws, Echoes of 
  the Beast, etc., if you’re going to put these into 
  play, but it’s possible they’re much nastier than 
  that. If you’re bringing in the whole pack, led by 
  the Erlking, they are of “plot device” potency.
  Rumor has it that the members of the Wild 
  Hunt can run across anything (water, smoke, the 
  air itself), even across the boundaries of worlds, 
  in pursuit of their prey.
  Weaknesses: Unknown, but it’s possible that 
  individual Hounds retain the weaknesses of their 
  initial type (ghost, fae, vampire, werewolf, etc.)
  The Winter Court
  Description: Fae associated with Winter often 
  have coloration (skin, hair, eyes) that corre-
  sponds to the colors of the winter season—
  shades of blue, silver, green, or white.
  First Appearance: Grave Peril.
  What We Know: The Winter Court (also 
  known as the Unseelie) is associated with 
  winter, death, and ice and snow. It is more piti-
  less and lacking remorse than Summer and 
  more emotionally cold and ruthless. However, it 
  cannot simply be termed “evil”—faeries are more 
  complex than that.
   I worry 
  about these 
  guys—the 
  Erlking has 
  a mad-on 
  against me. 
  It’s my own 
  damned fault. 
  
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  What goes Bump (Faeries)
  The Faerie Queens of the Winter Court are 
  Mother Winter, Mab (Winter Queen), and 
  Maeve (Winter Lady); the Winter Knight is 
  Lloyd Slate.
  Powers: Vary wildly by type. Winter is usually 
  stronger during the night and during the winter 
  season.
  Weaknesses: Summer fire is dangerous and 
  painful to members of the Winter Court.
  Faerie Queens
  Description: See the individual Who’s Who 
  entry for each Queen.
  First Appearance: Summer Knight.
  What We Know: There are three Faerie Queens 
  per Court: Queen Who Was (the Mother), 
  Queen Who Is (the Queen), Queen Who Is to 
  Come (the Lady). 
  The Ladies are closest to the mortal world 
  and are the weakest of the three. 
  The Queens live completely in Faerie and 
  rule their Court. The power of the Queens has 
  existed since the dawn of life and will until its 
  end; it is power to rival Archangels and lesser 
  gods—but the power of the Queens of Summer 
  and Winter cancel each other flawlessly. They 
  are in the heavyweight class of supernaturals.
  The Mothers live together in deep Faerie 
  (which is odd, given the usual animosity 
  between the Courts) and seem to be involved 
  in maintaining the natural order. Their power is 
  an order of magnitude over that of the Queens. 
  (Mother Summer or Mother Winter can hear 
  you thinking and could kill you with a stray 
  thought!) However, the Mothers cannot inter-
  fere with the Queens or the Ladies.
  When a Faerie Queen is running around 
  “backstage” and sneakily making bargains, the 
  weather in the mortal world often reflects her 
  presence.
  The Sidhe Knights have different duties to 
  each Faerie Queen of their Court; however, the 
  precise nature of these duties as regards Mother, 
  Queen, and Lady is currently unknown. (They 
  seem to be most often found in the company of 
  the Lady of their Court, possibly because both 
  Knight and Lady are closer to the mortal world 
  than the others.)
  Powers: A Lady is easily as powerful as a Senior 
  Council wizard. 
  A Queen is as powerful as an old god, an 
  Archangel, or the entire White Council while in 
  Faerie; plot device territory. Outside of Faerie, 
  they’re probably only as powerful as the entire 
  Senior Council. 
  A Mother is really most sincerely a plot device.
  Weaknesses: No Faerie Queen can kill anyone 
  who isn’t attached to the Courts through birth-
  right or bargain (that’s what the Sidhe Knights 
  are for; see page 52). Nor can they act in affairs 
  that are not directly related to the fae and Faerie.
  A Lady often cannot interfere in the work-
  ings of the Court in Faerie. 
  A Queen often cannot interfere with the 
  workings of the mortal world or the overall 
  natural order maintained by the Mothers.
  A Mother cannot interfere with the Queens 
  or the Ladies. 
  Changelings
  Description: Essentially human-looking, 
  changelings often have one or two unusual 
  features—odd hair color, unusual musculature, 
  weird facial features, that sort of thing. But, 
  frankly, in today’s world, they don’t stand out all 
  that much in a big city.
  First Appearance: Summer Knight.
  What We Know: A changeling is the child of a 
  mortal and a fae; it’s a type of scion (see page 78). 
  Although born a normal mortal baby, a change-
  ling’s fae traits begin to express themselves 
  around puberty. These traits vary, depending 
  upon the type of the fae parent, but usually 
  involve Inhuman Strength or Toughness. This is 
  accompanied by physical changes (color of hair, 
  gaining inches of height or pounds of weight) 
  that start out as only cosmetic, but the more the 
  changelings draw on their fae natures, the more 
  pronounced these changes are. Unusual anger, 
  hunger, and loss of temper reinforce the tempta-
  tion to draw upon their fae traits more deeply. 
  At some point, a changeling must Choose 
  whether to become totally fae or totally mortal. 
  If they go fae, they get all the powers of their 
  type, but lose a lot of their free will. If they go 
  mortal, they lose a lot of their inborn powers, 
  but retain free will and mortal agency.
  See also Meryl (page 194), Fix (page 145), 
  Ace (page 145), and Lily (page 173).
  Some of 
  my best 
  friends are 
  changelings, 
  you know.
  Actually, no, 
  they’re not 
  anymore.
  Meryl’s dead, 
  Lily essentially 
  Chose fae when 
  she became the 
  Summer Lady, Fix 
  essentially Chose 
  mortal when 
  he became the 
  Summer Knight, 
  and Ace…well, 
  Ace wasn’t really 
  your friend, 
  now was he? 
  He sicced the 
  Tigress on you!
  I wonder 
  what happened 
  to him? 
  
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  42
  What goes Bump (Faeries)
  Powers: Lesser versions of the abilities and magic 
  of their fae parent’s type. The more they draw 
  on those abilities, the more they get. Statswise, 
  you start with a regular Joe or Jane mortal, and 
  then layer on Inhuman Strength or Toughness or 
  Speed at first. 
  Weaknesses: At least initially, changelings aren’t 
  affected by standard fae weaknesses. However, 
  as they draw on their abilities, those weaknesses 
  start affecting them at an irritant level, growing 
  in effect as their supernatural powers increase.
  Cobbs
  Description: Cobbs are Little Folk who gener-
  ally stand about 10” tall and sport puffs of hair 
  (often white).
  First Appearance: “It’s My Birthday, Too.”
  What We Know: The shoemakers of the 
  fae, they are adept at repairing, creating, and 
  enhancing footwear of nearly any sort. They 
  are wise in the ways of minimizing damage to 
  themselves from iron (possibly from long asso-
  ciation with the tools and workshops of mortal 
  cobblers). 
  The leader of the cobbs of Shoegasm 
  (Woodfield Mall, Chicago) is named Keef.
  Powers: Cobbs can bring basic faerie mojo to 
  bear, largely as glamours. They tend to come in 
  “swarm” quantities and have some pretty potent, 
  if narrowly focused, “shoe magic.” 
  Weaknesses: Standard fae weaknesses, plus 
  small size, a horror of damage to shoes and 
  threatening to throw broken shoes away, as well 
  as an obsession to repair shoes.
  Elves
  Description: Three foot tall archers, usually 
  aligned with the Summer Court. That’s all we 
  know.
  First Appearance: Small Favor.
  What We Know: Preternatural archers.
  Powers: Standard fae.
  Weaknesses: Standard fae weaknesses.
  I hooked some cobbs up with 
  a place at the Carpenters’. 
  There are enough shoes 
  in that house to keep 
  ’em busy for years! 
  ELF
  High Concept: Elf
  Skills
  Bows (Guns): Great (+4)
  Athletics: Good (+3)
  Deceit: Fair (+2)
  Stealth: Fair (+2)
  Most other skills default to Mediocre.
  Stunts
  Archer (Bows): +1 to attacks using a bow.
  Powers
  Glamours [–2]
  Inhuman Speed [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is cold iron and the like.
  Stress
  Mental oo  Social oo  Physical oo(oo), Armor:1
  Notes
  Great skill with the bow (Weapon:2, likely), Great 
  defense (boosted Athletics), Great initiative. Plus 
  lots of Glamour-ous trickery.
  Total Refresh Cost: –6
  COBB
  High Concept: Faerie Cobbler
  Skills
  Athletics: Good (+3)
  Craftsmanship: Great (+4)
  Stealth: Good (+3) 
  Most other skills default to Mediocre.
  Stunts
  Cobbler (Craftsmanship): +2 to work on shoes.
  Powers
  Diminutive Size [–1]
  Glamours [–2]
  Ritual [–2] “shoe magic” and other craftwork aids
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  These guys repair shoes. Not so much with the 
  fighting. “Ritual” is the closest fit for approximating 
  their shoe magic. In practical terms, it means they 
  have the magic and tools to do extremely fast, 
  magically-perfect work on shoes, probably using 
  Craftsmanship in place of Discipline.
  Total Refresh Cost: –6
  I left off the Seelie/unseelie 
  magic stuff, though that’s 
  debatable given their seemingly 
  enchanted “elf-shot” ammunition.
  
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  What goes Bump (Faeries)
  Fetches
  Description: In their natural form, fetches 
  appear to be vaguely humanoid, black wavering 
  shadows with ghostly white eyes. Otherwise, 
  they tend to look like their victim’s worst fear.
  First Appearance: Proven Guilty.
  What We Know: These fae are usually aligned 
  with the Winter Court; many serve as Queen 
  Mab’s elite spies and assassins. They feed on 
  fear—it makes them stronger. They can easily 
  cross over from the Nevernever through mirrors, 
  and they are rather intelligent.
  Powers: Standard faerie jazz, plus shapeshifting, 
  the usual strong/tough/fast boat of powers, 
  the ability to sense and feed on fear, and some 
  nasty immunities that kick in when the target is 
  particularly afraid. Their ability to step through 
  the veil to and from Faerie is strongly affiliated 
  with mirrors.
  Weaknesses: Standard fae weaknesses, plus the 
  courage or general lack of fear in the victim may 
  downgrade abilities. 
  Fetch: Bucky
  Description: An ugly, almost humorous, 
  demon-doll.
  What We Know: Bucky the Murder Doll is an 
  example of a weak fetch.
  Powers: Inhuman Speed. Feed on fear. Mirror-
  gates. Shapeshifting.
  Weaknesses: Standard fetch weaknesses, small 
  size (and rather comical appearance).
  Fetch: hammerhands
  Description: Insane farmer with sledgehammer 
  heads in place of hands.
  What We Know: Hammerhands is an example 
  of a normal fetch.
  Powers: Inhuman Strength and Toughness. 
  Feed on fear.  Mirror-gates. Shapeshifting.
  Weaknesses: Standard fetch weaknesses, plus 
  no hands or thumbs!
  Fetch: The Reaper
  Description: 7’ tall, slabs of muscle, overalls, 
  blue shirt, hockey mask, sickle.
  What We Know: The Reaper is an example of a 
  strong fetch. (Eleven Suburban Slasher movies 
  made! Character is supposedly unkillable!)
  Powers: Inhuman Strength or Toughness. 
  Supernatural Strength or Toughness. Feed on 
  fear. Mirror-gates. Shapeshifting.
  Weaknesses: Standard fetch weaknesses.
  Fetch: The Scarecrow
  Description: 8-foot-plus tall scarecrow, with 
  a jack o’ lantern head, wrapped in rags and 
  pumpkin vines.
  What We Know: Scarecrow is a very old and 
  strong fetch—lots of experience and very 
  cunning.
  Powers: Supernatural Strength and Toughness. 
  Its size lets it cover a lot of ground—but maybe 
  it has a boost beyond that. Feeds on fear and 
  sloughs off magic. Mirror-gates. Shapeshifting.
  Weaknesses: Standard fetch weaknesses.
  BUCkY
  High Concept: Faerie Fetch
  Other Aspects: Murder Doll
  Skills
  Fists: Fair (+2)
  Deceit: Fair (+2)
  Intimidation: Good (+3)
  Stealth: Fair (+2)
  Weapons: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Smell Fear (Investigation): +2 to Investigation rolls to 
  home in on or locate a source of fear.
  Powers (Standard Weak Fetch)
  Glamours [–2]
  Emotional Vampire [–1] (Fear)
  Powers (Bucky Form)
  Inhuman Speed [–2]
  Inhuman Recovery [–2]
  The Catch [+1] is cold iron and the like.
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  Carries a comically big knife (Weapon:2, probably). Great 
  initiative, Fair attacks & defense. Fast little bugger, and 
  dangerous in a dark room. Shapeshifting abilities aren’t 
  listed here, as most fetches tend to “lock in” on one 
  particular form when they enter this world. If you want to 
  represent this as one of many forms of a Fetch, you’d be 
  looking at a fetch with True Shapeshifting [–4] & Modular 
  Abilities [–5] to encompass this form’s listed powers. As a 
  weak fetch, Bucky doesn’t have a resistance to magic.
  Total Refresh Cost: –7 (or –13 as a shapeshifter)
  Some of 
  the worst 
  phobophages 
  you’ll ever 
  meet. This 
  is why I 
  don’t have 
  mirrors in my 
  apartment.
  You know, boss, 
  given how scruffy 
  you can get, you 
  might want to 
  rethink that.
  
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  What goes Bump (Faeries)
  THE REAPER
  High Concept: Faerie Fetch
  Other Aspects: Death Incarnate
  Skills
  Alertness: Fair (+2)
  Fists: Good (+3)
  Deceit: Fair (+2)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Investigation: Average (+1)
  Stealth: Good (+3)
  Weapons: Great (+4)
  Most other skills default to Mediocre.
  Stunts
  Smell Fear (Investigation): +2 to Investigation rolls to 
  home in on or locate a source of fear.
  Powers (Standard Fetch)
  Glamours [–2]
  Emotional Vampire [–1] (Fear)
  Physical Immunity [–8]
  The Catch (Stacked) [+5] is that it’s only immune to 
  magic, and only when the creature using magic is 
  afraid of the fetch (determined by the fetch using 
  its Intimidation vs. the caster’s Discipline; if the 
  caster doesn’t beat the roll, the immunity is in 
  effect). External power-sources (such as Hellfire or 
  Summer Magic) may bypass this as well.
  Powers (Reaper Form)
  Claws [–1] (Sickle)
  Inhuman Strength [–2]
  Inhuman Toughness [–2]
  Supernatural Recovery [–4]
  The Catch [+3] is cold iron and the like.
  Stress
  Mental oo   Social oo
  Physical oooo(oooo), Armor:1  
  Notes
  Fair initiative, Great melee attack & defense. Use 
  the stress bonus of the claws and strength as a layer 
  on top of the sickle weapon it carries (Weapon:2 
  itself, upgrading to Weapon:4), rather than as a Fists 
  attack—the equivalent of a sword or similar blade. 
  If you want to represent this as one of many forms 
  of a Fetch, you’re looking at True Shapeshifting [–4] 
  and Modular Abilities [–10] to encompass the powers 
  listed for this particular form.
  Total Refresh Cost: –13 (or –19 as a shape-shifter)
  I’m pretty sure 
  we killed The 
  Reaper at least 
  twice, maybe three 
  times. I sincerely 
  hope he doesn’t 
  come back again.
  HAMMERHANDS
  High Concept: Faerie Fetch
  Other Aspects: Hands Made of Hammers
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Fists: Great (+4)
  Deceit: Fair (+2)
  Endurance: Fair (+2)
  Intimidation: Good (+3)
  Investigation: Average (+1)
  Stealth: Average (+1)
  Most other skills default to Mediocre.
  Stunts
  Smell Fear (Investigation): +2 to Investigation rolls 
  to home in on or locate a source of fear.
  Powers (Standard Fetch)
  Glamours [–2]
  Emotional Vampire [–1] (Fear)
  Physical Immunity [–8]
  The Catch (Stacked) [+5] is that it’s only immune to 
  magic, and only when the creature using magic is 
  afraid of the fetch (determined by the fetch using 
  its Intimidation vs. the caster’s Discipline; if the 
  caster doesn’t beat the roll, the immunity is in 
  effect). External power-sources (such as Hellfire 
  or Summer Magic) may bypass this as well.
  Powers (Hammerhands Form)
  Inhuman Strength [–2]
  Inhuman Toughness [–2]
  Claws [–1] (Hammers)
  Inhuman Recovery [–2]
  The Catch [+3] is cold iron and the like.
  Stress
  Mental oo   Social oo  Physical ooo(oo), Armor:1
  Notes
  Weapon:4 hammer hands, Fair initiative, Great 
  melee attack & defense. Goes down hard. If you 
  want to represent this as one of many forms of a 
  Fetch, you’re looking at True Shapeshifting [–4] 
  and Modular Abilities [–6] to encompass the listed 
  powers of Claws plus Inhuman Strength, Toughness, 
  and Recovery.
  Total Refresh Cost: –11 (or –17 as a shapeshifter)
  Daniel Carpenter 
  escaped this guy by 
  climbing a ladder.
  
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  What goes Bump (Faeries)
  Goblins
  Description: Goblins are lantern-jawed and 
  burly, with wide batlike ears.
  First Appearance: Summer Knight.
  What We Know: Goblins are associated with 
  hunting. The Erlking is a powerful Sidhe of 
  goblin-kind.
  Powers: They have the usual boat of faerie 
  mojo going on. Due to their association 
  with the Erlking, they also have what works 
  with a hunting orientation: they’re probably 
  strong and tough, and in some cases might 
  have some other magic (maybe like Seelie/
  Unseelie Magic, even—only drawing from 
  the Erlking instead of the Courts).
  Weaknesses: Standard fae weaknesses.
  GIANT SCARECROW
  High Concept: Faerie Fetch
  Other Aspects: 
  Gigantic Freaking Scarecrow
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Fists: Great (+4)
  Endurance: Good (+3)
  Intimidation: Superb (+5)
  Might: Good (+3)
  Most other skills default to Average or Fair.
  Stunts
  Smell Fear (Investigation): +2 to Investigation 
  rolls to home in on or locate a source of 
  fear.
  Powers (Standard Fetch)
  Glamours [–2]
  Emotional Vampire [–1] (Fear)
  Physical Immunity [–8]
  The Catch (Stacked) [+5] is that it’s only 
  immune to magic, and only when the 
  creature using magic is afraid of the 
  fetch (determined by the fetch using its 
  Intimidation vs. the caster’s Discipline; if 
  the caster doesn’t beat the roll, the immu-
  nity is in effect). Unlike the lower-powered 
  fetches listed so far, Hellfire does not 
  appear to pierce the immunity this one has.
  Powers (Scarecrow Form)
  Claws [–1]
  Hulking Size [–2]
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  Supernatural Recovery [–4]
  The Catch [+3] is cold iron and the like.
  Stress
  Mental ooo   Social ooo
  Physical oooooo(oooo), Armor:2
  Notes
  Good initiative, Great attack & defense 
  (though folks get a +1 to attack it due to 
  its size when that’s a factor), Weapon:6 
  clawed hands. Very, very hard to kill. If you 
  want to represent this as one of many 
  forms of a Fetch, you’re looking at True 
  Shapeshifting [–4] and Modular Abilities [–14] 
  to encompass its Claws, Strength, Toughness, 
  Recovery, and Hulking Size.
  Total Refresh Cost: 
  –19 (or –25 as a shapeshifter)
  I toasted this 
  guy BUT 
  GOOD.
  … But he 
  just kept 
  coming.
  GOBLIN
  High Concept: Hunter Goblin
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Bows (Guns): Good (+3)
  Fists: Good (+3)
  Survival: Great (+4)
  Weapons: Good (+3)
  Most other physical skills default to 
  Average, the rest to Mediocre.
  Stunts
  Hunter (Survival): Use Survival instead of 
  Investigation when tracking prey.
  Powers
  Echoes of the Beast [–1] (Hunting Hound)
  Glamours [–2]
  Inhuman Strength [–2]
  Inhuman Toughness [–2]
  Inhuman Recovery [–2]
  The Catch [+3] is cold iron and the like.
  Pack Instincts [–1]
  Stress
  Mental oo   Social oo
  Physical ooo(oo), Armor:1
  Notes
  Fair initiative, Good close up and at range 
  with attacks, Good defense, Weapon:2 
  strength.
  Total Refresh Cost: –8
  
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  What goes Bump (Faeries)
  I’ve always suspected 
  that my godmother Lea 
  had some connection to 
  the Wild Hunt, given her 
  penchant for turning those 
  that offended her into 
  Hellhounds, but I’ve never 
  been able to remember to 
  ask her about it. Not that 
  I’d get a straight answer.
  ELDER GRUFF
  High Concept: Elder Gruff
  Other Aspects: Sense of Honor, Sword as Long 
  as a Car
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Endurance: Good (+3)
  Fists: Superb (+5)
  Guns: Good (+3)
  Survival: Great (+4)
  Weapons: Good (+3)
  Most other physical skills default to Fair, the rest to 
  Average.
  Stunts
  Hunter (Survival): Use Survival instead of 
  Investigation when tracking prey.
  Old Or New Doesn’t Matter (Guns): May use 
  archaic weapons with Guns just as easily as 
  modern weapons, and vice-versa.
  Powers
  Claws [–1]
  Echoes of the Beast [–1] (Goat)
  Glamours [–2]
  Hulking Size [–2]
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  Inhuman Recovery [–2]
  The Catch [+3] is cold iron and the like.
  Pack Instincts [–1]
  Stress
  Mental ooo   Social ooo
  Physical oooooo(oooo), Armor:2
  Notes
  Weapon:6 strength & hooves, Fair initiative, 
  Superb melee attack & defense. Not so much a 
  can of whup-ass as a keg.
  Total Refresh Cost: –14
  HELLHOUND
  High Concept: Hellhound
  Other Aspects: once Man, Now Beast
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Endurance: Fair (+2)
  Fists: Good (+3)
  Intimidation: Fair (+2)
  Presence: Average (+1)
  Survival: Fair (+2)
  Most other physical skills default to 
  Average, the rest to Mediocre (or worse).
  Stunts
  Catch the Scent (Alertness): Use Alertness 
  instead of Investigation when tracking 
  prey.
  Unflappable (Presence): Armor:1 against 
  Intimidation attacks.
  Powers
  Claws [–1]
  Echoes of the Beast [–1] (Hound)
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Stress
  Mental oo Physical ooo Social ooo
  Notes
  Epic initiative, Weapon:2 teeth, Good 
  attack, Great defense, and fast on its feet. 
  Individually survivable—but deadly as a 
  pack.
  Total Refresh Cost: –7
  
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  What goes Bump (Faeries)
  Gruffs
  Description: Gruffs usually stand between 
  5’ and 6’ tall (though some are much, much 
  larger). Usually white-furred, they are packed 
  with muscle. Their heads are goatlike, with 
  forward-curling horns. Their eyes are usually 
  yellow, with rectangular pupils. Their hands 
  are three-fingered and clawed. Their legs are 
  reverse-jointed, and they have hooved feet. Alas, 
  they also give off a scent that smells something 
  between a skunk and a barrel of rotting eggs.
  Gruffs and trolls are historic (folkloric?) 
  enemies, and gruffs are known for killing trolls; 
  all gruffs are related as “brothers.”
  First Appearance: Small Favor.
  What We Know: They kill trolls. Gruffs tend 
  to be smart and are also high in the Summer 
  hierarchy. They are equally adept at using oaken 
  cudgels or submachine guns.
  Powers: They have the usual faerie stuff, plus 
  claws/hooves and varying levels of strength. 
  For simplicity, we’ll rate Gruffs in three 
  categories: standard gruffs, elder gruffs, and the 
  eldest gruff. The first two have varying levels 
  of strength and toughness. The third, which 
  apparently has only one member, seems to be 
  an incredibly powerful spellcaster—possibly on 
  the level of being more plot device than stattable 
  threat, seeing as one casually whacked a few 
  Denarians as a warm-up to the main event of 
  taking on Harry Dresden. With that in mind, 
  we’re leaving the Eldest Gruff out here, but see 
  page 142 for more details.
  Standard gruffs are practically indistinguish-
  able from Goblins (see page 45) in their writeup, 
  save that they’re just as good with guns as they are 
  with any other mode of killing. Add Claws [–1] 
  to the mix and give them a Summer instead of 
  Wyld affiliation, and you’re off to the races.  
  Elder gruffs are as shown on the facing page.
  Weaknesses: Standard fae weaknesses—
  however, their hooved feet may be more vulner-
  able than one would expect.
  hellhounds
  Description: Hellhounds are faerie beasts that 
  appear like mastiffs made from shadows and 
  soot; their eyes are flat and black.
  First Appearance: Grave Peril.
  What We Know: Despite their name, hell-
  hounds appear to be fae—or possibly trans-
  formed humans, warped by magic into a dog-like 
  form. They may be associated with the Hounds 
  of the Wild Hunt. They have some connection 
  to Leannansidhe—she thinks of them as “hers” 
  and can command them.
  Powers: They might have some standard faerie 
  stuff going on, but primarily we’re looking at a 
  boosted beast here—fast and strong and made 
  with pointy bits.
  Weaknesses: Unknown, but it’s probable that 
  they have the standard fae aversion to cold iron.
  hobs
  Description: Hobs are fae, five feet tall (more 
  or less), with a squat, baboonish build; they are 
  covered in thick, rubbery muscle. They possess 
  shark-like teeth. Interestingly, they have no eyes.
  First Appearance: Small Favor.
  What We Know: Their armor and their weap-
  onry depend upon their ranking in the Court. 
  The least wield stone implements, while the 
  higher wield bronze. In Faerie, they almost 
  always live in lightless tunnels.
  Powers: Standard fae, plus at least Inhuman 
  Strength, Claws, long ropy tails, and can conjure 
  myrk (tangible matter from the Nevernever that 
  absorbs light; see page 48).
  Weaknesses: Standard fae weaknesses, plus 
  they are harmed by light.
  Kelpies
  Description: Usually Summer-aligned, kelpies 
  are masses of animated wet weeds, with gaping 
  mouths and glittering pinpoints of silver light for 
  eyes. They tend to weave long, brown, fibrous, 
  slimy strands together into a nebulous—vaguely 
  humanoid—body.
  First Appearance: Small Favor.
  What We Know: Not much.
  Powers: Standard fae, plus “tentacles.” Kelpies 
  are almost more “hazardous terrain” than crea-
  tures. They lurk in the water, tangle up boats and 
  prevent them from going anywhere, and yank the 
  occupants out and drown them if they can. But 
  they’re generally amorphous and not too hard 
  to fight off if you can get a sword or spell swung 
  at them. Unless you’re going for an underwater-
  centric setup, just set a difficulty target for skill 
  rolls (say, Good) and dish out some stress when 
  folks fail, and you’re cool.
  Weaknesses: Standard fae weaknesses.
  Can I just 
  say that it’s 
  problematic 
  when you 
  find yourself 
  pitted against 
  the nominal 
  “good guys” in 
  classic fairy 
  tales?
  
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  48
  What goes Bump (Faeries)
  Myrk (Power)
  Myrk is a power created just for this crea-
  ture. Hobs can conjure or exude myrk, a 
  tangible, foggy substance that absorbs light, 
  casting the zone they occupy into total 
  darkness (and placing a Lightless aspect 
  on that zone). When two or more hobs are 
  in the same zone, they may cause the myrk 
  to spread out to adjacent zones, one addi-
  tional zone per hob. The myrk dissipates 
  only once all of the hobs have been driven 
  off or are otherwise taken out. If skill rolls 
  to oppose the conjuration or manipulation 
  of myrk become necessary, use the hobs’ 
  Discipline skill.
  HOB
  High Concept: Dark-Dwelling Hob
  Skills
  Alertness: Fair (+2)
  Athletics: Average (+1)
  Discipline: Good (+3)
  Fists: Good (+3)
  Stealth: Good (+3)
  Weapons: Good (+3)
  Most other physical skills default to 
  Average, the rest to Mediocre.
  Stunts
  Strike in the Dark (Weapons): Hobs gain 
  a +1 to their Weapons attacks when 
  making an attack veiled within a zone of 
  myrk.
  Powers
  Cloak of Shadows [–1]
  Glamours [–2]
  Myrk [–1] (see text box)
  Inhuman Strength [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is cold iron and light.
  Stress
  Mental oo   Social oo
  Physical oo(oo), Armor:1
  Notes
  Fair initiative, Good attack & defense with 
  Weapon:2 strength. Great attacks when 
  concealed in Myrk.
  Total Refresh Cost: –8
  MALk
  High Concept: Faerie Feline (Malk)
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Fists: Good (+3)
  Might: Good (+3)
  Stealth: Great (+4)
  Most other physical skills default to 
  Average, the rest to Mediocre.
  Powers
  Claws [–1]
  Cloak of Shadows [–1]
  Echoes of the Beast [–1] (Cat)
  Glamours [–2]
  Inhuman Speed [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is cold iron and the like.
  Stress
  Mental oo   Social oo
  Physical oo(oo), Armor:1
  Notes
  Weapon:2 claws, Epic initiative, Good 
  attacks, Superb defense. These are more 
  faeries of the “one of them might just be 
  trouble, but a pack of them are absolutely 
  terrifying” type.
  Total Refresh Cost: –8
  Malks are to cats what Hannibal Lecter is to people. 
  They eat cats?
  It’s times like these where I can’t tell if you think 
  you’re being funny or if you’re just being obtuse.
  
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  What goes Bump (Faeries)
  Malks
  Description: Malks are bobcat-sized feline 
  creatures, with weirdly-shaped (not cat-like) 
  heads, rougher fur, and wide paws that have an 
  extra digit.
  First Appearance: Summer Knight.
  What We Know: Malks are mean fae that typi-
  cally associate with Winter. They congregate in 
  packs of twenty or so and leave clumps of grey 
  hair and claw-scratches to mark their territory. 
  Often found in Chicago’s Undertown. Malks are 
  sentient, even smart, and their voices are truly 
  inhuman.
  Grimalkin (see page 154), of Maeve’s Court, 
  may be a Sidhe of malk-lineage.
  Powers: Enhanced senses (via Echoes of the 
  Beast), strength greater than natural animals 
  (possibly to Inhuman level), Inhuman Speed, 
  nigh-Invisibility.
  Weaknesses: Standard fae weaknesses, plus 
  especial aversion to fire.
  Nixies
  Description: Almost always female humanoids, 
  very attractive, with green hair.
  First Appearance: Summer Knight.
  What We Know: Nixies are notably vicious 
  and like to drown mortals for fun. They often 
  interact with shellycobbs. They are associated 
  with water.
  Powers: Aquatic, quick to heal, and pretty flip-
  ping strong. Add to that an ability to beguile 
  or entrance a victim over and above what faerie 
  glamours provide, and the use of those glamours 
  to take on the appearance of others, and you’ve 
  got a nasty faerie package here.
  Weaknesses: Standard fae weaknesses.
  Ogres
  Description: Ogres are 8’ to 12’ tall humanoids 
  with curly hair, flattened gorilla-like features, 
  and ears that stick out.
  First Appearance: Summer Knight.
  What We Know: Ogres are the thugs of Faerie. 
  Big, strong, dumb, tractable: perfect legbreakers. 
  The skins of those that select Summer turn 
  scarlet; the skins of those that select Winter turn 
  blue. There’s also a variant with shaggy white fur, 
  called Snow Ogres, connected to Winter.
  Powers: These things are really big and strong, 
  but more than anything they’re durable—mostly 
  bulletproof, and naturally magic-resistant (at 
  least with mortal magic—Seelie or Unseelie 
  Magic might be a different ball game). Their 
  fingernails can cut steel.
  Weaknesses: Standard fae weaknesses, and not 
  known for their brains or initiative.
  Pixies
  Description: Pixies are pale humanoids that 
  range from ant-sized up to a foot tall; they have 
  silver dragonfly wings and oddly-colored manes 
  of hair and are often surrounded by a colored 
  nimbus of light (often silver).
  First Appearance: Storm Front.
  What We Know: Pixies are the dockworkers, 
  scouts, and messengers of the fae. 
  Nixies 
  make 
  awful 
  wedding 
  guests, and 
  worse hors 
  d’oeuvres.
  Billy, 
  you need 
  to stop 
  reminding 
  me that you 
  fight crime 
  by eating it.
  NIxIE
  High Concept: Nixie Temptress
  Skills
  Alertness: Fair (+2)
  Deceit: Good (+3)
  Athletics: Great (+4)
  Fists: Great (+4)
  Stealth: Good (+3)
  Most other physical skills default to 
  Average, the rest to Mediocre.
  Stunts
  At Home in the Water (Athletics): +2 when 
  using Athletics while swimming.
  Powers
  Aquatic [–1]
  Glamours [–2]
  Incite Emotion (Lasting Emotion, At 
  Range) [–3] Beguile/Attract
  Inhuman Strength [–2]
  Inhuman Recovery [–2]
  The Catch [+1] is cold iron and the like.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  Fair initiative, Great attack with Weapon:2 
  strength, Great defense. Plus can use 
  its Good Deceit (vs. Discipline) to lay a 
  Weapon:2 mental stress psychic whammy 
  on you & get you to let your guard down.
  Total Refresh Cost: –10
  Of all the 
  fae, I think 
  I like pixies 
  best. Like me, 
  they’re blue 
  collar Joes 
  and they 
  appreciate a 
  good pizza.
  
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  What goes Bump (Faeries)
  Pixies are the 
  inverse of the 
  heavy-hitter 
  fae we’ve 
  written about 
  so far. they 
  may be small 
  and usually 
  ineffective in 
  combat, but 
  they’re giants of 
  social interaction 
  and networking. 
  Elidee (see page 143) is an example of an ant-
  sized pixie, while Toot-toot (see page 237) is a 
  more typical specimen.
  Powers: Wings. Light Source. Found in swarms.
  Weaknesses: Standard fae weaknesses, plus 
  proud, very small, and tend to leave glittering 
  dust everywhere (that evanesces like all ecto-
  plasm, eventually).
  Rawhead & Bloody Bones
  Description: A physical body (weightlifter’s 
  build) constructed of lots and lots of bones, 
  held together with gelatinous, drying blood. 
  Traditionally, the head of a Rawhead and Bloody 
  Bones is a longhorn bull’s, with carnivore fangs 
  filling its jaws. Its hands end in sharp claws.
  First Appearance: “Welcome to the Jungle.”
  What We Know: An Appalachian/Ozarkan 
  boogeyman—an evil fae. They start on rats, then 
  work their way up to household pets and, even-
  tually, humans. 
  Powers: These things start out stronger than a 
  man and scale up to much, much stronger once 
  they grow past human-sized. For stats, espe-
  cially given the way they “eat,” use the writeup 
  for a standard ghoul (page 58). Add Hulking Size 
  and step up to Supernatural Strength if you 
  have one that’s had enough time to consume 
  its way to larger than man-sized, increasing the 
  refresh cost by 4.
  Weaknesses: Standard fae weaknesses (?), plus 
  a voracious appetite.
  PIxIE
  High Concept: Wee Pixie
  Other Aspects: 
  Insatiable Appetite for Pizza
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Good (+3)
  Deceit: Good (+3)
  Rapport: Fair (+2)
  Presence: Fair (+2)
  Stealth: Good (+3)
  Weapons: Fair (+2)
  Most social and mental skills default to 
  Average, the rest to Mediocre.
  Stunts
  Ear to the Ground (Contacts): +2 Contacts 
  when working the faerie info network.
  Powers
  Diminutive Size [–1]
  Glamours [–2]
  Light Source [–0] (see notes)
  Wings [–1]
  Stress
  Mental ooo Physical oo Social ooo
  Notes
  Light Source is a zero-refresh power that 
  means what you’d expect: the creature is 
  a low-wattage light source, usually of one 
  particular color. It’s enough to overcome 
  mundane darkness in one zone, at least 
  enough to read by—about what you’d expect 
  from a flashlight.
  Total Refresh Cost: –5
  OGRE
  High Concept: Hulking ogre
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Deceit: Average (+1)
  Fists: Great (+4)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Might: Great (+4)
  Presence: Fair (+2)
  Most other physical skills default to 
  Average, the rest to Mediocre.
  Powers
  Glamours [–2]
  Hulking Size [–2]
  Inhuman Strength [–2]
  Supernatural Toughness [–4]
  Inhuman Recovery [–2]
  The Catch [+3] is cold iron and the like.
  Physical Immunity [–8]
  The Catch (Stacked) [+5] is that ogres are 
  only immune to (mortal?) magic, not 
  mundane sources of harm.
  Stress
  Mental oo   Social ooo
  Physical oooooo(oooo), Armor:2
  Notes
  Fair initiative, Great attacks & defense (but 
  +1 to be hit due to size), Weapon:2 strength. 
  Big as a pickup truck, and hits like one.
  Total Refresh Cost: –12
  Some of them 
  might even know 
  a bit of Seelie 
  or unseelie magic, 
  though I haven’t 
  seen evidence 
  of it yet.
   The rawhead I fried during the “Jungle” case 
  seemed to have no fear of crawling around all 
  the iron and steel in that trainyard.
  These buggers 
  are tough, par-
  ticularly for 
  a spellcaster. 
  Since magical 
  fire doesn’t faze 
  them, I went 
  with a really 
  heavy iron pipe. 
  
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  What goes Bump (Faeries)
  Shellycobbs
  Description: Shellycobbs are crablike things 
  with slick black shells and pincers that are as big 
  as basketballs.
  First Appearance: Summer Knight, although 
  more details surface in “Something Borrowed.”
  What We Know: A water-dwelling fae type 
  that often interacts with nixies.
  Powers: These aquatic creatures are nearly all 
  shell, giving them a natural armor against most 
  attacks. While strong, their most potent strength 
  resides in the vise-like grip of their giant pincers.
  Weaknesses: Standard fae weaknesses.
  Sidhe
  Description: The nobles of the fae, who often—
  but not always—look human, except extremely 
  beautiful or handsome with canted, feline eyes.
  First Appearance: Grave Peril.
  What We Know: Much like the Little Folk, 
  only moreso. Sidhe is a state of being, partially 
  political and partially based on the fae’s original 
  type. That is, they share the basic traits of their 
  type, taken to an extreme degree. Also, they 
  tend to have better memories than their smaller 
  kin, and other powers besides. Sidhe are almost 
  always bound to one of the Courts—though 
  there are exceptions, like the Erlking.
  See also Jenny Greenteeth (page  153), 
  Leannansidhe (page  169), and Lord Talos  
  (page 233).
  Powers: Sidhe have more general magical 
  power than Little Folk. They can open gates to 
  and from the Nevernever anywhere, not just at 
  specific points. Most are adept at shapeshifting 
  (at least by way of Glamours) and have a lot 
  more favors owed to them (and a lot more skill 
  in dealing with those who have made bargains 
  with them). Some combination of Inhuman 
  Strength, Speed, and Toughness are common.
  A Sidhe is often as magically potent as a 
  strong wizard, with the most powerful equal to 
  a Senior Council member of the White Council.
  Many Sidhe in the highest echelons possess 
  countermagic abilities and are able to block or 
  obviate mortal spellcasters’ efforts.
  Sidhe are as widely varied as the various 
  other faerie creatures we’ve listed in this section. 
  In general, if you want to turn a regular faerie 
  writeup into a Sidhe version, add Unseelie or 
  Seelie Magic and improve their social and mental 
  skill-set to better support it. You may also want 
  to consider Greater Glamours, and in some 
  rarer cases a Physical Immunity to mortal magic. 
  Don’t forget the Swift Transition power, either, 
  to represent that ability to cross into and out of 
  the Nevernever with ease.
  Weaknesses: Sidhe have the standard fae weak-
  nesses as well as those of their original type, 
  but they are additionally bound to the will and 
  orders of the leaders of their Court. They may 
  also gain the weakness of their Court against 
  its opposite. If a Sidhe prevents a vassal from 
  fulfilling an oath or bargain, that oath or binding 
  falls upon the Sidhe.
  Sidhe can’t lie, but never trust that 
  they’re telling you the truth.
  SHELLYCOBB
  High Concept: Faerie Crab-Beast (Shellycobb)
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Endurance: Good (+3)
  Fists: Good (+3)
  Might: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Vise Grip (Might): When clenching or crushing something 
  with its pincers (usually in terms of grapples), a shelly-
  cobb is at +2 to its Might rolls.
  Unfeeling Crab-Creature (Endurance): Use Endurance 
  instead of Presence for calculating social stress capacity.
  Powers
  Aquatic [–1]
  Claws [–1] (Pincers)
  Echoes of the Beast [–1] (Crab)
  Inhuman Strength [–2]
  Supernatural Toughness [–4]
  The Catch [+3] is cold iron and the like. In addition, the 
  armor benefit does not apply if you can manage to get 
  under their shell.
  Stress
  Mental oo   Social oooo 
  Physical oooo(oooo), Armor:2   
  Notes
  Fair initiative, Good attack & defense, Weapon:4 pincers & 
  strength.
  Total Refresh Cost: –8
  Jenny Greenteeth led 
  a group of these things 
  during the Faerie War 
  a couple years ago. 
  
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  What goes Bump (Faeries)
  Sidhe Knights
  Description: See the individual entries for 
  Fix (the Summer Knight) on page 145 and Lloyd  
  Slate (the Winter Knight) on page 229.
  First Appearance: Summer Knight.
  What We Know: The mortal that takes up the 
  mantle of power of a Sidhe Knight becomes 
  the champion of one of the Courts of Faerie. 
  There are only two Sidhe Knights: one for the 
  Summer Court and one for the Winter Court. 
  They tend to come and go rather quickly, from 
  the fae perspective. (From a mortal perspective, 
  over time, the Sidhe Knights seem to get more 
  and more Sidhe-like.)
  They are trusted with a considerable amount 
  of power, the sort of “mystical weight” that only a 
  free-willed mortal can possess; thus, they end up 
  with more Sidhe-style power than most Sidhe! 
  They are a critical element of the balance 
  between the Courts. Faerie Queens cannot 
  kill anyone who isn’t attached to their Court 
  through birthright or bargain, but the Knights 
  can. The Knights can also act in affairs not 
  directly related to Faerie (unless they are ordered 
  by a Faerie Queen not to interfere).
  The Sidhe Knights are considered an exten-
  sion of the wills of their Faerie Queens. They 
  have different duties to each Faerie Queen 
  of their Court, but what these are as regards 
  Mother, Queen, and Lady is currently unknown. 
  (However, they seem to be most often found in 
  the company of the Lady of their Court, possibly 
  because both Knight and Lady are closer to the 
  mortal world than the others.)
  When a Knight dies, his mantle returns to 
  the nearest vessel of the Court, and thus to the 
  Queen, who then chooses the next Knight.
  Powers: Sidhe Knights have powers in line 
  with their particular Court (mostly attack and 
  defense powers), plus a heaping helping of raw 
  power and combat skill.
  We’ve never seen Lloyd Slate in action, 
  though we know he was sneaky enough to do in 
  the previous Summer Knight. Fix hasn’t given 
  away a lot, either. 
  So what powers to give them? You might 
  consider some of the Inhuman Strength/
  Toughness/Recovery/Speed set; definitely 
  Unseelie or Seelie Magic; maybe an Item of 
  Power, possibly some form of Glamours. There 
  are too many options to provide a straight up 
  one-size-fits-all writeup of a Knight here.
  That said, the trick is to build a Knight that 
  has some essence of mortal free will, so it’s prob-
  able you can’t crank the power dial too high…
  Weaknesses: They are bound by obedience and 
  duties to the Faerie Queens of their Court.
  Sylphs
  Description: Sylphs look like young human girls 
  with claws and razor-edged dragonfly wings.
  First Appearance: Summer Knight.
  What We Know: Sylphs are notably vicious. 
  They are associated with the air.
  Powers: Claws, Wings (with razor edges!), 
  Inhuman Speed.
  Weaknesses: Standard fae weaknesses.
  my theory 
  is that the 
  mortal Knights 
  of the Faerie 
  Courts are 
  actually all 
  over the map 
  in terms of 
  power, though 
  the Queens 
  show signs 
  of recruiting 
  their Knights 
  from amongst 
  the already 
  supernaturally 
  talented.
  More Sidhe Knights
  An idea that might be interesting for your 
  own Dresden Files RPG campaign is the 
  idea of empowering more than two mortals in 
  service to the fae Courts. There are a couple of 
  ways this could happen:
  Just Plain More: Maybe the Courts have 
  multiple Sidhe Knights, not just one. So long 
  as the numbers are balanced, no problem. 
  (This is unsupported by what we currently 
  know, but for gaming purposes, why not?)
  The “Wyld Courts”: There are a couple 
  powerful Sidhe on par with the Faerie 
  Queens—the Erlking is one of them, and it’s 
  rumored—DON’T LAUGH!—that Santa 
  Claus (a brownie Sidhe) may be another. 
  Also, if there’s a Summer Court and a Winter 
  Court, shouldn’t there be a Spring Court and 
  an Autumn Court? Why shouldn’t those 
  Courts have Sidhe Knights of their own?
  Sidhe Squires: Maybe after the little fiasco 
  of the War Over Chicago, the Faerie Queens 
  mutually decided it might be a good idea to 
  have a couple “spares” on tap in case one of 
  their Knights gets kacked and the mantle 
  of power needs to be taken up. Therefore, 
  the Summer and Winter Knights have been 
  recruiting “squires” (who may receive some 
  fraction of power from their Court) to train in 
  Knightly duties. (This is the Captain Marvel-
  Mary Marvel-Captain Marvel Jr. option).
  (See also Valkyries, page 83, for more ideas in 
  this vein.)
  
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  What goes Bump (Faeries)
  Trolls
  Description: Trolls have rubbery muscles, warty 
  skin, hairy arms, sharp claws, lumpy shoulders, 
  malformed heads, lantern jaws, hideous faces, 
  and tiny hate-filled eyes. They range between 12’ 
  and 15’ tall. They don’t walk so much as stomp.
  First Appearance: “Restoration of Faith” (but 
  more details surface in Proven Guilty).
  What We Know: Many trolls live under bridges, 
  sometimes even in the mortal world. Naughty 
  children (those that cross bridges at night, at 
  least) are apparently still lawful prey for bridge 
  trolls under the Unseelie Accords. 
  Some trolls seem to be a strange sort of 
  collective organism, composed of many tiny 
  trolls living in one gigantic troll skin.
  Many trolls are aligned with Winter—several 
  of the strongest are used by Queen Mab as 
  guards at her stronghold of Arctis Tor. 
  It is rumored that troll-kin smiths created 
  that bane of wizards: the Thorn Manacles.
  Trolls and gruffs are historic (folkloric?) 
  enemies; gruffs are known for killing trolls.
  Powers: They’re huge and supernaturally strong, 
  they can climb pretty much anything, and they’re 
  hard as hell to kill. (From a system perspective, 
  the tendency for “killed” trolls to dissolve into a 
  scattering horde of mini-trolls is basically just 
  a colorful way of handling a “taken out” result, 
  peculiar to trolls.)
  Weaknesses: Standard fae weaknesses. 
  Other Faeries
  Description: Varies.
  First Appearance: Summer Knight.
  What We Know: Brownies, centaurs, and 
  gnomes; faerie horses and dogs; giant bumble-
  bees, spiders, and bats; mountain lions made out 
  of shadow, tree-spirits, unicorns, etc.
  Powers: Two of Inhuman Strength or Toughness 
  or Speed, plus at least one special power. (Very 
  potent fae, like centaurs or unicorns, may have 
  more than two Inhuman qualities, maybe even 
  Supernatural ones, and additional powers.) 
  Most humanoid faeries have Glamours, and 
  a few have access to Seelie or Unseelie Magic; 
  transformed and giant beasts, not so much 
  (though this trade-off usually means they’re not 
  as vulnerable to things like cold iron).
  Weaknesses: Standard fae weaknesses, indi-
  vidual types may have additional weaknesses.
  SYLPH
  High Concept: 
  Razor-Edged Dragonfly Girl (Sylph)
  Skills
  Alertness: Fair (+2)
  Athletics: Great (+4)
  Endurance: Fair (+2)
  Fists: Good (+3)
  Most other skills default to Mediocre, 
  with a few standouts at Average.
  Stunts
  Strafe Attack (Fists): +1 to Fists to make 
  an attack when in flight.
  Powers
  Claws [–1]
  Inhuman Speed [–2]
  Inhuman Recovery [–2]
  The Catch [+1] is cold iron and the like.
  Wings [–1]
  Stress
  Mental ooo   Physical ooo   Social ooo
  Notes
  Fantastic initiative, Superb defense, 
  Good attack w/ Weapon:2 claws. 
  The flying is the real problem, though.
  Total Refresh Cost: –6
  Harry—this is all I was able to 
  glean about sylphs from the 
  files. I remember seeing them at 
  the War Over Chicago, but the 
  Alphas and I were more tied up 
  with the ground-based stuff. 
  Can you get Bob to provide 
  some more info?
  Also found on 
  message boards 
  everywhere.
  Huh?
  Internet 
  joke, boss. 
  That’ll depend on 
  what Bob has time for 
  and, frankly, patience 
  to explain. He gets 
  a little squirrelly 
  around things having 
  to do with the fae.
  
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  54
  What goes Bump (Faeries)
  BRIDGE TROLL
  High Concept: Bridge Troll
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Deceit: Average (+1)
  Fists: Great (+4)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Presence: Average (+1)
  Weapons: Great (+4)
  Most other physical skills default to 
  Average, the rest to Mediocre, with a few 
  Fair standouts.
  Stunts
  Territorial (Alertness): Trolls gain +2 to 
  their Alertness when acting on their 
  home turf (usually a small area they have 
  a personal claim to—like a bridge).
  Powers
  Claws [–1]
  Glamours [–2]
  Hulking Size [–2]
  Supernatural Strength [–4]
  Inhuman Toughness [–2]
  Supernatural Recovery [–4]
  The Catch [+3] is cold iron and the like, and 
  they’re vulnerable to their own weapons 
  (which look like large meat-cleavers—
  treat as a sword) if you can get it away 
  from them.
  Spider Walk [–1]
  Stress
  Mental oo   Social ooo 
  Physical oooooo(oo), Armor:1   
  Notes
  Fair initiative, Great attack & defense (but 
  +1 to be hit), Weapon:6 strength & “claws” 
  (meat cleavers). 
  Total Refresh Cost: –14
  
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  What goes Bump (the Fallen)
  the Fallen are just impossible to 
  stat out. they’re immensely powerful, 
  but since they can’t act in the 
  mortal world, if you encounter them 
  it’ll be by proxy. Cultists ahoy!
  “Ahoy”? Is it Talk Like a 
  Pirate Day already?
  The Fallen
  Description: Unknown, but probably human-
  oids with bestial aspects (such as the demonic 
  forms of the Denarians).
  First Appearance: Death Masks.
  What We Know: The Fallen are former angels, 
  cast out of Heaven. (In other words: serious 
  heavyweights in the spirit world.) They are not 
  the same things as regular demons, though the 
  Fallen might rule over the demons in the World 
  Below/Hell in the Nevernever. The Fallen are 
  very interested in the mortal world, but they are 
  not free to act unless given permission (see the 
  Order of the Blackened Denarius, below).
  Powers: The Fallen are in the heavyweight class 
  of supernaturals, but—given that they lost the 
  War in Heaven—they are slightly weaker than 
  the Archangels. They have access to Hellfire.
  Weaknesses: There are rules that bind the 
  actions of the Fallen in the mortal world. They 
  are almost certainly vulnerable to faith magic.
  The Order of the 
  Blackened Denarius
  Description: In their human form, Denarians 
  look like their hosts. In their shapeshifted, 
  demonic form, they usually look like humanoid 
  or semi-humanoid beings with bestial and 
  unnatural features. Many have two sets of eyes 
  that glow (one human and one devilish) and a 
  shining tattoo or sigil on the forehead that is 
  their particular sign.
  First Appearance: Death Masks.
  What We Know: Thirty Fallen have found a 
  way into the mortal world by being bound to 
  the thirty Roman silver coins paid to Judas for 
  his betrayal of Jesus Christ: the Order of the 
  Blackened Denarius. Each coin bears a symbol 
  in tarnish that is the sigil of the Denarian bound 
  to it. 
  A mortal who picks up the coin almost 
  always becomes the host of the Denarian; 
  usually, the Denarian simply overwhelms the 
  human personality and takes over. However, this 
  nigh-permanent possession must be consensual. 
  The Denarians are not above using drugs, dark 
  rituals, and so forth to ease the process. Some 
  Fallen work in tandem with their hosts (to a 
  greater or lesser degree) and these partnerships 
  are particularly dangerous—human ambition 
  melded with the power of a Fallen angel. The 
  mortal hosts sought by the Order are generally 
  assassins, poisoners, warriors, or sorcerers. 
  All Denarians have over two thousand years 
  of observing mortal history (and the mortal 
  mind) to draw upon. Masters of deception, it 
  sometimes takes the Knights of the Cross (their 
  direct enemies) literally hundreds of years to 
  figure out if they are lying. 
  They seem to be divided into two factions: 
  one beholden to Nicodemus Archleone 
  (see page 102), and one to his wife Polonius  
  Lartessa—AKA “Tessa” (see page  167). 
  Nicodemus’ faction focuses on the long-term 
  and targets coin-bearers based on talent or 
  potential talent. Tessa’s faction focuses on the 
  short-term and targets coin-bearers based on 
  raw desire. (Tessa’s faction goes through coin-
  bearers much more rapidly than Nicodemus’ 
  faction.)
  Recently, the Knights of the Cross had thir-
  teen Blackened Denarii in safekeeping, leaving 
  “only” seventeen out in the world. During the 
  Small Favor case, they gained eleven more 
  coins, lost them, and collected one back at the 
  end of the case. Currently, the Knights have 
  fourteen in safekeeping, Thorned Namshiel’s 
  coin is in the hands of the Monoc Corporation, 
  and fifteen coins are unaccounted for. 
  Rule of thumb: if a 
  Nickelhead is called by a 
  human-sounding name rather 
  than an angelic one (listen 
  for the “-el”), be very 
  afraid. These hosts have 
  either joined completely 
  with their Fallen or 
  otherwise managed to retain 
  their identity. Think — 
  Nicodemus, Tessa, Deirdre…
  That’s a 
  theory. It’s 
  my BEST 
  theory right 
  now, but 
  it’s only a 
  theory.
  When one of 
  these things dies, 
  the Denarian 
  monster-form 
  dissolves into 
  ectoplasmic 
  goo, then 
  evaporates. 
  The human body 
  ages and withers 
  extremely 
  rapidly. It’s 
  kinda gross. 
  
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  56
  What goes Bump (ghosts)
  The Order of the Blackened Denarius is a 
  signatory of the Unseelie Accords (see page 14).
  See Nicodemus Archleone/Anduriel 
  (page 102), Tessa (page 167), Ursiel (page 239), 
  Lasciel  (page  167), Quintus  Cassius/Saluriel 
  (page  127), Rosanna  (page  222), Thorned 
  Namshiel (page 233), Magog (page 181), and  
  Deirdre (page 131).
  Powers: It may be impossible to fully enumerate 
  the possibilities here. They have, in varying 
  combinations and degrees, shape shifting, 
  immor tality, a perfect memory, some degree of 
  magic resistance, and access to centuries of 
  spellcraft (and Hellfire). It all adds up to lots 
  of power, knowledge, skill, practice, and expe-
  rience. They feed on pain and suffering (espe-
  cially that of the Knights of the Cross and 
  other people of faith). The forms they take have 
  varying amounts of Inhuman Strength, Speed, 
  Toughness, and Recovery—or worse—plus 
  powers and natural weaponry related to their 
  demonic form.
  These guys are so varied that there’s no point 
  in providing a generalized stat block. Take a look 
  at the specific ones over in Who’s Who. Rule of 
  thumb? Take a normal mortal, then raise his 
  skill cap, add in 10-20 skill points, spend 12-24 
  refresh on the powers we’re talking about here, 
  and you’ve probably got a workable Denarian 
  recruit.
  Weaknesses: First and foremost, a Denarian is 
  bound to its coin.
  In demon form, a Denarian’s human eyes are 
  still vulnerable (say, to pepper spray). 
  They’re vulnerable to faith magic and people 
  of faith (the Knights of the Cross were specifi-
  cally founded to combat them). Denarians don’t 
  like to go into churches, because it makes them 
  feel and remember; it makes them sad (at least 
  in one case).
  Given their long experience of the mortal 
  world and their expectations of “how things 
  work,” the Nickelheads can be blindsided by 
  spontaneity and improvisation.
  Lastly, the mortal host of a Denarian can 
  willingly reject the Fallen and give up the coin, 
  resulting in freedom from the monster.
  Ghosts
  Description: Ghosts are usually invisible; when 
  they do appear, ghosts are typically transparent, 
  insubstantial, and shaped like the original 
  person they came from, though their ability to 
  reshape their ectoplasmic form can lead to exag-
  gerated or unnatural features.
  First Appearance: Grave Peril.
  What We Know: Mortals have everything 
  inside them to make a ghost—all they need is 
  the right set of circumstances. Ghosts are beings 
  that live in the spirit world; they are the impres-
  sion left by a personality at the moment of death. 
  A strong imprint—due to either the strength 
  of the personality or the situation around the 
  person’s death—makes a strong ghost. While 
  they appear to be self-aware and capable of 
  feeling emotion, they are not. 
  Ghosts’ home turf is the Nevernever, though 
  they often skirt the borders of the mortal 
  world. Shades tend to linger in graveyards 
  more than anywhere else, especially in older 
  cities. The boundary between the mortal world 
  and Nevernever is thinnest on Halloween; 
  ghosts formed at this time of spiritual turbu-
  lence are often more impressive. Strong ghosts 
  can have their own demesne or bailiwick in the 
  Nevernever, where they make the rules and are 
  more powerful. 
  While ghosts don’t usually inhabit a 
  construct or magical body, they can manifest one 
  if desired.
  See also Agatha Haggelthorn (page  156), 
  Demons (page  34), Ectomancy  (YS285), 
  Kravos (page 162), Mavra (page 191), Morty 
  Lindquist (page 174), Necromancers (page 65), 
  Spirits (page 81), and the Wild Hunt (page 40).
  See also “Entities of the Nevernever” on page 29.
  Powers: If they don’t acknowledge you, you can’t 
  affect ghosts in the mortal world. Requirements 
  for getting acknowledged: the speaker must 
  possess some form of magic, know the ghost’s 
  identity, and speak its name aloud. 
  Exceptions to the magic requirement can and 
  do exist, usually via a personal connection with 
  the deceased.
  Ghosts are strongest just after the sun goes 
  down, at the witching hour, and just before the 
  sun comes up. Spiritual turbulence between the 
  mortal realm and the Nevernever not only gives 
  rise to the formation of stronger ghosts but also 
  tends to increase the powers of existing ones.
  There’s no point in taking on a ghost 
  unless you can get it to acknowledge 
  you—and unless you have something 
  like Ghost Dust, “killing” it only 
  forces it back into the Nevernever.
  Meaning 
  pretty much 
  that they 
  alternate 
  hiding behind or 
  subverting the 
  law (but what 
  signatory 
  doesn’t?)
  Nickelheads 
  have more 
  control over 
  their demonic 
  forms than 
  I initially 
  thought. While 
  they follow 
  tendencies 
  and habits in 
  their choice 
  of shape, they 
  do have a bit 
  of play in 
  adjusting to 
  situations on 
  the ground. 
  Be warned!
  
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  57
  What goes Bump (ghosts)
  Common ghost abilities include telekinesis 
  (minor to major), causing enchanted sleep, 
  reforming their ectoplasmic shape, manifesting 
  visually or materially through an ectoplasmic 
  construct (though these abilities, especially 
  forming a construct out of ectoplasm, appear to 
  cost power), cold spots, sound generation, and 
  weather control. A ghost can possess a mortal, 
  but this takes a tremendous amount of power. 
  When building a ghost, the big things to focus 
  on are the powers under “Nevernever Powers” 
  starting on YS170, and a fairly costly version of 
  Physical Immunity (operating only in the mortal 
  world, and requiring acknowledgement of the 
  attacker). Skillwise, look at Conviction, Stealth, 
  and attack skills. Perception skills almost never 
  rank above default—ghosts are too wrapped 
  up in their own story to pay much attention 
  to the real world. For a good prebuilt example 
  of a powerful poltergeist, see the University of 
  Chicago Library Ghost on page 58.
  Weaknesses: Ghosts are usually limited to a 
  certain time, place, or event, most often related 
  to their death. Ghosts are not people or sentient 
  spirits; they do not change or grow, they simply 
  exist, experiencing whatever feelings they had 
  when they died. They are not terribly obser-
  vant—indeed, ghosts barely notice the mortal 
  world except in how it relates to their limited 
  purpose or existence. That being said, old spirits 
  are often attracted to objects related to their 
  nature—this might be possessions they owned 
  while living, their mortal remains, or items of 
  great personal importance.
  Faith magic works best when simply fighting 
  ghosts, but necromancy can do so much more 
  to them: enslave, control, or even destroy them. 
  Ghosts sense necromantic energy, and it drives 
  them into paroxysms of terror.
  They can usually only manage to move things 
  in bursts; the average ghost doesn’t seem to have 
  much of a magical “reserve tank.” Perhaps due to 
  this, ghosts absolutely cannot cross a threshold 
  unless invited.
  In the mortal world, they can be locked into 
  place through the use of Ghost Dust (YS304).
  Spectre
  Description: Transparent, faintly glowing, 
  semi-corporeal figures.
  First Appearance: Dead Beat.
  What We Know: Spectres may not be naturally 
  occurring ghosts. They may actually be ghosts 
  “modified” via necromancy into a manifested 
  construct form. Necromancers often use spec-
  tres as troops in mass conflicts.
  Powers: Spectres seem to trade the bulk of their 
  ghostly powers in favor of manifesting a trans-
  lucent, semi-corporeal, ectoplasmic construct 
  that’s stronger than a man and quick to heal 
  (thanks to easily reconstituted ecto-flesh).
  Weaknesses: Standard ghost weaknesses 
  plus—due to being forced into a semi-material 
  form—spectres don’t seem to have the luxury 
  of being able to ignore mortal reality and can 
  be affected by anyone (not just those who have 
  magic, know their identity, and speak the ghost’s 
  name aloud).
  SPECTRE
  High Concept: Spectral Footsoldier
  Other Aspects: Necromantic Bindings
  Skills
  Conviction: Average (+1)
  Athletics: Fair (+2)
  Fists: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Good (+3)
  Presence: Average (+1)
  Weapons: Good (+3)
  Most other skills default to Mediocre.
  Powers
  Inhuman Strength [–2]
  Inhuman Recovery [–2]
  The Catch [+0] is that they can’t heal from stuff that 
  specifically disrupts ectoplasm (like Ghost Dust).
  Stress
  Mental ooo Physical ooo Social ooo
  Notes
  Mediocre initiative, Good attack & defense, 
  Weapon:2 strength.
  Total Refresh Cost: –4
  Does that -4 
  refresh mean that 
  I could play a 
  spectre with free 
  will or something?
  Not really. these things are low 
  refresh-cost, but don’t take 
  that as an indication that they 
  have free will. they’re tools, 
  wielded by a binding necromancer.
  Bob, did Sue 
  count as a 
  construct, 
  ghost, 
  spectre, or 
  zombie?
  Ultimately, I 
  think it was 
  somewhere 
  between spectre 
  and zombie. 
  Quite impressive, 
  boss. And it was 
  incredible to 
  take her wheel 
  for a bit.
  Can we do that 
  again sometime?
  I hope not.
  
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  What goes Bump (ghouls)
  LIBRARY GHOST
  High Concept: Library Ghost
  Other Aspects: Shhhh!
  Skills
  Conviction: Great (+4)
  Fists: Good (+3)
  Intimidation: Great (+4)
  Presence: Good (+3)
  Scholarship: Good (+3)
  Most other skills default to Mediocre, with 
  any academic ones defaulting to Fair.
  Powers
  Demesne [–1]
  Spirit Form (Poltergeist) [–5]
  Swift Transition (No Mortal Home) [–1]
  Inhuman Strength [–2]
  Physical Immunity [–8]
  The Catch [+2] is that the ghost can only be 
  hurt in the mortal realm by those it has 
  acknowledged (see page 56). If confronted 
  in the Nevernever, the ghost still has 
  Armor:2 against attacks that aren’t 
  specifically structured as countermea-
  sures against ghosts (like Ghost Dust).
  Stress
  Mental oooo Physical oo 
  Social oooo
  Notes
  Mediocre initiative, Good attack & defense, 
  Weapon:2 strength, and impossible to 
  touch unless you’ve done your homework 
  or are very good at getting its attention.
  Total Refresh Cost: –15
  Listen! Do 
  you smell 
  something?
  You know, there 
  are some useful 
  thaumaturgical 
  ideas in that 
  movie.
  Do you 
  really want 
  me walking 
  around with 
  an unlicensed 
  nuclear 
  accelerator 
  on my back?
  ... Point taken.
  University of Chicago 
  Library Ghost
  Description: “A big bestial thing.”
  What We Know: A ghost taken down by Harry 
  Dresden and Michael Carpenter; a fairly typical 
  poltergeist.
  Powers: Standard ghost powers, with emphasis 
  on telekinesis (via the Poltergeist upgrade on 
  Spirit Form).
  Weaknesses: Standard ghost weaknesses.
  Ghouls
  Description: When blending, ghouls appear 
  completely human. In ghoul form, they look like 
  a Japanese horror cartoon: hunch-shouldered, 
  grey-skinned fiends, covered in short wiry hairs. 
  They have the worst features of mankind, hyena, 
  and baboons, all mixed together: stunted strong 
  legs, too long arms, and hands that have spurs 
  of bone.
  First Appearance: Mentioned in Grave Peril, 
  seen first in Summer Knight.
  What We Know: Ghouls are probably scions—
  crossbreeds between uber-ghouls (see next page) 
  and humans in the long-ago past—that breed 
  true.
  Ghouls can go through 40 to 50 lbs of meat 
  a day, preferably human. Most ghouls existing 
  outside of the society of clans (one of the largest 
  being the LaChaise clan) don’t live very long. 
  Maybe one in ten actually makes it to adult-
  hood. These specimens are extremely dangerous. 
  The rest get eaten by other supernatural preda-
  tors, killed by animals (who really despise them), 
  sicken and die, get run over by cars, or end 
  their own miserable existence in fits of despair. 
  Intriguingly, despite not being the brightest crit-
  ters, many ghouls speak ancient Sumerian—
  likely their “household tongue.”
  Many of the ghoul clans provide cheap 
  muscle for various nasty supernaturals. Both 
  the Red and White Courts of vampires have 
  utilized the LaChaise clan of ghouls for private 
  vendettas in the past, the former using them as 
  footsoldiers in the Vampire War.
  See also Li Xian (page  171), the Tigress 
  (page 235), and Scions (page 78).
  Powers: Like cockroaches, ghouls can recover 
  from just about anything short of decapitation 
  or a similar mortal trauma; they scar when they 
  heal, but this may or may not last. They’re inhu-
  manly strong, and in many cases faster than any 
  mortal. They have claws and can appear human 
  at will.
  Weaknesses: Affected by holy water. 
  Unwavering inability to control their appetites 
  for long. Most are kind of dumb.
  Shattering their spine can 
  take them out, too.
  I. Really. Hate. These. Guys.
  
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  What goes Bump (ghouls)
  Uber-Ghouls
  Description: Uber-ghouls look like 8’ monsters. 
  They’re more like man-hyena-gorilla than the 
  man-hyena-baboon of typical ghouls. They have 
  a heavier brow ridge, serrated ridges on their 
  cheekbones, and more massive jaws. Their fore-
  arms are longer, and their fingers are tipped with 
  claws backed with knobbed ridges of bone.
  First Appearance: White Night.
  What We Know: Uber-ghouls are stronger, 
  faster, and tougher than regular ghouls. They 
  may even be functionally immortal. On the 
  upside, they are a remarkably rare sight, don’t 
  seem to live in the mortal world, and they cannot 
  blend.
  They may have bred with humans to produce 
  the usual ghouls seen in the mortal world.
  Powers: Mythic Recovery (can be beheaded, 
  and it’s only a temporary setback; spilled blood/
  ichor flows back into their bodies). Supernatural 
  Strength, Inhuman Speed.  The largest of these 
  might even qualify for Hulking Size.
  Weaknesses: Unknown, but probably exagger-
  ated versions of typical ghoul weaknesses.
  GHOUL
  High Concept: Cannibal Ghoul
  Other Aspects: Insatiable Appetites
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Endurance: Good (+3)
  Fists: Great (+4)
  Intimidation: Good (+3)
  Presence: Good (+3)
  Most other skills default to Mediocre, with 
  any physical ones defaulting to Fair.
  Powers
  Claws [–1]
  Human Guise [–0]
  Feeding Dependency (Meat) [+1], affecting:
  Inhuman Strength [–2]
  Inhuman Speed [–2] (some lesser ghouls 
  may not have this)
  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.
  Stress
  Mental oo   Physical oooo
  Social oooo   Hunger oo
  Notes
  Weapon:4 strength & claws, Great attack, 
  Superb defense, and an Epic initiative make 
  these bad boys extra bad.
  Total Refresh Cost: –6
  UBER-GHOUL
  High Concept: Crazed Uber-Ghoul
  Other Aspects: Pure Killing Machine
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Endurance: Great (+4)
  Fists: Great (+4)
  Intimidation: Great (+4)
  Presence: Good (+3)
  Most other skills default to Average, with any physical 
  ones defaulting to Fair.
  Powers
  Claws [–1]
  Feeding Dependency (Meat) [+1], affecting:
  Supernatural Strength [–4]
  Inhuman Speed [–2]
  Inhuman Toughness [–2]
  Mythic Recovery [–6]
  The Catch [+2] might be wounds from holy objects, 
  but we have precious little data on that.
  Stress
  Mental ooo   Social oooo   Hunger oo
  Physical oooo(oo), Armor:1
  Notes
  Unkillable by almost any means. or more accurately, 
  you can kill them, but it tends not to stick with these 
  guys. Epic initiative, Weapon:6 strength & claws, 
  Great attacks, Superb defense. Do not try to take one 
  of these on alone. Do not try to take on a cavern full of 
  them without lots of explosives and a personal army.
  Total Refresh Cost: –12
  Simply terrifying. 
  There has to be a 
  better way to kill 
  these things besides 
  collapsing a couple 
  thousand tons of 
  rock on them. 
  
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  What goes Bump (gods)
  Anthrophage: A fancy way 
  to say “they eat people.”
  Gods
  Description: Varies wildly.
  First Appearance: None, at least not directly.
  What We Know: There are a lot of old gods 
  hanging around the mortal realms: Greek, 
  Roman, Norse, Amerindian divinities, African 
  tribal beings, some Australian Aboriginal gods, 
  others in Polynesia and southeast Asia, and 
  about a zillion Hindu ones. Ninety-nine percent 
  of these have been dormant for centuries. 
  Or have changed in nature as they’ve been 
  incorporated into other belief systems.
  It is said that most gods are the first genera-
  tion scions of angels, demons, or powerful 
  beings of the Nevernever. Some of them are 
  derelict angels—not cast out of Heaven, but just 
  departed on their own. 
  Millennia ago, such beings gathered into 
  tribes (the Olympians, the Aesir and Vanir, the 
  Jotuns, and so on) and were eventually venerated 
  as gods by the local mortals. The strongest, most 
  capricious, most frightening, most helpful, or 
  most stylish are the ones that tend to be remem-
  bered today.
  The old gods drew most of their power from 
  the connection with faith (some say “the directed 
  will”) of their mortal followers. When monothe-
  istic religions (Abrahamic and otherwise) and 
  non-deity-based philosophies began to take 
  hold across the world, the power of the old gods 
  dwindled. Only the ones who were the strongest 
  and most intelligent remained truly potent—
  weak and foolish gods burned out or were killed.
  These days, the remaining deities have gone in 
  for different lines of work. Some have parlayed 
  still-extant powers and loyal followers into 
  private corporations offering unusual services. 
  Others try to link themselves into things that 
  are connected with their old portfolio—such as 
  storms, volcanoes, or brewing—and draw power 
  from the natural associations of those concepts, 
  or from directed human interest in them.
  Then there’s the Almighty, the “capital G” 
  God, and Jesus Christ, who may be constrained 
  from action in mortal affairs except through 
  careful “non-manipulation” of their mortal 
  agents. (By the way, if you’re reading this, we 
  sure bet you feel clever!)
  See also the Knights of the Cross (page 74).
  Powers: All of these gods, when active, range in 
  power from not much stronger than the average 
  wizard up to the supernatural heavyweight 
  class. Their powers generally vary due to their 
  individual portfolios.  It’s entirely possible their 
  powers have something to do with Jim Butcher’s 
  ideas.
  Weaknesses: Varied, due to their individual 
  portfolios and divine enemies. Also, and this is 
  pure theory, lack of mortal worship and belief 
  in them may have made them go dormant, or it 
  could have been something that the author isn’t 
  ready for us to know about yet. So sit on your 
  hat!
  hecatean hags
  Description: Tall, withered, clawed “women” 
  with long greenish hair.
  First Appearance: “Welcome to the Jungle.”
  What We Know: Though Hecatean Hags look 
  human, they are emphatically not. Long ago, 
  they were the inner circle of Hecate worshippers 
  (some say Hecate herself began existence as a 
  Hag and later Ascended to godhood.) They are 
  anthrophages. 
  See also Maurice Sandbourne (page 223) and 
  Dana Watson (page 241).
  Powers: They know magic (favoring lightning 
  and fire), have armored skin, poison claws, and 
  are awful strong.
  These things are really bad news. Layering 
  spellcraft on top of a nasty beasty-killer type 
  is pricy yet versatile. It’s the flexibility—and 
  highly-rated skill package—that makes just one 
  of these a gigantic problem. Pity they come in 
  threes. But it seems they’re more inclined to go 
  for physical assault than spellcraft when under 
  pressure—probably because it’s more consis-
  tently, quickly lethal to do so (thanks in part 
  to the poison). It’s possible they warrant more 
  Refinement allocations, depending on their age 
  and experience.
  Weaknesses: A Hag has bulletproof skin, but 
  once that skin is breached (torn off, burned off, 
  etc.), the Hag is vulnerable.
  Billy—I 
  blacked these 
  bits out because 
  I don’t think 
  Michael would 
  appreciate our 
  speculation 
  on his boss.
  
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  What goes Bump (Hecatean Hags)
  High Concept: Hecatean Hag
  Skills
  Alertness: Good (+3)
  Conviction: Great (+4)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Fists: Good (+3)
  Intimidation: Great (+4)
  Lore: Great (+4)
  Presence: Good (+3)
  Stealth: Good (+3)
  Most other skills default to Fair.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  Refinement [–2]
  Claws (Venomous) [–3]
  Human Guise [–0]
  Inhuman Strength [–2]
  Supernatural Toughness [–4]
  The Catch [+1] is that once they take phys-
  ical consequences, the Toughness goes 
  away: they lose the extra stress boxes if 
  they have a Mild physical consequence, 
  and lose the benefits of the ability 
  entirely once they’ve taken something 
  moderate or worse.
  Total Refresh Cost: –16
  Specializations
  Evocation: Elements (Fire, Air, Spirit); 
  Power (Air +1, Fire +1, Spirit +1).
  Thaumaturgy: Complexity (Blood 
  Magic +1); Control (Blood Magic +1; 
  Summoning +1).
  Rote Spells
  Lightning Surge: Weapon:5 single target 
  nastiness. 
  Fire Blast: Weapon:3 area affect (1 zone) 
  blast of flame.
  Stress
  Mental oooo   Social oooo 
  Physical ooo(oooo),Armor:2   
  Notes
  Makes a Good attack with Weapon:4 
  claws; can opt to make the attack with 
  venom, which places a Poisoned aspect on 
  the target instead of stress, and the target 
  must roll Endurance vs. an automatic 
  Good attack every exchange until medical 
  attention removes the aspect or the 
  target is taken out. Good initiative, Good 
  defense, and hard to hurt. And that’s just 
  as a physical combatant—the real problem 
  is their spellcasting ability, which favors 
  blazing flame and crackling lightning in its 
  evocations.
  HECATEAN HAG
  
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  What goes Bump (mortal Practitioners)
  Mortal 
  Practitioners
  Description: Varies by individual.
  First Appearance: Storm Front.
  What We Know: Mortal practitioners have 
  something that permits them to access the 
  power of magic, to a greater or lesser degree. 
  (Note that even mortals with no talent for 
  slinging mojo can use ritual magic effectively; see 
  Sponsors, page 66.)
  It’s important to keep in mind that only 
  mortals can summon demons or Outsiders to 
  the mortal world.
  Lastly, a practitioner of any degree who 
  has broken one of the White Council’s Laws 
  of Magic is called a warlock (see “The Laws of 
  Magic,” YS232).
  Powers: Mortal practitioners can work magic. 
  Some, perhaps many, also have slight differences 
  in their biology from other mortals (see “Wizard 
  Biology,” YS222).
  Check out the various player character 
  templates in “Types and Templates” (YS72) for 
  a variety of starting-points for mortal practi-
  tioners, ranging anywhere from the Focused 
  Practitioner (YS76) to the full blown Wizard 
  (YS86). But at the end of the day, once you have 
  the core powers in place for these guys, the varia-
  tions are really broad; it’s not about the tools 
  they bring to the job, it’s about the way they use 
  those tools. There’s also a sidebar (YS77) with the 
  templates that gives you a recipe, if not a fully 
  baked result
  Weaknesses: Mortal practitioners suffer from 
  the hexing of technology (see “Hexing,” YS228).
  The White Council
  Description: Varies by individual.
  First Appearance: Storm Front (via 
  Wardens), Summer Knight (proper).
  What We Know: Only members of the White 
  Council are properly termed “wizards.” Being a 
  member is like having a black belt—a mark of 
  respect and status. 
  Powers: Power, skill, and knowledge regarding 
  magic. Access to other powerful, skilled, knowl-
  edgeable wizards; mutual aid and protection. 
  Can notify the Wardens if something big is 
  going down.
  Rather than provide stats here, let us point 
  our dear reader to the several examples we have 
  in Who’s Who: Harry Dresden, Peabody, and 
  Carlos Ramirez, just to name three—but there 
  are plenty more.
  Weaknesses: White Council wizards abide by 
  the rules of the Council and the decrees of the 
  Senior Council members. A wizard is obligated 
  to represent the White Council if it becomes 
  necessary when there is a clash of Unseelie 
  Accords signatories. 
  They have an unyielding policy of not dealing 
  with terrorists. 
  Wardens
  Description: Varies by individual, but look for 
  the grey cloak.
  First Appearance: Storm Front.
  What We Know: Wardens are the enforcers/
  soldiers/police of the White Council; they wear 
  grey cloaks and carry special swords. They hunt 
  down necromancers, sorcerers, and warlocks to 
  behead them. They are dangerous in a face-to-
  face confrontation.
  Warden security is comprised of some of 
  the best magical countermeasures in the world; 
  they are trained in the use of wardhounds in 
  this work and also have access to voluminous (if 
  incomplete and sometimes outdated) dossiers 
  on various supernatural players. 
  Wardens get a monthly paycheck/stipend 
  from the White Council: while the amount of 
  money is not great, it is still nothing to sneer at.
  Regional commanders are in charge of secu-
  rity and operations for a large area (like, up to 
  half a continent—though this vast demesne 
  is certainly due to the current Vampire War; 
  before this, four regional commanders for North 
  America was the norm).
  See Morgan (page 196), Luccio (page 176), 
  and Ramirez (page 215).
  These days, there are a 
  lot of warlocks to kill. 
  Captain Luccio refuses 
  to assign any of that to 
  me (she understands my 
  feelings on the subject). 
  Unfortunately, the 
  other Wardens have to 
  take up my slack.
  Another 
  weakness:
  According to 
  Corpsetaker 
  the White 
  Council’s 
  training 
  in mental 
  defense sucks.
   Being a 
  Warden 
  isn’t any 
  protection 
  from being an 
  evil bastard. 
  After all, 
  my former 
  mentor Justin 
  DuMorne used 
  to be one, 
  and we all 
  know how that 
  worked out.
  
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  What goes Bump (mortal Practitioners)
  Powers: Wardens have combat training and 
  are usually extremely talented and/or powerful 
  evocators. They also usually have a decent basic 
  knowledge of investigation methods and can 
  run newfound practitioners through the White 
  Council’s standard tests to see if they’re powerful 
  or skilled enough to be offered membership.
  Back in the day, most Wardens rated as 
  hardcore evocators, like Morgan (page 196)—
  but  their  numbers have been whittled down 
  by the Vampire War, so they’re flush with new 
  recruits. This means they’re lower in power, but 
  potentially more varied, as the Wardens can’t 
  afford to be as choosy as they once were.
  Additionally, some Wardens also have access 
  to special equipment:
    Grey Cloak: A Warden’s cloak is a 
  symbol of his or her role within the 
  Council. Conveniently, blood leaves no 
  stain upon it—it washes out as soon as 
  the cloak hits water.
    Warden’s Sword: Another symbol of 
  authority, a Warden’s Sword can cut 
  through magical spells and enchant-
  ments, usually with a chiming surge 
  and an explosion of magical force as the 
  enchantment unravels. Even when used 
  as a basic sword, it seems that there’s 
  more than simple physics behind these 
  blades; they can slice through a sizable 
  live tree and cause it to char from the 
  heat of the blow. Swords are tailored 
  specifically to each Warden; interest-
  ingly, Commander Luccio could use hers 
  even after being body-switched. At the 
  moment, no new Swords can be created. 
  See YS303 for system details.
    Wardhounds: See Constructs, page 34.
  Again, looking at the specific Wardens in 
  Who’s Who is better than providing some 
  generic write-up.
  Weaknesses: Overwhelming duty and obliga-
  tions to the Senior Council, the White Council, 
  wizardkind, and the mortal world (apparently in 
  that order).
  The Black Council
  Description: Varies by individual.
  First Appearance: Possibly Storm Front, but 
  not identified as such until Proven Guilty.
  What We Know: AKA the Circle, the Black 
  Hats.
  Although their existence has not been offi-
  cially confirmed, this rumored group is seem-
  ingly behind a lot of the dark goings on over the 
  past several years. 
  It’s suspected that they have an agent in the 
  White Council…possibly even on the Senior 
  Council itself. Known members and/or allies 
  include Cowl, Vitto Malvora, and Kumori.
  It is known that Nicodemus Archleone (see 
  page 102) is not a member of the Black Council, 
  but there is a strong suggestion that Thorned 
  Namshiel (see page 233) is. 
  Powers: Many and varied—at least two mortal 
  wizards, a White Court vampire, and a Denarian 
  are connected to the Circle.
  Weaknesses: Unknown at this time.
  Cultists
  Description: Varies by individual, but cult 
  members and leaders display great egotism in 
  their own importance and the importance and 
  power of their sponsors.
  First Appearance: Storm Front.
  What We Know: Some unscrupulous sorcerers 
  use drugs, sex, psychology, and blackmail to get 
  followers. They then lead these followers into 
  activities to raise energy—rites, ritual murders, 
  orgies, etc.—and channel this energy to do 
  magic.
  Victor Sells, Leonid Kravos, and Gregor all 
  had cults (Gregor had a sponsor, too; see page 66). 
  Sells used his cult in the creation of the mystical 
  drug ThreeEye, Kravos used his to assemble 
  power to summon big and impressive demons, 
  and Gregor used his as food/tribute for his 
  sponsor to gain personal power.
  Powers: Sponsored magic is a big deal with most 
  cultists, allowing them a conduit to easy power. 
  There are also various benefits conferred by 
  henchmen. (See “Using Help” in Spellcasting, YS272, 
  for an idea of how henchmen contribute to spell-
  casting.) You can follow the other caster write-
  ups for cult leader stats, applying the appro-
  priate power level. Servitor cultists are normal 
  mortals, but some might have the Ritual ability. 
  Is this a fair assessment of 
  the Wardens, Harry?
  Let’s call that, uh, “classified.” 
  Heck, I’M still new to this stuff.
  mavra seems 
  like she…it…
  has the kind 
  of power and 
  perspective 
  for Circle 
  membership.
  Mavra? I 
  don’t know 
  yet. Maybe.
  “Henchmen” are 
  questionably 
  classified as 
  powers, William. 
  Cultists are just…
  people.
  Victims. 
  Usually of 
  a con job.
  
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  What goes Bump (mortal Practitioners)
  “Laypeople” in the cult might not have any mojo 
  at all—just a variety of skills they’re willing to 
  use to accomplish the cult’s aims.
  Weaknesses: Many cultists have an obligation 
  to a sponsor. Additionally, any cult leader can 
  be manipulated through other cult members—
  a leader has to hold power somehow, and the 
  more followers one has, the harder it is to main-
  tain control. Servitor cultists are usually not that 
  magically gifted, and they are often not so far 
  gone that they can’t be reached—convinced to 
  leave the cult, contact the authorities, and so on.
  hedge Wizards
  Description: Varies by individual.
  First Appearance: Fool Moon.
  What We Know: Mortal practitioners who do 
  not have the skill, power, or knowledge required 
  to join the White Council by passing their 
  standard tests are usually called hedge wizards. 
  Some hedge wizards have very limited powers, 
  while others have more rounded abilities. 
  In Chicago, many of the local hedge wizards 
  hang out at McAnally’s, looking for fellowship, 
  training, or an edge.
  Recently, a group calling itself the Ordo Lebes 
  (Order of the Cauldron) has begun organizing 
  as a mutual aid and information society amongst 
  these so-called “second class” practitioners. 
  See also Kim Delaney (page 132), Mortimer 
  Lindquist (page 174), and Abby (page 99).
  Powers: There are numerous kinds of hedge 
  wizards in the world, often with interesting 
  specialties:
    Ectomancers: Very sensitive to spirits of 
  the dead and spirit energy.
    Kinetomancers: Basically, telekinetics—
  they can move things around with their 
  minds.
    Kitchen Witches: Usually female prac-
  titioners with a well-rounded mystical 
  portfolio, if not all that powerful. Many 
  are Wiccans as well.
    Prescients: People whose Sight is over-
  clocked, allowing them to see anywhere 
  from a few seconds to a few minutes 
  into the future—along with all of the 
  branching possible timelines. (Prescients 
  who see further than a couple minutes 
  are usually completely insane.)
  I wonder if you can have a “good 
  cult”? A bunch of people can 
  certainly raise a lot of energy…
  If you try, can I watch?
  How do you waggle your 
  eyebrows like that when you 
  don’t have eyebrows?
  It’s a gift. 
  Technically, classic werewolves—like the 
  Alphas of Chicago—could be considered 
  hedge wizards, in that they know a single 
  spell extremely well. 
  I don’t think every werewolf 
  experiences it quite that way, Bob. 
  I get why spellcasters want to look 
  at everything as a spell, but… 
  meh, I’ll save that rant 
  for a later time.
  While there’s a 
  temptation to call 
  the Ordo Lebes the 
  “junior varsity team” 
  for the White Council, 
  many of the Ordo’s 
  members wouldn’t take 
  that too kindly.
  elsewhere in the text, I call most 
  of these hedge wizard guys “Focused 
  Practitioners” (see YS76) or “minor 
  talents” (see YS80). that’s a game-
  terminology way of looking at 
  them, and lacks some of the White 
  Council bias inherent in referring 
  to these guys as “hedge wizards,” 
  like they’re somehow primitive.
  That’s fair. Some of these guys 
  are very talented specialists. All 
  they lack is the breadth necessary 
  for White Council membership.
  William, a note 
  for your cultist 
  entry —
  The “benefits” 
  you’re referring to 
  occur more when 
  the sorcerer treats 
  his henchmen 
  like material 
  components of 
  a spell, the way 
  Victor Sells did 
  with the Beckitts. 
  And as with 
  them, it doesn’t 
  leave them in 
  very good shape 
  afterwards.
  Regardless, 
  neither is an 
  intrinsic “power” 
  enjoyed by the 
  cultists. 
  
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  What goes Bump (mortal Practitioners)
    Sensitives: Extremely high empathy for 
  all other living beings or some subset 
  (people, animals, plants, dogs, one’s iden-
  tical twin, etc.). This can extend even 
  to true mental communication, within 
  limits.
  Weaknesses: Hexing, and often a lack of infra-
  structure or support.
  Prescients often have issues in social situa-
  tions, and epilepsy is a common aliment many 
  prescients suffer. It’s possible that other hedge 
  wizards suffer ailments related to their limited 
  abilities. 
  Necromancers
  Description: Varies by individual, but they tend 
  to be pale.
  First Appearance: Dead Beat.
  What We Know: Necromancers use the power 
  of death to muck about with all sorts of things. 
  They are almost always considered warlocks for 
  breaking that “Thou shalt not reach beyond the 
  borders of life” Law of Magic. They have deal-
  ings with demons, vampires, and other nasties. 
  Ghosts fear them because necromancers can 
  enslave, control, or destroy them; ghosts can 
  sense a necromancer’s power in the vicinity, and 
  this drives them into a state of terror. 
  See also Ghosts and Zombies (pages  56 
  and  95,  respectively), and the Disciples of 
  Kemmler immediately below.
  Powers: Necromancers can do all sorts of creepy 
  things like animating and controlling corpses, 
  manipulating ghosts, accessing the knowl-
  edge stored in dead brains, inhabiting corpses 
  with their consciousness or possessing other 
  mortals, bringing folks back from the dead, and 
  numerous freaky things involving the soul.
  Plus, using the dead as henchmen.
  They also tend to be powerful. While it 
  doesn’t preclude the study of other types of 
  magic, a known practitioner of necromancy will 
  quickly find himself hunted by the Wardens, 
  and every right-thinking wizard is supposed 
  to be turned against them. (Unfortunately, 
  the White Council’s zero-tolerance policy for 
  necromancers has led to the Council not having 
  appropriate defensive training for its members.)
  These guys are all over the map, and rough 
  work to stat. Naturally, they have a Lawbreaker 
  stunt, and all so far appear to have the full boat 
  of true magic powers, but with a focus on necro-
  mancy and mind- and spirit- magic rather than 
  the usual classics. Build them like wizards; it’ll 
  fit 90% of the cases.
  Weaknesses: Powerful necromancy often 
  requires a bit of pre-work, apparently moreso 
  than average thaumaturgy. (If nothing else, they 
  have to get their hands on dead bodies or histor-
  ical artifacts a lot of the time.)
  Also, when the White Council isn’t distracted 
  by wars with the Vampire Courts, necromancers 
  are hunted down with prejudice by the Wardens.
  I should 
  really steal 
  a page from 
  that other 
  magic-slinging 
  Harry over 
  in England 
  and start 
  up my own 
  “Defense 
  Against the 
  Nastybad 
  Arts” club.
  
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  What goes Bump (mortal Practitioners)
  Necromancers: 
  Disciples of Kemmler
  Description: Varies by individual.
  What We Know: Two—possibly three?—
  former apprentices of the ridiculously 
  powerful necromancer Heinrich Kemmler 
  came to Chicago a couple years ago to create a 
  Darkhallow: using the power of death and fear 
  to become a god. This was stopped in the nick 
  of time by Harry Dresden and a number of 
  Wardens. 
  See Kemmler (page 161), Grevane (page 154), 
  Corpsetaker (page 129), Cowl (page 130), and 
  Kumori (page 164).
  Powers: The Disciples of Kemmler are probably 
  the most knowledgeable and dangerous necro-
  mancers left on the planet. (At least, so long as 
  Kemmler doesn’t come back. Again.)
  Weaknesses: Their greatest weaknesses are 
  incredible egotism and difficulties in working 
  with each other. 
  Also, they’re seriously hunted by the White 
  Council. Taking them on is typically a job for the 
  Senior Council itself.
  Sorcerers
  Description: Varies by individual, but they 
  tend to favor reversed pentagrams, feathers, and 
  blood as accoutrements.
  First Appearance: Storm Front.
  What We Know: “Sorcerer” is a term the White 
  Council uses for practitioners who spend all 
  their energies in a destructive fashion. In many 
  cases, it’s a fair assessment. Typically not as 
  strong as the average White Council wizard, 
  sorcerers may supplement their power through 
  the use of cults (see page 63) and sponsors (see 
  below), though those that do are typically going 
  off the deep end and into the black. 
  White Council members use the word 
  “sorcerer” as a mark of contempt, but they 
  also use it as recognition that the individual is 
  possibly dangerous. 
  It’s a good bet that the average sorcerer is also 
  a warlock (i.e., a black magician).
  Powers: Sorcerers have access to some of the 
  same magics as wizards, but rarely have the 
  training, experience, or maximum potential to 
  finesse their magic as finely or potently as a full 
  wizard of the White Council might.
  Sorcerers dabbling or delving in black magic 
  may cut deals to get raw power boosts from a 
  sponsor or build cults to tap the energy of the 
  members. Other power boosts come from killing 
  things, most potently from human sacrifice. They 
  tend to do a lot of demon summoning—perhaps 
  having (seeming) control of a powerful mystical 
  entity makes them, in turn, feel powerful.
  Kravos and Victor Sells are the big examples 
  of black magic sorcerers. But this write-up is 
  for a sorcerer who’s not instant archvillain mate-
  rial—simply a class of spellcaster somewhere 
  between Focused Practitioner (YS76) and full 
  Wizard (YS86)
  Weaknesses: Remarkable egotism and trust in 
  the power they’ve stolen from their disciples or 
  been given by their sponsors. Sorcerers tend to 
  denigrate skill and knowledge in favor of raw 
  power. Also, hunted by the Wardens of the 
  White Council.
  Sponsors & 
  the Sponsored
  Description: Varies by individual.
  First Appearance: Blood Rites.
  What We Know: A good chunk of ritual magic 
  can be done by vanilla mortals if the ritual has 
  a sponsor. (This makes casting ritual spells 
  much like dropping a quarter into a jukebox: 
  the participants offer up some sort of sacrifice to 
  the sponsor, and the sponsor makes the magic 
  happen.) The biggest limitations here seem to 
  be finding the correct ritual formula and hoping 
  that not too many people are already using it, 
  since sponsors usually have a limited amount of 
  energy to send into the mortal world.
  A few sorcerers seek out sponsors to grant 
  them power, knowledge, or skill; this can range 
  from a sort of apprenticeship to a simple inves-
  titure of ability. 
  An example of the first type is the ritual 
  entropy curses of the Evil Eye Franchise 
  (see page 228) empowered by He Who Walks 
  Behind; an example of the second type is Gregor, 
  who had the dragon Siriothrax as his sponsor—
  see page 154.
   Just because you 
  have the keys to a 
  car doesn’t make 
  you personally as 
  strong or as fast 
  as a car. 
  The one question most of these 
  morons never seem to ask themselves 
  (or answer correctly) is “why is this 
  extremely powerful supernatural 
  entity bothering to help me out?”
  I’m really 
  not sure 
  if Cowl 
  was one of 
  Kemmler’s 
  apprentices/
  disciples, 
  though. Do 
  you know, 
  Bob?
  How about them 
  Cubs? (Sorry, 
  boss. I don’t and 
  can’t know the 
  answer to that 
  anymore.)
  
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  What goes Bump (mortals)
  In this game, we decided to treat the first type 
  mostly as a “plot device.” Such “common rituals” 
  are few and far between, often unable to muster 
  any juice; when they can, they’re not so much an 
  outgrowth of the caster’s capabilities (beyond a 
  few Lore rolls, perhaps) as an event the caster 
  happens to trigger. 
  For the second type, and for more on spon-
  sored magic, see YS287 in Spellcasting.
  Powers: (for the Sponsored) Possibly power, 
  skill, or knowledge boosts, but…
  Weaknesses: (for the Sponsored) …the need to 
  satisfy the sponsors’ wants.
  Mortals
  Description: Varies by individual.
  First Appearance: Not applicable—mortals are 
  everywhere!
  What We Know: Mortals live in the mortal 
  world, natch. They’re the people that you meet, 
  the people on the street, the people that you 
  greet each day.
  Powers: Mortals can learn, grow, and change 
  over time—an advantage of free will that 
  many supernatural critters do not have. This 
  is the primary strength and power of mortals 
  in the Dresdenverse, and it should not be 
  treated lightly.
  Mortals have a bunch of other things going 
  for them: 
    There are a lot of them in the mortal 
  world, far outnumbering the supernatu-
  rals running around.
    Mortals work together extremely well, 
  possibly moreso than any other intel-
  ligent being.
    Mortals have developed technology that 
  can do wonderful things, paralleling and 
  often outpacing a substantial amount of 
  the nifty stuff that magic can do.
    Mortals have access to the power of faith, 
  in a way denied to most supernaturals. 
  Faith magic is apparently orthogonal to 
  typical magic, and less is known about it 
  overall.
  Only mortals can summon demons and 
  Outsiders to the mortal world. All mortals have 
  access to the very basics of magical power—
  things like setting up protective magical circles.
  For a GM that’s winging it, the easiest way 
  to build a mortal is to pick three skills that 
  represent what the mortal does for a living or is 
  otherwise particularly good at, and rate them at 
  Good. A Good rating in a skill means they’ll be 
  a solid ally or enough of a threat to make them 
  “matter” to the PCs. Give them an aspect, maybe 
  a stunt or two, and you’re pretty much ready 
  to go. 
  Mortals without a lot of stunts should show 
  up on the scene with at least 2 fate points, if 
  they’re more than just “bit part” or “throwaway” 
  characters. This stands in contrast to most of the 
  monsters and other creatures in this chapter that 
  have sewn up most of their fate point potential 
  in their powers.
  Weaknesses: Other than being slower and 
  weaker than most supernatural beings, humans 
  also have a nasty habit of ignoring the weird 
  stuff that doesn’t fit their rational worldview—
  or worse, confabulating bizarre justifications to 
  “explain” that the demon that ate seven people 
  downtown was really an escaped bear from a 
  traveling carnival. This willful ignorance allows 
  supernatural critters to move and act nearly 
  undetected in the mortal world.
  The Authorities
  Description: The Authorities usually have at 
  least two of a badge, a gun, or a uniform.
  First Appearance: Storm Front.
  What We Know: Before the Vampire War, 
  calling the mortal authorities into a supernatural 
  fracas was like pulling out nuclear weapons—
  mortal technology, numbers, and organiza-
  tion can easily make short work of even really 
  dangerous critters, if only by blowing the aura 
  of secrecy needed for their machinations in the 
  mortal world. However, this may be changing, 
  as recent Red Court attacks in the Vampire War 
  have killed thousands of unsuspecting mortals 
  in the Third World.
  Powers: Most authorities are well armed with 
  guns, discipline, training, and a dedication to the 
  public good.
  Weaknesses: Many authorities are completely 
  unused to the very concept of supernatural 
  beings, and a lot of them tend to die before the 
  rest clue-in. 
  Bear in mind that a cop putting things such as 
  “werewolves” or “vampires” in his reports is going 
  to get psychiatric attention and early retirement 
  in short order. 
  Michael once 
  told me that 
  God generally 
  seems to be 
  on the side 
  of mortals in 
  this universe. 
  That might be 
  true, but often 
  it really 
  doesn’t appear 
  that way.
  Father 
  Forthill has 
  a bunch of 
  explanations 
  for this, but 
  I gotta admit 
  that they 
  don’t quite 
  make sense 
  to me. 
  Among 
  supernatural 
  folk (be 
  they wizard, 
  vampire, or 
  fae), bringing 
  in the mortal 
  authorities 
  is bad news—
  because that 
  way lies 
  pitchforks 
  and torches.
  It’s true. I try 
  to remember 
  that whenever I 
  get upset about 
  people refusing 
  to believe in the 
  supernatural. 
  that reaction 
  protects folks 
  like us, even 
  though it draws 
  the wool over 
  the public’s eyes.
  
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  What goes Bump (mortals)
  Special investigations
  Description: Chicago cops, represent!
  First Appearance: Storm Front.
  What We Know: Most cities’ police depart-
  ments have a unit or precinct where the weird 
  cases get sent. This can be unusual crimes, sewer 
  alligator sightings, grave robbing, or genuine 
  supernatural stuff.
  In Chicago, that used to be Precinct 13, the 
  “black cat” investigations, but the department 
  finally formalized it into a unit called “Special 
  Investigations.” The Commissioner tends to 
  dump problem cases and inconvenient cops 
  into SI. Most SI officers landed there due to 
  some failing. While known as a cruddy assign-
  ment, these outcasts develop a certain camara-
  derie. They tend to work together, play together, 
  and fully understand that unnatural beings are 
  outside of the normal procedure.
  Currently under the command of Lt. 
  Stallings, SI has tangled with and taken 
  down several half-assed spellslingers, six or so 
  vampires, seven or eight ravening trolls, and a 
  demon made out of compost-heated garbage in 
  Chinatown. 
  Historically, they’ve retained the wizard 
  Harry Dresden to pitch in on the really weird 
  cases; when he’s involved, they have a 90% like-
  lihood of resolution.
  Powers: Decent number of guns, understanding 
  that they’re “off the grid” for normal procedure, 
  and a ridiculous amount of loyalty and esprit de 
  corps. Unlike most mortals, they’re trained to 
  deal with life-or-death issues under fire. Only 
  the military does it better.
  Weaknesses: A general lack of knowledge of the 
  supernatural, as well as limited access to magical 
  responses.
  EMTs
  Description: Your typical ambulance drivers 
  and emergency medical technicians.
  First Appearance: Dead Beat.
  What We Know: EMTs see a bunch of weird 
  things on the ground. Possibly not as much as 
  the cops or the medical examiners, but definitely 
  more than most people.
  Powers: Lifesaving techniques and technologies 
  often give insight into traumas and deaths asso-
  ciated with supernatural events. Also, they’re 
  trained to react in dangerous situations, which 
  is always a plus.
  Weaknesses: General lack of knowledge of the 
  supernatural, as well as limited access to magical 
  responses.
  Forensics
  Description: Coroners, medical examiners, 
  maybe even morticians.
  First Appearance: Death Masks.
  What We Know: The people who deal with the 
  aftermath of a deadly supernatural event often 
  pick up clues on the unnatural nature of some of 
  their “clients.” Unfortunately, pointing the weird-
  ness out to one’s supervisor is a quick trip to the 
  booby hatch.
  Powers: Smart—most MEs or coroners are 
  essentially medical doctors and can distinguish 
  oddness in physiology. Morticians have vast 
  experience with corpses and can often tell if 
  something is “off ” about a body they have on the 
  slab.
  Weaknesses: General lack of knowledge of the 
  supernatural, as well as limited access to magical 
  responses.
  POLICE DETECTIVE
  High Concept: Police Detective
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Fair (+2)
  Investigation: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Police Ties (Contacts): +2 with Contacts 
  when dealing with other cops.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  Carries around a sidearm (Weapon:1 or 2), 
  used with Good skill. Defense ranges from 
  Fair to Good, initiative on Fair. Effective 
  as a contact or adversary in noncombat 
  situations.
  Total Refresh Cost: +1 (Pure Mortal)
  I “enjoy”—if 
  the word can be 
  used—working 
  with SI, and 
  not just for 
  the paycheck. 
  (Heck, since 
  the higher-
  ups in the 
  Chicago PD 
  have decided 
  they’re not 
  all that fond 
  of me, SI has 
  been pooling 
  their “coffee 
  money” to pay 
  my fees when 
  they need to 
  call me in on 
  a “weird one.” 
  For them, I 
  waive my two-
  day minimum fee 
  and go hourly.)
  
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  What goes Bump (mortals)
  FORENSIC ExAMINER
  High Concept: Forensic Examiner
  Skills
  Craftsmanship: Fair (+2)
  Guns: Average (+1)
  Scholarship: Good (+3)
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Forensic Eye (Scholarship): May use Scholarship 
  instead of Investigation to examine evidence.
  Forensic Training (Scholarship): +2 with 
  Scholarship when performing autopsies, 
  analyzing crime scene evidence, etc.
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  Less helpful as a healer, but real good (Superb, 
  even) at turning corpses into clues.
  Total Refresh Cost: +0 (Pure Mortal)
  EMT FIRST RESPONDER
  High Concept: EMT First Responder
  Skills
  Driving: Good (+3)
  Empathy: Fair (+2)
  Might: Fair (+2)
  Rapport: Fair (+2)
  Presence: Fair (+2)
  Scholarship: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  EMT Training (Scholarship): +2 when using 
  Scholarship to administer medical care.
  Stress
  Mental oo Physical ooo Social ooo
  Notes
  Not usually seen as a combat ally, but 
  damned useful after a fight. Can administer 
  medical care with Superb skill.
  Total Refresh Cost: +1 (Pure Mortal)
  No disrespect to you, boss, but Waldo Butters is the 
  most interesting fleshy sort I’ve had a chance to talk to 
  in a long time. What a brain on that guy!
  S. I. OFFICER
  High Concept: 
  Special Investigations officer
  Other Aspects: 
  Nobody Else For The Job But Us
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Fair (+2)
  Investigation: Good (+3)
  Lore: Average (+1)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Weird Informants (Contacts): +2 with 
  Contacts when looking into “weird 
  cases.”
  Stress
  Mental ooo Physical ooo Social ooo
  Notes
  Carries around a sidearm (Weapon:1 or 2), 
  used with Good skill. Defense ranges from 
  Fair to Good, initiative on Fair. Effective as 
  a contact or adversary in noncombat situa-
  tions, with access to unusual facts (Average 
  Lore).
  Total Refresh Cost: +1 (Pure Mortal)
  Other than 
  the Alphas, 
  the cops of 
  SI are the 
  most clued-in 
  folks around…
  Many of them 
  are personal 
  friends.
  these guys can handle the weird 
  better than any other city 
  officers out there. I gave them 
  stress tracks that are a little 
  more robust, and rated their 
  lore at Average. After working 
  a few weird cases, it’s hard not 
  to know at least SOmetHINg 
  about the supernatural.
  
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  What goes Bump (mortals)
  The Government
  Description: Much as for other authorities, 
  depending upon the particular area of interest 
  (i.e., the FBI is more like cops, while the CDC 
  would be more like medical examiners…)
  First Appearance: Fool Moon.
  What We Know: It is unknown how deeply 
  the US government is clued-in about the super-
  natural nature of the world. As pure speculation, 
  one could consider the “black cat” policework 
  done by numerous cities as an example: short-
  term units put together to study various weird-
  nesses, which eventually fall prey to staffing 
  and or budget concerns. That is, there seems 
  to be little continuity or coordination between 
  government units dealing with the weird.
  On the whole, it seems that the Government 
  suspects little, and knows less, about the super-
  natural. What it does know is filed away as para-
  noid delusions and cultist behaviors for profilers 
  to research, or as gang wars and serial killings. 
  The few supernatural beings or wizards who 
  have posts of authority in the government work 
  to make sure it stays that way.
  See also FBI Hexenwolves, page 133.
  Powers: A lot more resources and manpower 
  than typical cops, plus federal authority. For an 
  FBI agent, just use the Police Detective on page 68 
  as a starting point, then give him some extra 
  authority, maybe even a Resources skill.
  Weaknesses: General lack of knowledge of the 
  supernatural, as well as limited access to magical 
  responses (but maybe not as limited as local 
  police units).
  Academics
  Description: While academics vary, “tweedy” is a 
  common adjective.
  First Appearance: Death Masks.
  What We Know: Some mortals specialize in the 
  history, folklore, and psychology of the super-
  natural—Father Vincent of the Vatican being 
  a prime example (at least before his untimely 
  demise). Whether believers or skeptics, they 
  might hold important information—however 
  sketchy—on various paranormal effects or 
  beings. 
  Some supernaturals—like Don Paolo Ortega 
  of the Red Court—use their positions as notable 
  skeptics and debunkers to help cloak the exis-
  tence of the supernatural from the mortal world.
  Powers: Academic sorts have substantial knowl-
  edge of the occult, though their information is 
  often spotty and unreliable regarding the true 
  magical nature of the world. (Any knowledge of 
  the paranormal that has survived in the mortal 
  world is probably tainted by the mortal tenden-
  cies of confabulation, willful ignorance, and 
  misinterpretation.)
  Weaknesses: Often, lack of belief in their 
  subject of interest.
  I figure the 
  government 
  must have 
  something 
  similar to 
  Chicago 
  PD’s SI unit, 
  at least 
  through the 
  FBI. There’s 
  probably a 
  real world 
  X-FILES unit 
  somewhere, but 
  I haven’t heard 
  anything about 
  it. Maybe 
  the Senior 
  Council 
  knows, or 
  the Venatori 
  Umbrorum.
  PROFESSOR
  High Concept: Professor of occult 
  Studies
  Other Aspects: “It’s Entertaining, But It 
  Can’t Possibly Be Real”
  Skills
  Investigation: Fair (+2)
  Lore: Good (+3)
  Performance: Fair (+2)
  Rapport: Fair (+2) (or instead give the NPC 
  Deceit half the time; depends on method)
  Scholarship: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Experienced Researcher (Scholarship): 
  Perform all academic research two time 
  increments faster.
  Stress
  Mental oo   Physical oo   Social oo
  Notes
  An entertaining mix of knowledgeable and 
  skeptic—it’s only the exceptions that actually 
  think their field of study is on to something.
  Total Refresh Cost: +1 (Pure Mortal)
  
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  What goes Bump (mortals)
  Dreamers
  Description: Everybody!
  First Appearance: Grave Peril.
  What We Know: Nearly all mortals, if they 
  have a strong enough dream, have the chance of 
  creating a dreamscape within the Nevernever—a 
  tiny pocket domain of their very own.
  Powers: Within your own dreamscape, you are 
  amazingly powerful—if you only realize it. A 
  skillful dreamer could glean many benefits from 
  having a tiny world where they are a demigod.
  Weaknesses: Unfortunately, if a dreamer is 
  dreaming hard enough to form a dreams-
  cape, their consciousness is reaching out from 
  the mortal world into the Nevernever…and 
  bypassing all defenses in the waking world 
  (like thresholds), making them vulnerable to 
  powerful spiritual entities.
  Made Men
  Description: Usually tall, broad bruisers in nice 
  suits. In a word: gangsters.
  First Appearance: Storm Front.
  What We Know: Most gangsters (like 
  Marcone’s men at the beginning of Harry’s 
  association with Gentleman Johnny) are simply 
  mortal criminals. 
  See also Tommy Tomm (page  236), 
  “Gimpy” Lawrence (page 169), “Spike” (page 229), 
  Hendricks (page 158), Franklin (page 147), and 
  “Bony Tony” Mendoza (page 193).
  Powers: Made Men are generally criminals 
  with professional levels of skill in their special-
  ties (smuggling, leg-breaking, assassination, etc.) 
  and given to violence—both with fists and with 
  guns. 
  Many Made Men also have an interesting 
  specialty of skill or knowledge—for example, 
  among Marcone’s Made Men, Tommy Tomm 
  was a trained bodyguard, Bony Tony was a 
  carnival-taught smuggler, and Hendricks is a 
  former college linebacker.
  This is just a starting point for stats. 
  Intimidation might swap out with Deceit; one of 
  the three Good combat skills might drop down 
  a level, while a “specialty” lower skill steps up. 
  Might will show up for the bruiser-types. Even 
  when building just a mob of goons, consider 
  giving each of them a single change off of the 
  baseline to give them some personality—as well 
  as some cues for nicknames, such as “Gimpy.” 
  Weaknesses: Most Made Men suffer from 
  having limited knowledge of and understanding 
  of the supernatural. Exceptions to this are rare; 
  even crime bosses who are versed in the super-
  natural don’t often spread their information 
  around too much.
  Mercenaries
  Description: Usually, athletic and disciplined 
  badasses—who wear black BDUs and come 
  loaded for bear when going into combat.
  First Appearance: White Night for mortal 
  mercenaries; Kincaid, a slightly more mystical 
  sort, shows up during Death Masks.
  What We Know: Soldiers-of-fortune, selling 
  their combat services to the highest bidder. 
  In the Dresdenverse, this group is best repre-
  sented by the paramilitary mercenaries that 
  John Marcone hired for the assault on the Deeps 
  during the recent unpleasantness involving the 
  White Court. 
  Powers: As for Made Men (above), with maybe 
  upping their Alertness and additional military 
  training, discipline, connections, and gear…
  plus some knowledge of very basic occult 
  countermeasures.
  Weaknesses: As of yet, most mercenary compa-
  nies don’t seem to have any actual practitioners 
  on staff.
  MADE MAN
  High Concept: Made Man
  Skills
  Fists: Good (+3)
  Guns: Good (+3)
  Weapons: Good (+3)
  Intimidation: Fair (+2) 
  Alertness: Fair (+2)
  Most other skills default to Mediocre, with a few at 
  Average.
  Stunts
  Connected (Contacts): +2 to Contacts when 
  networking within organized crime.
  Stress
  Mental oo   Physical ooo   
  Social ooo
  Notes
  These guys have guns (Weapon:1 or 2, sometimes 
  something nastier), and they know how to use ’em, 
  along with their fists (Good attacks). Fair initiative, 
  Good defense, and plenty of dangerous friends.
  Total Refresh Cost: +1 (Pure Mortal)
  A couple 
  years ago, I 
  would have 
  worried more 
  about this 
  little magic-
  savvy army 
  Marcone’s 
  been building. 
  I’ll probably 
  start 
  worrying at 
  full worry 
  levels 
  again when 
  the vamps 
  are under 
  control.
  
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  What goes Bump (mortals)
  OCCULT PROPRIETOR
  High Concept: 
  occult Bookstore Proprietor
  Skills
  Alertness: Fair (+2)
  Contacts: Fair (+2)
  Lore: Good (+3)
  Rapport: Fair (+2)
  Resources: Fair (+2)
  Scholarship: Good (+3)
  Most other skills default to Mediocre, with a few at 
  Average.
  Stunts
  All Kinds of Books (Resources): Bookstore is treated as 
  an Arcane Library of quality equal to Resources skill 
  (instead of Resources – 2).
  Stress
  Mental oo   Physical oo   
  Social ooo
  Notes
  Similar to a Professor of occult Studies (page 70), but 
  more likely to buy into some of the ideas their books are 
  pushing. If you don’t have your own arcane library, these 
  stores can be invaluable for spell research—at a price.
  Total Refresh Cost: +1 (Pure Mortal)
  Occult Journalists
  Description: Varies by individual, but usually 
  pretty perceptive or nosy.
  First Appearance: Storm Front.
  What We Know: Occult Journalists generally 
  work for tabloid rags like the Midwestern 
  Arcane. Any actual supernatural info they can 
  transmit to the world via their columns is often 
  lost alongside celebrity dirt, Elvis sightings, and 
  UFO reincarnation diets.
  See also Mort Lindquist (page  174), 
  Susan Rodriguez (page 219), and Lydia Stern  
  (page 233).
  Powers: Occult Journalists are one step closer 
  to the magical world than typical mortals, but 
  one step away from individuals like Occult 
  Proprietors (see below).
  Their investigative skills and wide knowledge 
  of local weird events can often come in handy 
  for the wizard who needs more info…but they 
  may only give up such details in exchange for an 
  interview.
  Weaknesses: Occult Journalists are often disre-
  spected or derided by their mainstream fellows 
  in the media. 
  Also, they tend to know just enough about 
  the supernatural to get into trouble and not 
  enough to protect themselves. 
  Occult Proprietors
  Description: Varies by individual.
  First Appearance: Storm Front.
  What We Know: A few mortals operate busi-
  nesses catering to the supernatural set. Good 
  examples of this include Mac (of McAnally’s 
  pub) and Artemis Bock (of Bock Ordered 
  Books).
  Powers: While often not practitioners them-
  selves, they generally have connections with a 
  substantial number of local hedge wizards (and 
  even a few actual wizards), serve as a great source 
  of information on the local occult underground, 
  and have very basic knowledge of magical theory. 
  In addition, their line of business usually func-
  tions as an arcane library or workspace.
  Also, they may take magical wards or charms 
  in trade for their goods or services instead of 
  money.
  Weaknesses: Since they’re often not real prac-
  titioners, and many of their customers are only 
  hedge wizards, their information and mystical 
  Billy, can you pick up an extra copy 
  of McCoy’s ELEMENTARY 
  MAGIC from Bock’s for Molly?
  REPORTER
  High Concept: 
  Reporter for the Midwestern Arcane
  Skills
  Alertness: Fair (+2)
  Deceit: Fair (+2)
  Empathy: Good (+3)
  Investigation: Good (+3)
  Lore: Average (+1)
  Rapport: Fair (+2)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Ear to the Ground (Contacts): Difficulty of 
  any Getting the Tip-off roll is reduced by 2.
  Stress
  Mental ooo Physical oo Social ooo
  Notes
  Excellent contact to have, and a good starting 
  point for a PC.
  Total Refresh Cost: +1 (Pure Mortal)
  Note — call 
  Lydia re: Will 
  o’ Wisp sighting 
  @ Addison 
  Street El 
  Station.
  
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  What goes Bump (People of Faith)
  defenses—while impressive compared to vanilla 
  mortals—are limited in the face of real supernat-
  ural threats. (For example, the magical defenses 
  of McAnally’s pub aren’t a bomb shelter—more 
  like a beach umbrella.)
  Venatori Umbrorum
  Description: Varies by individuals; they 
  undoubtedly have some sort of identifying 
  regalia, but they’re probably not always wearing 
  it and, additionally, we’ve never heard what it is.
  First Appearance: First mentioned in Fool 
  Moon.
  What We Know: The Venatori Umbrorum 
  (translated as “the Hunters of the Shadows”) is 
  often characterized as “the Masons with machine 
  guns” or “the Masons with flamethrowers.” They 
  are an ancient secret brotherhood of primarily 
  academic sorts (although some of them are 
  military) who specialize in human legal systems 
  and intelligence analysis. In normal times, they 
  often help provide information and analysis to 
  the White Council; under the auspices of the 
  Vampire War, their help has become even more 
  important—the Venatori Umbrorum are even 
  participating in field combat to help slow down 
  the vampires.
  There are more members of the Venatori 
  Umbrorum than there are of the Fellowship 
  of St. Giles (see page 89). These two organiza-
  tions may have had some interaction in the 
  past; currently, they are working in unison with 
  each other and the White Council due to the 
  Vampire War.
  Powers: Mortals with skills and networks in 
  business, espionage, finance, military, history, 
  folklore, and analysis skills. Probably a decent 
  grasp of basic mystical countermeasures and 
  supernatural entity identification.
  Weaknesses: The Venatori Umbrorum’s biggest 
  weakness is the lack of powerful practitioners in 
  their ranks.
  People of Faith
  Description: Varies by individual and faith (as 
  well as if they’re secular or are actual members 
  of the clergy).
  First Appearance: Grave Peril.
  What We Know: Mortals have access to the 
  power of faith—miracle-working power, said to 
  be related to the Almighty, which is protective 
  and empowering. While the effects of potent 
  faith often resemble magic, they are somewhat 
  orthogonal to magical power…A source close to 
  Harry suggests that faith power is on a “different 
  frequency” than magic.
  Powers: Protection and synchronicity seem to 
  be the most regular effects of the power of faith. 
  Faith can hold off or injure nasties that attempt 
  to harm the faithful. Lucky breaks often fall into 
  place for the faithful. 
  On rare occasions, a faithful individual who 
  calls for aid in a righteous cause may receive 
  some sort of empowering boon (for example, 
  Charity destroying the door of adamant ice in 
  Arctis Tor with a single blow).
  True people of faith universally have a strong 
  rating in their Conviction skill, if not outright 
  dipping into some of the True Faith powers 
  on YS187. (This would make them powerful 
  spellcasters if they also had the gift for magic 
  along with it…but we haven’t seen any highly 
  religious wizard types.) 
  Weaknesses: Faith has two big weaknesses: the 
  strength of belief vs. doubt in the faithful (if a 
  believer’s faith begins to waver, so do the bene-
  fits). Furthermore, the fact that the plans of the 
  Almighty are unfathomable to the mere mortal 
  is cold comfort when the faithful are beaten 
  within an inch of their lives and left for dead.
  This variability is disturbing to many people 
  in the modern rational world; thus, the faithful 
  are rarer than ever.
  Alternately, this can be translated as 
  “the Shadows of the Hunters.”
  From a game standpoint, 
  I’ve got nothing to go on 
  with the Venatori…but I’m 
  betting these guys have a 
  mix of pure mortals and 
  minor talents, at least.
  I think this 
  might be 
  due to that 
  “orthogonality” 
  issue—faith in 
  a higher power 
  and faith in 
  a PerSONAl 
  power of magic 
  just might 
  not mix.
  I’m pretty 
  sure God 
  exists, but I’m 
  really not 
  on board with 
  some of the 
  bad stuff He 
  lets happen.
  I should probably meet these guys, 
  at least any local ones, in my 
  capacity as Regional Commander 
  of Wardens for the Midwest.  
  Also, I’m curious as hell. 
  
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  74
  What goes Bump (People of Faith)
  The Eye of Thoth
  Description: Catholic clergymen who all have 
  an Eye of Thoth tattoo on the inside of their 
  right arms.
  First Appearance: Death Masks.
  What We Know: This organization existed 
  between 20 and 30 years ago; today, only one 
  member—Father Anthony Forthill—survives. 
  When a vampire killed two people in their town, 
  a group of young men who were taking Holy 
  Orders together stopped it. After their victory, 
  they went out, got drunk, and got tattoos to 
  celebrate. They swore to be always watchful 
  against the forces of darkness and to help each 
  other out when needed.
  (In your game, perhaps the Eye of Thoth still 
  exists, as the non-empowered adjunct to the 
  Knights of the Cross, or as a component of the 
  Venatori Umbrorum.)
  See also Father Vincent (page 240) and Father 
  Anthony Forthill (page 147).
  Powers: The power of faith, knowledge of 
  Catholic ritual, some occult knowledge.
  Weaknesses: Members of the Eye of Thoth 
  need to keep their participation secret from the 
  more worldly members of the clergy; also, they 
  are often constrained by churchly duties, making 
  it difficult to go out monster-hunting.
  The Knights of the Cross
  Description: The big, thrumming Holy Sword 
  is generally a clue.
  First Appearance: Grave Peril.
  What We Know: Properly, the Knights of the 
  Cross are three righteous mortals who hold 
  one of three Holy Swords (thus, also known as 
  Knights of the Sword). They also have some sort 
  of (possibly unofficial) support structure within 
  the Catholic Church, as represented by Father 
  Anthony Forthill, which provides a base of oper-
  ations, advice, coordination, and storage of the 
  Knight’s archives on various foes. (The Knights 
  may also be the ones behind the “Supernatural 
  Witness Protection Program” found within the 
  Catholic Church.)
  The Knights were founded to counter the 
  Denarians; their purpose is to save the humans 
  who have picked up a denarius. They protect the 
  freedom of the mortal soul. To that end, they aid 
  any mortals under the oppression of dark forces, 
  trying to help that person to win free of them.
  See also Michael Carpenter (page 125), Sanya 
  (page 223), and Shiro Yoshimo (page 242). 
  Powers: A Knight is naturally already a person 
  with extremely strong faith. When holding one of 
  the Swords, however, this faith power is magni-
  fied a thousandfold. Thus, the typical benefits of 
  protection, synchronicity, and empowerment are 
  likewise enhanced. (See the True Faith powers on 
  YS187.)
  Knights can also sense things related to 
  morality—that is, good and evil—often as a 
  feeling, a smell, or some other sensory effect; this 
  ability can be used to track nasties. 
  They also get direct angelic aid—messen-
  gers bearing prophecies and magic-like wards or 
  protections (like those on the Carpenters’ Panic 
  Room).
  Lastly, a Knight can take the place of someone 
  under the Barabbas Curse and die in their stead.
  The Denarian Nicodemus makes a point of destroying the Knights’ archives every century or so.
  So, they call 
  my friend 
  Michael “the 
  Fist of God” 
  sometimes. If 
  this epithet 
  is applicable 
  for all the 
  Knights, does 
  that mean 
  God has 
  three fists? 
  Weird.
  
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  What goes Bump (Old Ones and Outsiders)
  There’s no easy way to present a “generic” 
  Knight of the Cross. They’ll have strong 
  Weapons and Conviction skills, and a full 
  boat of True Faith powers, plus a Sword of 
  the Cross…but outside of that, each knight is 
  strongly individual. Hit the known Knights’ 
  Who’s Who entries to get a look at each of them.
  Weaknesses: Many of the Knights’ powers 
  are unreliably under their control; they have 
  limited access to them when not pursuing the 
  enemies or goals they “should.” (For example, 
  when Michael helps Harry on cases not directly 
  related to his work with the Knights, he is much 
  more often injured.)
  They cannot harm the innocent. When a 
  Sword of the Cross is vulnerable, using it to 
  shed the blood of an innocent can unmake it.
  himalayan Temple Monks
  Description: Generally, bald Asian men in 
  sunset-colored robes.
  First Appearance: Blood Rites.
  What We Know: Some mystical organizations 
  in the East are allied with the White Council in 
  the Vampire War. 
  It is unknown how much mojo they bring to 
  the table, but an entire area of the Himalayas 
  around Brother Wang’s (see page 240) partic-
  ular temple is warded, and they have access to 
  Temple Dogs (see page 79).
  It’s likely they deal with the mysterious Jade 
  Court of vampires (see page 87) more than the 
  wizards of the West do.
  Powers: The extent of the magical abilities of 
  Temple Monks is unknown. 
  A good rule of thumb might be to assume 
  they’re a combination of the abilities of hedge 
  wizards with either the Venatori Umbrorum or 
  the Eye of Thoth.
  Weaknesses: Unknown, but probably obli-
  gations similar to that of the Eye of Thoth 
  combined with that of the White Council.
  indian Monasteries
  Description: Unknown, but probably similar to 
  the Himalayan Temple Monks.
  First Appearance: White Night.
  What We Know: Some mystical organizations 
  in the East are allied with the White Council in 
  the Vampire War. 
  It is unknown how much supernatural mojo 
  they bring to the table.
  It is known that they fought a powerful Red 
  Court-allied rakasha and its forces in India.
  Powers: The extent of the magical abilities of 
  Indian Monks is unknown. 
  A good rule of thumb might be to assume 
  they’re a combination of the abilities of hedge 
  wizards with either the Venatori Umbrorum or 
  the Eye of Thoth.
  Weaknesses: Unknown, but probably obli-
  gations similar to that of the Eye of Thoth 
  combined with that of the White Council.
  Old Ones and 
  Outsiders
  Description: It’s unknown what Old Ones look 
  like, but they’re probably in that “Cthulhuoid” 
  area. Outsiders might be mistaken for very 
  powerful demons.
  First Appearance: Dead Beat.
  What We Know: The Old Ones are an ancient 
  race of gods or demons that once ruled the 
  mortal world, but they have been cast down 
  and locked away from reality behind the Outer 
  Gates. The White Council has instituted an 
  “instantly punishable by death” Law of Magic 
  against contacting them. 
  Outsiders are the servants and foot soldiers 
  of the Old Ones. Only mortal magic can call 
  up Outsiders, but somehow the Red Court is 
  summoning a few (along with demons) in the 
  Vampire War. Indeed, Vitto Malvora—a White 
  Court vampire—was possessed by an Outsider; 
  that entity powered his mega-mental attack. 
  It is likely that Old Ones and Outsiders have 
  abilities involving entropy and destruction.
  Are the 
  temple monks 
  mystic kung 
  fu masters? 
  Isolated 
  pacifists that 
  breed temple 
  Dogs? All I 
  can tell from 
  the casefiles 
  is that they 
  needed Harry to 
  retrieve their 
  pups from the 
  clutches of the 
  demonic shen—an 
  adventure that 
  left Harry 
  with mouse. 
  Intentional? 
  the hand 
  of fate? 
  You Americans 
  need to get out 
  and see the world 
  more often.
  It seems that vampires can 
  only summon Outsiders into the 
  Nevernever, not the mortal realm. 
  It’s possible that the fact that Vitto 
  could be possessed or empowered by 
  an Outsider during the recent duel 
  in the Deeps could be chalked up to 
  the big honking gate Cowl had open 
  to the Nevernever at that moment.
  Unless vampires count as “mortal” for 
  the purposes of calling up Outsiders…
  and I don’t like the sound of that.
  
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  76
  What goes Bump (Old Ones and Outsiders)
  Powers: Statting up an Outsider is hard: we just 
  don’t know much about them. Even the weakest 
  Outsider (assuming it takes a physical form) has 
  a full or nearly-full selection of Inhuman powers, 
  not to mention any sort of weird Outsider 
  powers individuals probably have. Old Ones are 
  probably in the supernatural heavyweight class.
  Weaknesses: Because of the restrictions on 
  seeking knowledge beyond the Outer Gates (or 
  even of the Outer Gates themselves), the weak-
  nesses of Outsiders are unknown—though the 
  Knights of the Cross seem to be able to handle 
  them.
  It is rumored that there are mortals born 
  under a particular complex confluence of 
  events, energies, and circumstances who have 
  the potential to wield power over Outsiders. 
  Unfortunately, we have little information on 
  what this means.
  The Walkers
  Description: Varies by individual.
  First Appearance: Dead Beat.
  What We Know: The Walkers are a class of 
  powerful “knights” among the Outsiders and are 
  among the ruling entities.
  Powers: A Walker has Supernatural Strength, 
  Supernatural Toughness, and Inhuman Speed, 
  not to mention any sort of weird Outsider 
  powers individuals probably have.
  They are also said to be unkillable (which 
  may indicate a Physical Immunity).
  he Who Walks Behind
  Description: Whole appearance unknown, 
  though he is said to have an inhuman face…and 
  spines.
  What We Know: AKA The Hunter of the 
  Shadows, Lord of Slowest Terror. 
  Long considered by Harry Dresden just to 
  be a major-league hunter demon or spectral 
  hit man sent to kill him by Justin DuMorne, it 
  turns out that He Who Walks Behind is the 
  most powerful of all of the Walkers. 
  He Who Walks Behind has an “anti-sound” 
  scream—a noise that absorbs other noises.
  He sponsored the Evil Eye Franchise’s ritual 
  entropy curse targeting Arturo Genosa’s female 
  associates and can apparently possess mortal 
  corpses for at least a short time.
  HE WHO WALkS BEHIND
  High Concept: outsider Assassin
  Other Aspects: 
  He Who Walks Behind; Lord of the Slowest Terror
  Skills
  Discipline: Great (+4)
  Fists: Superb (+5)
  Endurance: Great (+4)
  Intimidation: Superb (+5)
  Stealth: Great (+4)
  Most other skills default to Good.
  Powers
  Claws [–1] (Spines)
  Domination (Possession) [–5]
  Gaseous Form [–3]
  Supernatural Sense (Senses) [–2] May “impossibly” 
  track its prey, assuming it has access to a fresh ritual 
  component from its target—fresh blood or hair, its 
  True Name, etc…
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  Supernatural Recovery [–4]
  The Catch [+2] is a weakness to holy items and expres-
  sions of genuine faith.
  Physical Immunity [–8] (speculative!)
  The Catch (Stacked) [+0] is…honestly, I don’t know. 
  Swords of the Cross and Harry Dresden have 
  managed to get past it, but we have no idea what 
  else could.
  Zone of Silence [–1] (see box)
  Stress
  Mental oooo   Social oooo
  Physical oooo(oooo),Armor:2
  Notes
  Good initiative, Superb attack & defense, Weapon:6 
  pointy bits & strength. Bad news. And that’s just a 
  starting point.
  Total Refresh Cost: –30
  What can you tell us about 
  this thing’s powers, Harry? 
  Am I on the right track?
  You’re in the ballpark, at 
  least. But honestly? I was 
  young and desperate—I didn’t 
  really stop to take an 
  inventory. For all I know He 
  could have just been toying 
  with me and I surprised him.
  
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  What goes Bump (Old Ones and Outsiders)
  Powers: As far as we can discern, He Who 
  Walks Behind has tons of supernatural strength 
  and toughness, can track nearly anything 
  anywhere, can possess people once summoned, 
  might be able to turn into a gaseous cloud, is 
  covered in spines, can emit an “anti-scream” 
  that eats sound, and can even be called upon 
  to empower rituals without fully entering into 
  our world. Except for evidence that he’s been 
  beaten before, this creature looks to be practi-
  cally undefeatable.
  Weaknesses: Since He Who Walks Behind is 
  the Lord of the Slowest Terror, it’s possible that 
  his normal speed is slower than even a mortal’s 
  usual top speed—this would indeed make He 
  Who Walks Behind glacially slow compared to 
  most other supernatural entities, but still fast 
  enough to walk up to you and kill you proper. 
  Or it could be a reference to something else—
  how he toys with his prey, making the agonies he 
  administers last a long time.
  Harry Dresden somehow managed to kill his 
  temporary shell for a time. It apparently took 
  quite a few years for He Who Walks Behind 
  to regenerate a shell, or perhaps just to regain 
  access to the mortal world again.
  Otherwise, as per other Outsiders.
  Zone of Silence (Power)
  He Who Walks Behind may emit an “anti-
  scream,” placing a Silenced aspect on a 
  zone that prevents any sound from being 
  heard within. EACH creature in the zone 
  may tag the aspect once per scene when 
  making a Stealth roll. The zone dissipates at 
  He Who’s whim, or when He Who exits the 
  zone in question.
  Tentacled horrors
  Description: Horrors with tentacles. Duh.
  First Appearance: Proven Guilty.
  What We Know: These seem to be the typical 
  (possibly weak) Outsiders that the Red Court 
  can summon into the Nevernever for use against 
  the White Council in the Vampire War. (None 
  have been seen recently in the mortal world, 
  however.)
  Powers: A Tentacled Horror has Inhuman 
  Strength, Inhuman Toughness, Inhuman Speed, 
  Inhuman Recovery, and Tentacles.
  Weaknesses: As per other Outsiders.
  Massive trauma to their current spiritual 
  body is probably also a good bet for getting rid 
  of them.
  TENTACLED HORROR
  High Concept: 
  Tentacled Horror From outside
  Skills
  Fists: Great (+4)
  Endurance: Great (+4)
  Intimidation: Great (+4)
  Might: Great (+4)
  Most other physical skills default to Good, 
  the rest to Average.
  Stunts
  Made of Tentacles (Might): +2 when using 
  Might to grapple.
  Powers
  Claws [–1] (Nasty Tentacles)
  Inhuman Strength [–2]
  Mythic Toughness [–6]
  Inhuman Recovery [–2]
  The Catch [+2] is a weakness to holy items 
  and expressions of genuine faith.
  Spider Walk [–1]
  Swift Transition (No Mortal Home) [–1] 
  Stress
  Mental ooo   Social ooo
  Physical oooo(oooooo), Armor:3
  Notes
  Swift Transition: Unlike the normal version 
  of this power, this represents the transition 
  back to the outside from the Nevernever. 
  Tentacled horrors are too alien to be able to 
  cross into the mortal world.
      Average initiative, Great attack & defense, 
  Weapon:4 crushing tentacles, and Fantastic 
  Might in a grapple.
  Total Refresh Cost: –12
  HWWB’s 
  weaknesses 
  are all 
  highly 
  speculative, 
  Billy. I 
  couldn’t say 
  if you’re 
  right one 
  way or the 
  other.
  Hmm, okay. I’ll 
  give these things 
  Supernatural or maybe 
  even mythic toughness 
  instead, but for the 
  purpose of the game 
  we can otherwise roll 
  with these as written.
  You might be underselling 
  these things a bit, Billy. 
  The battlefield reports 
  we heard around the time 
  of Molly’s trial suggested 
  that the White Council’s 
  best offensive line from 
  the Wardens were having 
  trouble denting these 
  things until the Knights 
  of the Cross showed up.
  
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  78
  What goes Bump (Scions)
  I’ve fought 
  one. One 
  was enough. 
  Mostly it 
  involved 
  standing 
  around 
  looking dumb 
  and getting 
  thrown around 
  a cave like 
  a rag doll.
  Scions
  Description: Varies by type.
  First Appearance: Summer Knight.
  What We Know: Scions are the product of a 
  union between a supernatural being and a mortal 
  one. They’re more common in the Dresdenverse 
  than one would think. 
  Scions often are born with—or express 
  during puberty—traits of their partially super-
  natural nature. Usually, continuing to utilize 
  those traits brings a scion closer and closer to a 
  supernatural state of being.
  Changelings (the children of fae and 
  human)—see page  41—are definitely scions; 
  one could even consider “nascent” White Court 
  vampires as a sort of scion. 
  Powers: Varies depending upon heritage.
  Weaknesses: Unknown, but it’s probable that 
  magic and faith would affect them; they could 
  have all the weaknesses of their human and fae 
  parents at once.
  There are mortals walking around that 
  are inextricably tied to the Nevernever. 
  Changelings are the best example here; note 
  that faeries aren’t the only ones who can 
  breed with humanity. The scions of such 
  unions often have a lot of power. These scions 
  are usually malformed, freakish, and insane. 
  But sometimes—sometimes—the child 
  looks human.
  Grendelkin
  Description: Grendelkin are shaggy (with 
  human hair, not fur), flabby, quarter tons of 
  muscle standing 8’ or 9’ tall. They have fangs, 
  long and dangerous black claws, and bleed black 
  ichor.
  First Appearance: “Heorot.”
  What We Know: Scions of Grendel spawned 
  on the women taken from Heorot, grendelkin 
  are solitary and extremely rare creatures. This is 
  due to their difficulties in breeding—only mead 
  (and a lot of it!) makes them fertile; even then, 
  they need a human female virgin to successfully 
  procreate. The spawn then rip out of their moth-
  er’s womb. Cheery.
  Given these difficulties, grendelkin usually 
  just abduct, rape, rip to shreds, and consume 
  their victims. 
  Grendelkin might have other supernatural 
  henchmen that they’ve overawed (at least one 
  has convinced, tricked, or bargained a pack of 
  malks to serve as the door-wardens to his lair).
  Powers: Immune to fire (perhaps this could just 
  be countermagic). Supernatural Strength and 
  Toughness, some Immunities, Inhuman Speed. 
  Can bend minds: often used for Veiling, 
  but can sometimes fool technology as well. 
  Use Glamours to do the heavy lifting for this 
  ability—though that’s not an indication that 
  these things have any tie to faerie. (There’s a lot 
  of guesswork in this writeup.)
  Very hostile, but not dumb—they may actu-
  ally have better than human intellects.
  Weaknesses: Unknown.
  GRENDELkIN
  High Concept: Scion of Grendel
  Skills
  Fists: Great (+4)
  Endurance: Great (+4)
  Intimidation: Great (+4)
  Weapons: Great (+4)
  Most other physical skills default to Fair, the 
  rest to Average.
  Powers
  Cloak of Shadows [–1]
  Glamours [–2]
  Hulking Size [–2]
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Supernatural Toughness [–4]
  Inhuman Recovery [–2]
  The Catch [+0] is a vulnerability to non-
  mortal weaponry, be it a possibly 
  enchanted axe swung by a valkyrie, or 
  the claws of a mob of malks.
  Physical Immunity [–8]
  The Catch (Stacked) [+5] is that it’s only 
  immune to “standard” mortal magic (or 
  perhaps just fire). Less common magics 
  appear to slip right past this defense.
  Stress
  Mental ooo   Social ooo
  Physical oooooo(oooo), Armor:2
  Notes
  Fantastic initiative, Great attack & defense, 
  powered with Weapon:2 strength, and hard 
  as hell to kill. Practically immune to conven-
  tional magic.
  Total Refresh Cost: –18
  
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  What goes Bump (Scions)
  half-Demons
  Description: Half-demons appear essentially 
  human to mortal eyes—but to the Sight, all 
  kinds of bad.
  First Appearance: Death Masks.
  What We Know: A half-demon is the scion of 
  a demon and a human. By all accounts, they are 
  scary individuals (Vlad Drakul is one example 
  and it’s extremely possible the mercenary called 
  Kincaid is another, a generation or two down 
  the line; see page 161). They may or may not share 
  their demonic parent’s lack of understanding of 
  human morality.
  Powers: Stats-wise, we know almost nothing 
  about half-demons, so just some specula-
  tive guidelines here. Functional immortality 
  (with the added knowledge and skills stem-
  ming from a long life). Otherwise, they’re apex 
  humans, potentially shading into the Inhuman 
  in a few categories, possibly with some degree of 
  Supernatural Senses. 
  Weaknesses: Unknown.
  Jann
  Description: Appears human, but often the 
  jann’s facial features are “off.”
  First Appearance: Proven Guilty.
  What We Know: The scion of a mating between 
  a djinn (some say the djinni are air spirits, the 
  Koran calls them “spirits of smoke-less fire” or 
  “subtle fire”) and a human.
  Powers: They’re smart and fast, with big pointy 
  teeth. Give ’em Inhuman Speed, Claws (those 
  sharky teeth), and maybe a Supernatural Sense, 
  then call it a day.
  Weaknesses: Unknown.
  Temple Dogs
  Description: Temple Dogs are a large, flop-
  eared breed, with a broad chest and powerful 
  muzzle. Their coats are almost solid grey, 
  marked with black on the tips of the ears, the 
  tail, and the lower legs.
  They look something like the Caucasian 
  breed, raised in the Soviet Union to guard 
  secured military installations, only they’re much 
  less aggressive.
  First Appearance: Blood Rites.
  What We Know: Temple Dogs are a scion 
  bloodline, springing from the union of Foo 
  Dog (page 82) and mortal canine stock. They are 
  used as guardian dogs for at least one monas-
  tery in the Himalayas (see the Temple Monks 
  on page 75). They serve as sentinels versus dark 
  spirits and energies, guard people and places, 
  and alert others to the presence of danger. 
  Temple Dogs are smarter than a typical dog: 
  they are at least “Lassie” smart (“What’s that, 
  boy? Little Timmy fell down the well?”), if not at 
  full human intellect. They’re also extremely loyal 
  and good-natured, unless there’s supernatural 
  nastiness about.
  It’s said that Temple Dogs inspired Ancient 
  Mai to create the wardhound golems for the 
  Wardens (see page 34).
  Powers: Nigh-human Intellect. Supernatural 
  Sense (possibly only supernatural creatures and 
  energies, see below). Fast healing.
  The Bark—a loud, steady, painfully low, 
  metronomic WOOF WOOF WOOF—can 
  be heard 50-60 miles away, wake up an entire 
  temple (or apartment building) from a dead 
  sleep and leave them alert but not panicked. 
  The Bark carries into the Nevernever—it can be 
  heard clearly by non-corporeal entities (which 
  startles them and drives them away).
  Temple Dogs seem capable of injuring 
  supernatural creatures in combat, and exhibit 
  enhanced strength and toughness in those situ-
  ations. When a Temple Dog is actively using 
  its power, an effect similar to St. Elmo’s Fire 
  surrounds its jaws, forepaws, and (sometimes) 
  whole body.
  Weaknesses: Unknown, but using their 
  overtly mystical abilities (the Bark and Sacred 
  Guardian) seems to take a lot out of them, 
  leaving them hungry, thirsty, and tuckered out.
  aka Dogasaurus Rex
  Drakul’s name has been 
  coming up more often 
  recently. I don’t like it. 
  Speaking of half-demon types, 
  I took a stab at statting out 
  Kincaid over in WHO’S WHO (on 
  page 161). But we’re really light 
  on info so far — as usual!
  Jann aren’t so fast they don’t 
  get their heads ripped off by things 
  higher up in the food chain, though.
  Yeah, all we’ve really seen of these guys 
  is a goon that shortly became a corpse.
  As much as I 
  complain about 
  my Dogasaurus 
  Rex, I’m glad 
  Mouse stowed 
  away in the 
  Beetle. He’s 
  saved my life 
  a bunch of 
  times. And all 
  he asks for 
  in return is a 
  little kibble.
  Okay, a lot 
  of kibble.
  Fine, a 
  HUUUUGE 
  amount  
  of kibble. 
  this may be 
  like a Sword 
  of the Cross’ 
  ability to 
  injure the 
  supernatural.
  
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  What goes Bump (Scions)
  Sacred Guardian (Power)
  A temple dog may gain a boost to its attack 
  or defense roll by inflicting a mental stress 
  hit upon itself, gaining a +1 for each point 
  of stress in the hit. The bonus cannot 
  be greater than the maximum length 
  of the temple dog’s mental stress track. 
  Alternatively, on a single attack the temple 
  dog may take a 2-stress hit to temporarily 
  satisfy the “Catch” on the toughness abilities 
  of a spiritual creature.
  The Bark (Power)
  The temple dog may bark clearly and audibly 
  in an area including its current zone and all 
  adjacent zones. The radius may be doubled 
  for each point of mental stress the dog takes 
  when barking. Those within the affected 
  area are protected from mind-clouding 
  supernatural effects by a block (see YS210) 
  based on an Intimidation roll made by the 
  dog. This same roll is used as a maneuver 
  against any non-corporeal entities to startle 
  them and drive them off.
  TEMPLE DOG
  High Concept: Temple Dog
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Fists: Good (+3)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Most other physical skills default to Average, the rest 
  to Mediocre, with a few exceptions.
  Stunts
  Unity of Senses (Alertness): Use Alertness instead of 
  Lore to pick up on the presence of the supernatural.
  Powers
  Claws [–1]
  Inhuman Recovery [–2]
  Supernatural Sense (Senses) [–2] Temple dogs can 
  detect unnatural presences & supernatural influ-
  ences, with enough detail to know whether it’s time 
  to attack or just growl.
  Sacred Guardian [–1] (see box)
  The Bark [–2] (see box)
  Stress
  Mental ooo   Physical oooo   Social ooo
  Notes
  Good dog! By which we mean Good initiative, Good 
  attack, Good defense, Weapon:2 bite, boostable 
  attacks due to Sacred Guardian ability (see box).
  Total Refresh Cost: –9
  Best stowaway ever!
  the funny thing here is that 
  with 30 skill points and a 
  refresh cost of –9, mouse 
  may well be a playable PC in 
  a Submerged-class game. Bit 
  of an rP challenge, but some 
  folks might be up for it!
  
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  What goes Bump (Spirits)
  Spirits
  Description: Varies; could include constructs, 
  homunculi, minor manifestations, or possession 
  of mortals.
  First Appearance: Storm Front.
  What We Know: Like demons, most spirits are 
  beings from the Nevernever; unlike demons, 
  many pay attention to mortals and the mortal 
  world. 
  While most spirits have no sense of right and 
  wrong, many seem to understand friendship, 
  love, and sacrifice—unlike demons.
  Furthermore, it seems that, like fae 
  and ghosts, spirits can cross over from the 
  Nevernever without mortal help (again, unlike 
  demons).
  See also “Entities of the Nevernever” on page 29.
  Powers: Varies by the type of spirit, but there 
  seem to be several standard abilities, like:
    Possession of mortals, animals, or mate-
  rial objects.
    Sensing magic.
    Spell-like powers.
    Knowledge and experience from a 
  long life.
    Functional immortality.
    Feed on some sort of energy (for 
  example, spirits that feed on human fear 
  are called “phobophages”).
    Manifestation in the mortal world (affect 
  objects).
    See into/through material objects.
    Precognition.
  Weaknesses: Sunlight can kill or destroy an 
  unprotected spirit.  They are blocked by magic 
  circles, and are vulnerable to exorcism (magical 
  and faith-based).
  Most spirits don’t seem to be as straight-up 
  powerful as demons, and they rarely have the 
  juice to build anything other than a limited 
  construct.
  Also, it seems that many must return to the 
  Nevernever regularly to rest, “eat,” and recu-
  perate. They burn energy just to be able to stay 
  in the mortal world.
  They are usually blocked by running water, 
  lines of salt, and thresholds. It’s probable that 
  being immersed in running water could destroy 
  an unprotected spirit. If spirits cross a threshold, 
  entering a home without an invitation, they must 
  spend most of their energy just to hold them-
  selves together—that means no freaky magic, 
  just physical capabilities, which they might not 
  have. (However, spirits possessing a mortal host 
  may be able to work some weird mojo anyway, 
  since they don’t constantly have to spend power 
  to maintain their integrity.)
  They can be bound by agreements with 
  mortals and can in turn bind (within the limits 
  of their abilities).
  Black Dogs
  Description: A huge dog (often a mastiff ), 
  matte black in color (natch!), with large, evil, 
  glowing (red, green, or yellow) eyes and sharp 
  fangs.
  First Appearance: “Welcome to the Jungle.”
  What We Know: A Black Dog is a Celtic 
  malevolent spectral being, usually encountered 
  at night—especially at crossroads, places of 
  execution, and ley lines—and during storms. 
  In the past, they were ancestral guardians, but 
  today they are essentially supernatural hitmen. 
  A Black Dog is often a portent of death, revenge, 
  or great strife—a general harbinger of doom.
  The Hecatean Hag (see page  60) calling 
  herself Dana Watson (see page 241) summoned 
  one into the backseat of the Blue Beetle to 
  kill Harry Dresden (see page 134) during the 
  “Welcome to the Jungle” case. Also, prior to the 
  Small Favor case, someone was being stalked 
  by a Black Dog in Dallas and got word to Harry 
  via the Paranet (see page 183).
  Powers: Strong, tough, and fast. They aren’t 
  mortal; they’re beings of the spirit world. 
  Blasting one into thousands of pieces might not 
  stop it, if its body (manifestation, really) can be 
  rebuilt. (See Constructs on page 31.) 
  Give it Good Fists, a few boxes of stress, 
  plus some combination of Inhuman Strength, 
  Toughness, and Speed, some Claws. A lot like 
  a standard werewolf (page 92), really, save for the 
  bit where it dissolves into goo after you fry it.
  Weaknesses: No special weaknesses.
  Harry first saw 
  the Black Dog 
  in his rear-view 
  mirror; could 
  point to mirrors 
  as a possible 
  point of entry 
  into our world, 
  or at least as a 
  component of the 
  manifestation.
  Check out 
  the big brain 
  on Billy!
  
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  What goes Bump (thralls)
  Concept Spirits
  Description: Varies, but generally in the “nebu-
  lous cloud of light” area.
  What We Know: A number of spirits seem 
  to represent mental, emotional, or sensory 
  concepts, and this somehow composes their 
  entire being. Because they are so focused on 
  their particular nature, it’s nearly impossible for 
  them to think “outside the box” or consider other 
  points of view.
  They may be related to the spirits of Rage 
  that empower hexenwolves and lycanthropes, 
  and the spirits of Hunger that empower White 
  Court vampires (this is one of those areas where 
  the distinction between “spirit” and “demon” 
  seems to be muddy).
  Powers: Varies by spirit, but most have versions 
  of the standard spirit powers above, plus special 
  abilities that can be pegged at a slightly-more-
  than-human power level. For example, a spirit of 
  Reason probably has a supernaturally enhanced 
  intellect, a spirit of Rage might have Inhuman 
  Recovery or Strength, a spirit of Hunger has 
  Inhuman Speed, etc.
  Weaknesses: Varies by spirit type; often related 
  to their very nature. (For example, spirits of 
  Intellect, Reason, and Logic cannot grasp or 
  interact with issues, items, or situations of faith.)
  Foo Dogs
  Description: Foo Dogs look like living versions 
  of those statues often found outside of Chinese 
  restaurants.
  What We Know: Foo Dogs are divine spirit 
  animals: specifically, they are celestial guardian 
  spirits. Some crossbred with mortal dogs to 
  create the mystical bloodline of Temple Dogs.
  Powers: Supernatural Sense, strength, resil-
  ience, intellect, speed…you name it.
  Weaknesses: Really incredibly rare.
  Loas
  Description: Unknown, but probably varies by 
  “mount” (person they possess, or constructed 
  body they inhabit); many loa have traditional 
  personalities, likes, habits, and clothing choices 
  that express themselves through the mount.
  What We Know: Bob claims the loa are 
  generally good guys, but they do have their 
  darker aspects. 
  Loa may have a moral sense, which is rare 
  among spiritual entities. While entirely specula-
  tive on our part, voodoo folklore does say that the 
  Ghede loa are the spirits of the dead…perhaps 
  the loa are some sort of merging between a pure 
  spirit and a ghost?
  Powers: Unknown, but various ghost or spirit 
  powers seem likely, plus skill in Possession of 
  (willing) mortals. 
  The loa probably work best as “non-statted” 
  personalities. A wizard might summon one to 
  have a conversation, learn some info, that sort of 
  thing, but it’s unlikely they’ll emerge as an actual 
  combatant. No need to go deep on system, in 
  that case.
  Weaknesses: Unknown.
  Thralls
  Description: Varies by individual.
  First Appearance: Blood Rites.
  What We Know: Thralls are mortals who have 
  come under the influence of mind control magic, 
  typically that of either a fae, a vampire, or a 
  wizard.
  With the proper skill, therapies, care, and 
  time, thralls can recover from their thralldom, 
  but this always carries a burden of mental issues 
  sparked by the violation of their minds (recur-
  ring nightmares, numerous phobias, personality 
  changes, etc.).
  See also Renfields (page 86).
  Powers: No additional. (Want a writeup? Make 
  a normal human.)
  Weaknesses: No additional (other than the 
  whole “being mind-controlled” thing).
  Rough Thralls
  Description: To mortal eyes, rough thralls look 
  like people, though they are kind of docile, unre-
  sponsive, and stare off aimlessly into space.
  To the Sight, rough thralls look like blind-
  folded sheep with their throats already slit.
  What We Know: Rough thralls have been given 
  a quick and dirty treatment of mind control. 
  They stand around looking blank until given 
  orders. Some have called them “zombies that still 
  have to go to the bathroom.”
  Basic Black Court mind control, quickie fae 
  enchantment, and elementary wizardry seem to 
  fall under the “rough thrall” category.
  Hmmm. Could whatever Kravos did to 
  himself as a ghost—that is, becoming the 
  Nightmare—have made him into a loa?
  Heartbreaking. Simply heartbreaking.
  I’m somewhat 
  offended at the 
  comparison, 
  but I can see 
  why you mortal 
  types might 
  classify spirits 
  of Reason 
  alongside spirits 
  of Rage and 
  Hunger. We 
  might all look 
  the same to you 
  lot—but from 
  where I sit, it’s 
  night and day.
  Harry, you 
  haven’t actually 
  encountered one 
  of these, right?
  Nah. 
  There is just not 
  the vocabulary 
  to properly 
  explain the 
  difference to 
  you fleshy sorts. 
  
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  What goes Bump (Valkyries)
  Powers: None. Rough thralls, at best, retain one 
  or two of their skills at full value—usually the 
  ones used for killing. Precious few mind-mojo 
  malefactors find much use in a rough thrall’s 
  (former) skills as a schoolteacher.
  Weaknesses: None, other than being a slave to 
  another’s will.
  Fine Thralls
  Description: Fine thralls look just like normal 
  people. In the Sight, the effect of their enthrall-
  ment is much more subtle—they might appear 
  with bonds or chains wrapped around them, a 
  collar of thorns, or something similar.
  What We Know: Fine thralls are so controlled, 
  they might not even realize they’re a thrall at all. 
  Creating a fine thrall requires a much more 
  subtle hand than a rough thrall.
  The effects of the narcotic Red Court vampire 
  venom and the White Court vampire mental 
  “whammy” are much like limited, often tempo-
  rary, versions of fine enthrallment. Advanced 
  wizardry or a bargain with a fae is needed for 
  the long-term versions, though prolonged expo-
  sure to the vampiric versions may have long term 
  effects.
  Powers: None.
  Weaknesses: None, other than being a slave to 
  another’s will.
  Valkyries
  Description: Generally, a fairly young-looking 
  woman of Nordic type.
  First Appearance: Technically Death Masks, 
  though more information is available in 
  “Heorot.”
  What We Know: AKA “Chooser.” Valkyries 
  were Norse demigoddesses who brought the 
  souls of the brave to Valhalla for their lord Odin.
  While rumored to have gone the way of the 
  dodo, it’s entirely possible that there are a couple 
  valkyries out there kicking around (according 
  to our sources). If so, it’s likely that they’re 
  connected with the Monoc Corporation.
  It’s also been hinted that “valkyrie” might be 
  a position (with certain benefits, much like a 
  Sidhe Knight) rather than a type of entity.
  Powers: Some of the extrapolated abilities 
  of a valkyrie include: berserker strength and 
  resilience; the ability to cast magic (if known/
  trained); sense fate/destiny, “Chooser of the 
  Slain” type stuff; access to some kind of rune 
  magic; an insanely long lifespan.
  Weaknesses: Unknown.
  Mind control is a violation 
  of the Laws of Magic. 
  If you change others, 
  you change yourself. 
  Don’t do it. Period.
  (Huh, I sounded like a real 
  Warden there for a sec.)
  Perish the thought.
  Justin DuMorne made 
  Elaine a thrall and wanted 
  to do it to me, too. 
  Spellcasters make for tempting 
  fine thrall material, I figure. 
  For the malevolent mentalist, 
  it’s like getting a second brain 
  that can do more spellcasting 
  on your behalf. Nasty stuff.
  “Malevolent mentalist”? 
  Billy, you’re overdosing on 
  the comic book lingo again.
  Harry, even though you’ve seen 
  miss gard in action, there’s a 
  lot left to be figured out. like 
  that rune magic stuff: is it 
  magic she does herself, or is it 
  a collection of expendable magic 
  items handed down from a patron?
  I’m gonna chew on this, but I think 
  I have a workable version for miss 
  gard on page 148. Harry, check it 
  out and tell me what you think.
  Apparently valkyries do 
  freelance security work. 
  And they might have Thorned 
  Namshiel’s nickel!
  Yay?
  
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  What goes Bump (Vampires)
  Vampires
  Description: When not “vamping out,” vampires 
  tend to look like people, though there are some 
  variations by Court. For instance, Black Court 
  vampires tend to look like dead people.
  First Appearance: Storm Front.
  What We Know: There are four different 
  Courts of vampire-kind; while detailed sepa-
  rately below, there are some commonalities 
  among them.
  Vampires feed on humans, usually on blood 
  or life energy. They have a bunch of powers 
  which make this easier to do, as well as giving 
  them functional immortality. They get more 
  powerful as they get older. Increased physical 
  strength, speed, and toughness are part of the 
  package.
  Vampires have incredible senses (especially 
  smell). They don’t use magic the same way most 
  mortals do, but they can apparently tap into the 
  nauseating power of black magic.
  If a vampire feeds on you, it can get into your 
  head in various ways; never look into a vampire’s 
  eyes (see also Renfields, page 86, and Thralls, 
  page 82). They can tell when a victim is starting 
  to “go under” their spell. The Black Court seems 
  to be the best at it, and the White Court is the 
  sneakiest about it.
  Vamps can enter and exit the Nevernever at 
  points that are close to their nature (graveyards 
  for Black Court, strip-clubs for White Court, 
  etc.). If a vampire does magic in the Nevernever, 
  it’s stronger than it would be in the mortal 
  world. 
  Powers: Vampires can feed on humans. Each 
  type of vampire is able to achieve some kind 
  of enthrallment to aid its feeding, whether it’s 
  with narcotic saliva, mind control, or emotional 
  manipulation. Like most supernatural creatures, 
  they can crossover to the Nevernever in loca-
  tions that match their “affinity” (sex, death, etc.). 
  Long-lived, they’re functionally immortal. Also 
  on the list: enhanced senses (via powers like 
  Cloak of Shadows and Echoes of the Beast). A 
  rare few have magical talent.
  Weaknesses: True faith and holy objects can 
  burn vampires. Most vampires have a creepy 
  aura, especially when using their powers. 
  Sunlight is often a problem (but not always, 
  depending upon the Court and strength of the 
  vampire).
  Black Court Vampires
  Description: Black Court vampires look like 
  dead people. If newly dead, they can be kind 
  of juicy. If long dead, they’re kind of dried up 
  and withered. They tend to have long black 
  fingernails, flaking skin, and no fangs, as well as 
  charnel house scent, rheumy eyes, brittle hair, 
  no heartbeat. They might be covered in moss, 
  worms, mold, etc.
  First Appearance: Grave Peril.
  What We Know: Since the dawn of human 
  memory, Black Court vampires have hunted 
  mortals. The collective noun for Black Court 
  vampires is “scourge” and powerful old ones are 
  called “Rukhs.” 
  They kill frequently and propagate the fastest 
  of all vampires. Any Black Court vamp can 
  reproduce, but the spawn created by the rank-
  and-file tend to just be feral animals that usually 
  can’t create spawn of their own. 
  Black Court vampires have acres of funky 
  vampire powers. Even “newborns” are very 
  powerful. They feel no pain from most physical 
  damage, and bits of them can keep going even 
  after being separated from their bodies. 
  
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  What goes Bump (Vampires)
  Black Court vamps must have some 
  form of healing, otherwise they’d fall 
  apart from extremely rough handling. 
  It must take some time, though—longer 
  than a couple days—because One-Ear’s 
  ear didn’t come back between the two 
  times I saw him on the Genosa case. 
  my money’s on them working more like machines: 
  they get repaired rather than “heal.” I’m thinking 
  maybe they have some taxidermist thralls?
  Eugh. Billy, do me a favor 
  real quick: stop thinking.
  MASTER BLACk COURT VAMPIRE
  High Concept: Master Black Court Vampire
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Discipline: Great (+4)
  Fists: Great (+4)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Stealth: Fair (+2)
  All other skills vary depending on the abilities and experi-
  ence the vampire enjoyed in life.
  Powers
  Claws [–1]
  Echoes of the Beast [–1]
  Living Dead [–1]
  Supernatural Toughness [–4]
  The Catch [+3] is Bram Stoker style weaknesses.
  Blood Drinker [–1]
  Feeding Dependency [+1] affecting the following powers:
  Beast Change [–1]
  Cloak of Shadows [–1]
  Supernatural Strength [–4]
  Inhuman Speed [–2]
  Domination (Master Dominator) [–4]
  Gaseous Form [–3]
  Stress
  Mental ooo   Physical oooo(oooo), Armor:2   
  Social ooo   Hunger oooo
  Notes
  All of the warnings for the garden variety kind (above) 
  apply here. They can also turn into bats and wolves 
  and clouds of gas, their strength is greater providing 
  Weapon:6 attacks, and their attack and defense rolls are 
  made at Great.
  Total Refresh Cost: –19
  BLACk COURT VAMPIRE
  High Concept: Black Court Vampire
  Skills
  Alertness: Average (+1)
  Athletics: Good (+3)
  Discipline: Good (+3)
  Fists: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Fair (+2)
  Stealth: Fair (+2)
  All other skills vary depending on the abili-
  ties and experience the vampire enjoyed in 
  life.
  Powers
  Claws [–1]
  Echoes of the Beast [–1]
  Living Dead [–1]
  Supernatural Toughness [–4]
  The Catch [+3] is Bram Stoker style 
  weaknesses.
  Blood Drinker [–1]
  Feeding Dependency [+1] affecting the 
  following powers:
  Cloak of Shadows [–1]
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Domination [–2]
  Gaseous Form [–3]
  Stress
  Mental oo  Social oo  Hunger oooo
  Physical ooo(oooo), Armor:2
  Notes
  These things will mess you up. Given time 
  and opportunity, they can crawl inside 
  your head in a Discipline vs. Discipline 
  contest dealing mental stress and with 
  consequences that indicate some amount 
  of mental control. Most of the time they 
  opt instead to rip opponents apart—Great 
  initiative, Great defense, Good attacks with 
  Weapon:4 claws & strength. They don’t 
  heal particularly well from major damage, 
  though.
  Total Refresh Cost: –14
  
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  What goes Bump (Vampires)
  Despite all this, they’ve fallen on hard times; 
  Bram Stoker’s Dracula is “The Big Book of 
  How to Kill Black Court Vampires” and it details 
  their powers and weaknesses extremely well.
  As a consequence of this, the Black Court 
  vampires currently around are either old and 
  experienced, or comparatively young and weak. 
  Powers: Walking corpses with mind-control 
  mojo. They can get very strong, very fast, and 
  their dead bodies mean they can take punish-
  ment that would stop a living creature cold 
  (often ignoring gunshots). Mist-form. Pieces 
  continue moving even when separated, though 
  that’s of limited use.
  Extrapolated additional powers from 
  Dracula: Control nocturnal animals (wolves, 
  rats, bats). Weather control. Transform (bat, 
  wolf, dust, fog) in unholy places. Rejuvenation 
  by blood. Many of these may be more the prov-
  ince of master Black Court types—see below.
  Weaknesses: Standard vampire weaknesses, 
  plus: 
  Black Court vampires are affected—usually 
  burned—by garlic, tokens of faith, sunlight, 
  running water, and fire. Any of these things can 
  cause them pain (unlike most other damage).
  Staking them causes spastic seizures. 
  Decapitation can kill them. Most of them are 
  helpless during daylight hours (unless very old 
  and strong). 
  They weigh as much as a corpse of their 
  appropriate age. This means that old vamps are 
  desiccated and light…and proper application of 
  force and leverage can take advantage of this.
  Especially when they’re new and haven’t 
  gotten the hang of their powers yet, Black Court 
  vampires may be “clumsy.” (In those cases, drop 
  their skill ratings down from Good to Fair or 
  lower. That effective –1 or –2 on their nastiest 
  of rolls should hit the mark.)
  Extrapolated additional weaknesses  from 
  Dracula: sacred or blessed bullets. Communion 
  wafers. No shadow or reflection. Must sleep in 
  native earth.
  Master Black 
  Court Vampires
  Description: As for a typical Black Court vamp, 
  but probably better preserved.
  What We Know: “Master” vampires can spawn 
  other thinking vampires, though it is unclear 
  whether or not this is a result of some trait or 
  quality of the person who has been turned into 
  a vampire, or some aspect of the vampire’s age 
  or bloodline or number of “siblings” (how many 
  vampires have already been made by the same 
  master) or whatever. Masters can apparently 
  communicate mentally with their spawn, though 
  this is fairly short-range.
  Powers: Standard Black Court powers, plus: 
  Spawning. Mental communication with (and 
  control of?) spawn.
  “Spawning” is really a power only from a 
  story perspective…there’s not much point in 
  creating an actual on-sheet power that covers it. 
  (It’s a convenient excuse for the character to be 
  able to add some henchmen mid-game, though.)
  For added “fun,” go the Mavra route and add 
  at least 6 to 8 points’ worth of spellcasting to 
  this spread.
  Weaknesses: Actually, master vampires might 
  suffer slightly less from the standard Black 
  Court weaknesses.
  Darkhounds
  Description: Naked bloody shells of dogs, filled 
  with horrible rage.
  What We Know: Darkhounds are animals—
  usually dogs—that have been infused with the 
  same dark power of Black Court vampires. They 
  are stronger, faster, crazier, and don’t feel pain.
  Powers: Fanatic strength, speed, and toughness. 
  Weaknesses: Standard Black Court weaknesses, 
  and they’re still just animal-minded.
  These are really just Renfields that aren’t humans.
  Renfields
  Description: Their name is taken from the 
  pages of Bram Stoker’s Dracula. Renfields 
  look much like normal people, maybe a little 
  twitchy, until they “go off ” and become foaming 
  wild crazy people.
  To the Sight, Renfields have a twisted, 
  deformed face and hideous swollen muscles with 
  blackened veins and unnatural power. A band of 
  shimmering vile energy circles their throats like 
  Although Renfields aren’t ”people” 
  because of the mental assault they’ve 
  suffered, I’d really recommend 
  against using magic to kill them…A 
  grey area in the First Law of 
  Magic, sure, but they still look like 
  people, and that’s a slippery slope. 
  
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  What goes Bump (Vampires)
  an animal collar. Their eyes appear to have been 
  clawed out by tiny scalpel-sharp talons. Simply: 
  there’s nothing there anymore.
  What We Know: A Renfield is a victim of mind 
  control magic, specifically the sort practiced by 
  Black Court vampires. The victim is crushed 
  into total thralldom by brute psychic force; this 
  destroys the victim’s mind, leaving him no good 
  for anything but gibbering violence. In many 
  ways, Renfields aren’t people anymore.
  Unlike most thralls created via mind control 
  magic, being turned into a Renfield may be irre-
  versible. (Even the original Merlin was unable to 
  undo the damage.) Renfields get more and more 
  deranged and violent over the course of a year or 
  two, and eventually self-destruct. 
  Powers: Fanatic strength and pain ignorance. 
  These are normal folks, built along the lines 
  of rough thralls (see page 82). Add Inhuman 
  Strength and Inhuman Recovery, and you’ve got 
  the package.
  Weaknesses: As noted, Renfields aren’t good for 
  anything but crazy violence. They’re also notably 
  unobservant.
  Jade Court Vampires
  Description: Unknown.
  First Appearance: Mentioned in Death 
  Masks, but have yet to appear.
  What We Know: All we know is that former 
  Knight of the Cross Shiro Yoshimo has tangled 
  with them, they’re vampires, and they’re based in 
  southeast Asia.
  Powers: Unknown.
  Weaknesses: Unknown.
  Red Court Vampires
  Description: While wearing their “ecto-
  plasmic skin” they look like people—usually 
  attractive people.
  When they vamp-out, they look like black 
  flabby creatures, with horrible bat faces, fangs, 
  bellies tight with blood, and fingers and grasping 
  toes that end in black claws. Slimy wing-like 
  membranes stretch between their arms and 
  flanks, but they are not functional as wings.
  First Appearance: Storm Front.
  What We Know: Red Court vampires generate 
  an “ectoplasmic skin” (like a construct) that 
  resembles an idealized version of their formerly 
  mortal body to disguise the bat-like creatures 
  they’ve been turned into.
  Red Court vampire saliva is a narcotic 
  which affects victims instantaneously through 
  mucous membrane or blood contact, or within 
  1 to 3 seconds through unbroken skin. Vampire 
  venom is the best drug ever (even better than 
  morphine)—causing euphoria, arousal, relax-
  ation. It also slows the victim’s heart rate 
  tremendously; it is suspected that this is to help 
  prolong feeding. 
  Luckily, exposed venom burns away in 
  sunlight, and direct sunlight can even help 
  victims shake off the effects. Several alchemical 
  formularies include a handy recipe for an anti-
  venom potion that can help if taken right before 
  or right after exposure to the venom. 
  Powers: Flesh mask, narcotic venom. Plus a 
  full spread of nastiness: strong, tough, fast, and 
  quick to heal.
  Weaknesses: Standard vampire weaknesses, 
  plus:
  Sunlight doesn’t just burn them; it also 
  shreds their flesh-masks and strikes them like 
  a physical blow. Additionally, their bellies are a 
  vulnerable point; strike them correctly and hard 
  enough, and all the blood they’ve consumed 
  spills out, often leaving them too weak to fight.
  Red Court Nobles
  Description: As per Red Court vampires.
  First Appearance: Grave Peril.
  What We Know: For Red Court vampires, 
  only certain bloodlines are capable of turning 
  people into new vampires. Furthermore, only 
  the nobility is actually allowed to do so. 
  Powers: Standard Red Court powers, plus 
  spawning. See Red Court “Infected,” below. 
  We don’t really know what makes a noble all 
  that different from the, uh, freeman (?) variety 
  of Red Court vamp. At the least, bump one of 
  those Inhumans up to a Supernatural when 
  making the switch. (Also, Bianca was making 
  noise about learning some spellcraft right before 
  she died…but that could have just been her.)
  Weaknesses: Standard Red Court weaknesses.
  So long 
  as they 
  stay out 
  of Chicago 
  and out of 
  the War, 
  I can live 
  with that.
  The Jade Court: 
  Even I know 
  nothing about 
  these. 
  Bianca’s promotion 
  to the nobility was 
  both a legal one 
  and a metaphysical 
  one—that’s why 
  Duke Ortega was 
  there: to let her 
  taste of his blood, 
  giving her the 
  power and the 
  authority to make 
  new spawn. 
  
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  What goes Bump (Vampires)
  RED COURT VAMPIRE
  High Concept: Red Court Vampire
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Deceit: Fair (+2)
  Discipline: Fair (+2)
  Fists: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Fair (+2)
  Stealth: Good (+3)
  All other skills vary depending on the  
  abilities the vampire enjoyed in life.
  Powers
  Addictive Saliva [–1]
  Blood Drinker [–1]
  Claws [–1]
  Echoes of the Beast [–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] to both is sunlight, holy stuff; no armor on belly.
  Stress
  Mental oo   Social oo   Hunger ooo
  Physical ooo(oo), Armor:1   
  Notes
  Fantastic initiative, Good attacks, Good to Great defense. Can 
  do physical stress with Weapon:4 strength & claws, or set 
  aside the weapon bonus to make it a mental stress attack with 
  their narcotic saliva. 
  Total Refresh Cost: –11
  RED COURT INFECTEE
  High Concept: Red Court Infectee
  Skills
  Discipline: Good (+3)
  Skills vary depending on the individual. A 
  strong Discipline is perhaps the only given; 
  those who are infected don’t tend to last 
  long before becoming full on vamps, unless 
  they have some solid self-control.
  Powers
  Addictive Saliva [–1]
  Blood Drinker [–1]
  Feeding Dependency [+1] affecting the 
  following powers:
  Inhuman Strength [–2]
  Inhuman Recovery [–2]
  Stress
  Mental ooo Physical ooo Social oo   
  Hunger oooo
  Notes
  Addictive Saliva allows the use of Fists to 
  make a mental attack (by licking the hands) 
  at Weapon:0; physical attacks can be made 
  with Weapon:2 strength.
  Total Refresh Cost: –5
  
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  What goes Bump (Vampires)
  Red Court “infected”
  Description: Varies by individual.
  What We Know: AKA “Half-vampires”
  Half-vampires have been infected by a noble 
  of the Red Court (whether this is by a massive 
  overdose of narcotic venom, a different sort of 
  venom, or something else is unknown.) Until 
  these victims make their first kill by feeding on 
  another’s blood, they remain in a half-state—
  not quite mortal and not quite vampire.
  They have a weaker narcotic venom than full 
  Red Court vampires and can feel a victim going 
  under. They are stronger, faster, have sharper 
  senses…but using their powers strengthens 
  their bloodthirst.
  Sunlight helps them resist their urge for 
  blood, but usually it’s only a matter of time 
  before they make that first kill and become a 
  monster.
  Powers: Standard Red Court powers, but use of 
  these powers increases their bloodthirst.
  Weaknesses: Standard Red Court weaknesses, 
  but with milder effects—indeed, things like 
  sunlight, while painful, may help the Infected 
  resist their vampiric urges.
  Bloodthirst, which eventually leads to the 
  half-vamp losing control and feeding on a victim, 
  killing them, and completing the change.
  The Fellowship 
  of St. Giles
  Description: Members of the Fellowship of 
  St. Giles look much like normal humans—
  except when they’ve been using their vampire 
  powers, which causes their mystical tattoos to 
  become visible. 
  First Appearance: Death Masks.
  What We Know: Saint Giles is the patron saint 
  of lepers and outcasts. The Fellowship named 
  after him tries to help people that the Red 
  Court has harmed—victims’ families as well as 
  those who have been cursed into a half-vampire 
  existence. They work against the Red Court, 
  attempting to expose, hinder, and destroy them 
  whenever possible.
  The Fellowship has developed a type of 
  binding tattoo that is etched into the flesh of 
  half-vampire members to help “hold the dark-
  ness inside” and warn when the bloodthirst is 
  rising.
  Powers: Binding tattoos allow recovery and the 
  return of control, pulling half-vampires back 
  from their bloodthirst. To build a Fellowship 
  member, just add the Tattoos (YS190) to a Red 
  Court infectee. These tats permit some vamp 
  power usage, but…
  Weaknesses: …when the half-vampire has used 
  too much power too quickly, the bloodthirst 
  rises. A non-Fellowship half-vampire usually 
  loses control, feeds, and completes the change; 
  with a Fellowship member, the tattoos suddenly 
  appear, along with some additional pain, to help 
  the half-vampire pull back from the edge.
  White Court Vampires
  Description: Normally, they look like pale, 
  extremely attractive humans. When using their 
  powers, White Court vampires are surrounded 
  by a cold wind, their features stretch, their 
  cheekbones grow starker, their eyes turn silver 
  and then pure white, their skin glows a luminous 
  pearl, and their voice becomes more feral and 
  vicious. Their blood is an unnatural pinkish hue.
  First Appearance: Grave Peril.
  What We Know: White Court vampires 
  seduce, deceive, backstab; they are super-subtle. 
  While not as physically formidable or aggres-
  sively organized as the Red Court and lacking 
  the raw, terrifying power of the Black Court, 
  White Court vampires also aren’t as completely 
  inhuman and therefore don’t suffer from the 
  usual vampire weaknesses to as great an extent 
  as the other Courts. Within each of them 
  dwells a symbiotic spirit (also called a demon) 
  of Hunger that drives them to feed and grants 
  them supernatural powers. 
  Instead of blood, White Court vampires 
  consume psychic energies—the pure life 
  force—generated from strong emotions like 
  lust, fear, hatred, pain, and despair through 
  physical contact. They merge their own energy 
  with that of the prey, allowing their Hunger to 
  “dance” through the victim’s aura, thus trans-
  forming their prey’s life energy into their own; 
  they then pull this away. So, victims have little 
  pieces of life nibbled away; the spiritual damage 
  caused by this makes them more vulnerable to 
  the vampire’s mental allure and control. 
  Continued feeding permits the drawing of 
  energy from a simple caress, builds a psychic 
  bond between predator and prey, and can burn 
  the victim out early—usually in the form of a 
  heart attack during an intense feed. Forcibly 
  A male White 
  Court vampire is 
  often called an 
  “incubus” and a 
  female is called 
  a “succubus”—
  though these 
  are more general 
  terms for entities 
  that feed on 
  sexual energy. 
  Thomas 
  characterizes 
  the Hunger as 
  his “demon”—a 
  cross between 
  an empty 
  place inside 
  himself and 
  a separate 
  entity with 
  its own mind.
  The Fellowship wants the Vampire War 
  to continue—they hope that the White 
  Council will destroy the Red Court. 
  There’s no cure—short of an Unraveling.
  I’VE LOOKED EVERYWHERE.
  Hey, Billy 
  — with the 
  “no armor 
  on the belly” 
  thing, how 
  would you 
  do a “called 
  shot” in this 
  system?
  I’d probably 
  do it as an 
  assessment. 
  tag the aspect 
  for effect, 
  and you get 
  the benefit on 
  your subsequent 
  attacks. Or 
  maybe I’d require 
  you to get “spin” 
  on your attack 
  rolls to hit the 
  belly (see YS214).
  
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  What goes Bump (Vampires)
  pulling away from the victim after the “last 
  moment” is thought to be impossible.
  While a White Court vampire can feed on 
  several types of emotions, the three main blood-
  lines of the White Court tend to stick with a 
  single “flavor”: House Malvora feeds on fear, 
  House Raith feeds on lust, and House Skavis 
  feeds on pain and despair. To that end, the 
  White Court secretly has its fingers in many 
  industries catering to those emotions; an area 
  of special interest seems to be films, especially 
  horror and pornographic ones. As one source 
  commented, this is like “training the deer to 
  come to a place where they can be stalked and 
  killed.”
  Powers: Standard vampire powers, plus a sensi-
  tivity to emotional energies (and the ability to 
  give rise to them, feed off them). Strong, fast, 
  quick to heal; major sex appeal, at least among 
  the lust-feeders. It wouldn’t be a surprise if 
  powerful, old White Court types also take their 
  Speed up to Supernatural.
  Very old and powerful White Court vampires 
  get the Kiss of Death (which allows them to 
  rip the life out of someone with a mere touch): 
  probably a use of Incite Emotion with enough 
  upgrades to take it to a lethal extreme.
  Weaknesses: White Court vampires suffer less 
  from the standard vampire weaknesses. 
  However, if their “reserve tank” starts to run 
  low from overuse of their powers, they start to 
  get hungry. In the short term, they grow moody, 
  angry, and paranoid; over the long-term, the 
  Hunger takes over and forces them to feed (or 
  they go insane). 
  Additionally, White Court vampires suffer 
  injury from True expressions of pure, selfless 
  emotions considered the “opposite” of the one 
  they mostly feed on. This effect includes physical 
  objects related to that emotional energy (some 
  White Court vampires have suffered grave 
  WHITE COURT VAMPIRE
  High Concept: White Court Vampire
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Deceit: Good (+3)
  Discipline: Good (+3)
  Fists: Fair (+2)
  Endurance: Good (+3)
  Intimidation: Fair (+2)
  Presence: Good (+3)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  All other skills vary depending on the abilities 
  and experience of the vampire.
  Powers
  Emotional Vampire [–1]
  Human Guise [–0]
  Incite Emotion (Lasting Emotion) [–2] Start 
  with one of: lust, fear, wrath, despair.
  Feeding Dependency [+1] affecting the 
  following powers:
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Inhuman Recovery [–2]
  The Catch [+0] is True Emotion—basically, 
  the expression or influence of the purest 
  form of a positive, wholesome emotion, 
  in opposition to the “base” emotions that 
  can be incited with the Incite Emotion 
  power. So, True Love for lust, True Hope for 
  despair, etc. If the vampire can incite several 
  emotions, each of the corresponding True 
  Emotions can hurt him.
  Stress
  Mental oo Physical oooo 
  Social oooo   Hunger oooo
  Notes
  often upgrade their Incite Emotion with “At 
  Range” at least, or pick up a second emotion 
  if they’ve spent time with a house other than 
  their own. Weapon:2 strength, Fantastic 
  initiative, Great defense, and Fair attacks in a 
  fight—though their attack capability improves 
  significantly (perhaps rising to as much as 
  Great) if they have any combat training. Many of 
  the White Court prefer to act through others, 
  however.
  Total Refresh Cost: –8
   I wonder if potential vamps 
  were given all of the 
  information about their nature, 
  and maybe a bit of the sort of 
  training that the Fellowship of 
  St. Giles gives half-vampires, if 
  their Hunger could be restrained 
  from taking them over and 
  forcing them to feed?
  Victims often feel 
  sexual euphoria 
  during the feeding— 
  at least for 
  House Raith 
  style WCVs.
  White Court “sensitivity” can equate to mild telepathy 
  or empathy with regard to the vampire’s mortal prey—
  especially if the incubus has already fed from the mortal.
  
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  What goes Bump (Warped Animals)
  injury from handling a wedding ring or a rose 
  exchanged between lovers). A prospective victim 
  experiencing these emotions limits the effect of 
  a vampire’s enthrallment powers.
  White Court Virgins
  Description: Essentially human, with no 
  “vamping out” changes.
  What We Know: White Court vampires start 
  out as normal humans, more or less; but in their 
  teenage years, the Hunger starts. If they feed, 
  their first feeding is lethal, and they become full 
  White Court vampires. (White Court victims 
  do not become vampires—they recover, become 
  thralls, or die.)
  If the potential vampire has sex for the first 
  time with someone she loves (and who loves her 
  in return), this can kill the Hunger and leave her 
  fully mortal—at least for those of House Raith. 
  It can be speculated that feeling True Courage 
  or True Hope at some point before using Fear 
  or Despair to feed for the first time would work 
  similarly for Houses Malvora and Skavis. (Then 
  again, since it seems that a White Court vampire 
  can select the type of life energy they feed upon, 
  maybe it’s just sex with love across the board…
  or it could be all of these at once, giving the 
  potential vampire three outs.)
  Powers: It’s hinted that potential vampires 
  have the merest hint of White Court presence 
  and a “come hither” vibe. Give them Emotional 
  Vampire and Incite Emotion. Otherwise, they 
  “stat up” just like any mortal.
  Weaknesses: None, really, but the Hunger can 
  actually take them over and force them to feed 
  the first time. (House Raith encourages this by 
  not educating their Virgins on what they actu-
  ally are, letting nature take its course.)
  house Malvora
  Description: As per typical White Court 
  vampires.
  What We Know: House Malvora vampires 
  primarily feed on fear.
  Powers: Standard White Court powers.
  Weaknesses: Standard White Court weak-
  nesses, plus injury from the expression or trap-
  pings of True Courage.
  house Raith
  Description: As per typical White Court 
  vampires.
  What We Know: House Raith vampires 
  primarily feed on lust.
  Powers: Standard White Court powers.
  Weaknesses: Standard White Court weak-
  nesses, plus injury from the expression or trap-
  pings of True Love.
  house Skavis
  Description: As per typical White Court 
  vampires.
  What We Know: House Skavis vampires 
  primarily feed on despair.
  Powers: Standard White Court powers.
  Weaknesses: Standard White Court weak-
  nesses, plus injury from the expression or trap-
  pings of True Hope.
  Warped Animals
  Description: Sort of like a normal animal, but 
  with many weird and disturbing features.
  First 
  Appearance: 
  Death 
  Masks 
  (Nicodemus’ Guard Beasts). (Arguably, the hell-
  hounds of Grave Peril could be considered to 
  be Warped Animals—in this case, humans.)
  What We Know: Magic can warp animals into 
  chimerical beasts with additional abilities, often 
  for less than savory purposes. 
  So far, we’ve only seen a few critters like this 
  (Nicodemus’ guard beasts)—but the similarities 
  between darkhounds, transformed werewolves, 
  Leannansidhe’s hellhounds, and the Wild Hunt 
  should be obvious.
  Powers: Usually, warping an animal means 
  adding on a few Inhuman abilities, or grafting 
  traits from several mundane animals onto one 
  creature.
  Weaknesses: Still just an animal.
  Nicodemus’ Guard Beasts
  Description: These monsters are nightmarish 
  critters used by Nicodemus. They have four cat-
  legs, wrinkly leathery mottled skin, heads that 
  look like a cross between a jaguar and a wild 
  boar (tusks and fangs), and nasty claws.
  What We Know: They are probably some sort 
  of magic-warped mountain lions or cougars. 
  Madrigal Raith hung around with 
  House Malvora quite a lot and 
  picked up their taste for fear.
  I sometimes 
  wonder why 
  Nicodemus uses 
  these things, 
  rather than 
  one of his 
  followers 
  in the 
  Nickelheads, 
  a summoned 
  demon, or 
  some of 
  his mortal 
  cultists.
  When 
  considering 
  Leannansidhe’s 
  hellhounds, 
  I’m a little 
  unnerved that 
  “humans” count 
  as “animals” 
  here. The 
  Laws of 
  Magic draw 
  a distinction 
  between 
  animals 
  and humans, 
  after all. 
  
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  What goes Bump (Werewolves)
  Luckily, they don’t seem to be as tough as a 
  typical demon.
  Powers: Inhuman Strength. Inhuman Speed. 
  Fangs. Claws. Controlled by Master/Maker.
  Weaknesses: Still just an animal.
  Werewolves
  Description: As a person, looks like a person. 
  As a wolf, looks like a wolf—often a big and 
  scary one. (Usually, there’s continuity between 
  human hair and eye color and wolf fur and eye 
  color.)
  First Appearance: Fool Moon.
  What We Know: Simply, mortals that can 
  change or have been changed into a wolf (except 
  lycanthropes, see below).
  There are plenty of other types of therio-
  morphs (animal shapeshifters), including were-
  bears, werebuffaloes, weretigers, and many more.
  Despite what Hollywood movies tell us, the 
  majority of the forms of lycanthropy/therio-
  morphism detailed herein are not caused by 
  infectious bites. 
  Powers: Varies by type. 
  Weaknesses: Varies by type.
  Classic Werewolves
  Description: As for werewolves.
  What We Know: A classic werewolf is a person 
  who uses magic to transform himself into a 
  wolf; the magic reshapes the human body to a 
  lupine body.
  Unfortunately, classic werewolves have to 
  learn how to do everything in wolf-form—
  they’re still a human mind in a wolf body and 
  lack lupine instincts and experience.
  Powers: Transformation into wolf-form and 
  (potentially) all the abilities that come with 
  it. This generally takes anywhere from a few 
  seconds to a couple minutes.
  Skills are reprioritized to reflect the different 
  abilities of the animal and human forms. The 
  write-up shown here is the wolf-skilled version; 
  for the human version, just rearrange the skills 
  to resemble the experience of the person in 
  question.
  Weaknesses: Classic werewolves are just big 
  and tough wolves, with no extra defenses. Plus, 
  there’s also a long learning period where they 
  cannot take full advantage of their wolf-form.
  Speaking of 
  which... William, 
  you should 
  probably just 
  call this section 
  “Theriomorphs;” 
  there’s no need 
  to focus solely 
  on your lupine 
  brethren.
  On the other 
  hand, when I 
  say “werewolf,” 
  it has the 
  advantage 
  of people 
  knowing what 
  the frak I’m 
  talking about.
  My fuzzy 
  friend here has 
  a point, Bob.
  Sigh. Mortals.
   Seriously, 
  though ... 
  Werebuffalo?
  Werebuffalo!
  WEREWOLF
  High Concept: Werewolf
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Fists: Good (+3)
  Stealth: Good (+3)
  While in wolf-form (shown here), most phys-
  ical skills fall into the Average or Fair range, 
  with other skills defaulting to Mediocre.
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  Epic initiative, Great defense, Good attack 
  with Weapon:4 strength & claws. And they 
  travel in packs.
  Total Refresh Cost: –7
  WARPED BEAST
  High Concept: Warped Beast 
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Fists: Great (+4)
  Might: Good (+3)
  Stealth: Good (+3)
  Most other skills default to Mediocre, if they 
  exist at all.
  Powers
  Claws [–1] 
  Inhuman Speed [–2]
  Inhuman Strength [–2]
  Stress
  Mental oo   Physical ooo   Social oo
  Notes
  Epic initiative, Great attacks with Weapon:4 
  strength & claws, Good to Great defense.
  Total Refresh Cost: –5
  
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  What goes Bump (Werewolves)
  Clothes do not transform along with the 
  body, so, for the clothing budget, it’s best to 
  start naked. And remember where you leave 
  your clothes for when you change back to 
  human-form.
  That sounds like knowledge hard-
  won through experience.
  let’s just say I didn’t plan to 
  include streaking on my long 
  list of college experiences.
  The Alphas
  Description: As for werewolves.
  What We Know: The Alphas are a pack of 
  classic werewolves that patrol the campus and 
  surrounds of the University of Chicago. They 
  are fairly skilled and experienced werewolves 
  (individually and as a hunting pack) that have 
  fought everything from vampires to hexenwolves 
  to ghouls to fae to zombies.
  The Alphas are also good at collecting occult 
  info and serve as an important part of Chicago’s 
  supernatural grapevine.
  Powers: As per classic werewolves, plus thanks 
  to their training under Tera West in how 
  to use their wolf bodies and several years of 
  dangerous patrolling, it’s not unfair to give the 
  Alphas extremely quick Transformation, access 
  to Supernatural Sense (they learn to sniff out 
  monsters), and some skill bonuses in hunting, 
  tracking, and combat—an experienced Alpha 
  will probably bump a skill or two up into the 
  Great area.
  Weaknesses: Still just wolves.
  Transformed 
  Werewolves
  Description: As for werewolves.
  What We Know: If someone else uses magic 
  to turn you into a wolf, you’re a transformed 
  werewolf. However, this violates one of the Laws 
  of Magic, because it’s mucking about with the 
  mind.
  Furthermore, a forced transformation wears 
  away at the mind and personality. If the target 
  is strong-willed, it might survive in a damaged 
  form; if not, it can be wiped out entirely, leaving 
  just a wolf.
  Powers: As per classic werewolves, except…
  Weaknesses: …the transformed person has 
  no control over their transformation. There’s 
  also the potential for loss of human mind/
  personality.
  hexenwolf
  Description: As for werewolves.
  What We Know: A hexenwolf (or hexenwulf, in 
  the original German) effectively uses someone 
  else’s magic to transform to a wolf, with a 
  talisman (generally a belt) serving as an anchor 
  for a spirit of bestial Rage. The spirit insulates 
  the human’s mind and personality during the 
  transformation and runs the wolf-body, while 
  the human mind controls the spirit (in theory).
  In practice, however, the human mind’s 
  unconscious desires come to the fore, with 
  all conscious inhibitions gone. This makes it 
  tough to control the talisman-spirit unless the 
  human is very strong-willed. 
  The crucial difference between a hexenwolf 
  and a classic werewolf is that the hexens are 
  getting their power from something external 
  instead of themselves…and those sorts of 
  bargains always come with a price tag.
  Powers: Transform into a huge wolf with 
  human-level intelligence and animal-level 
  ferocity, with full access to all of the abilities of 
  the wolf-form without extensive training.
  To build a Hexenwolf, take a werewolf, 
  add in Item of Power (YS167) and a Demonic 
  Co-Pilot (YS175), and maybe “cheat” a little and 
  raise the skill cap on any beastly skills to Superb 
  while in the transformed state: those skills are 
  coming more from the Rage spirit than the 
  transformed individual. 
  Weaknesses: A hexenwolf ’s powers are linked 
  to the talismanic belt; remove the belt from the 
  wolf and it reverts to human.
  Additionally, the talisman-spirit is difficult 
  to control (and is quite bloodthirsty), and the 
  release of inhibitions and violent expression of 
  unconscious desires can lead to the corruption 
  of the soul.
  Whenever either 
  of you get to 
  talking about 
  this thing, 
  you describe 
  it in terms of 
  spellcraft. It 
  has that “When 
  what you know 
  is spellcraft, 
  everything looks 
  like a spell” 
  feeling to it.
  The “werewolf 
  spell” is a 
  single complex 
  form of ritual 
  thaumaturgy 
  boiled down 
  and refined into 
  an evocation 
  requiring only 
  an effort of 
  will.  Harry, you 
  realize that you 
  could learn to 
  do something 
  similar, only 
  easier and faster, 
  due to your 
  magical talent?
  Really? 
  Cool. But 
  why would I 
  want to?
  Seriously, kids, don’t put 
  one of these on. Just say 
  no to Hexenwolfitude.
   I hereby revoke your license to neologize. 
  
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  What goes Bump (Werewolves)
  Loup-Garou
  Description: As for werewolves, only the wolf 
  form is gigantic and sometimes has glowing eyes. 
  Clearly unnatural.
  What We Know: Loup-garoux are the rarest 
  of the werewolf types, and thank all the powers 
  that be for it. A loup-garou is a major monster 
  (possibly in the supernatural heavyweight class).
  In short, a powerful someone has cursed a 
  human such that he is possessed by and trans-
  forms into a wolf-like demon, usually at the full 
  moon. When the full moon comes, the loup-
  garou goes on a killing spree, slaughtering every-
  thing until sunrise or moonset.
  Worst of all, the curse seems to be handed 
  down within families; the lucky ones have 
  figured out methods of trapping themselves or 
  minimizing the damage they cause while in their 
  transformed state.
  The last two major loup-garou rampages 
  occurred in Gevaudan, France, in the Sixteenth 
  Century, where the “Beast of Gevaudan” killed 
  more than two hundred people in just over a 
  year; and in Chicago in the early years of the 
  Twenty-First Century, where the cursed Harley 
  MacFinn rampaged through a police station 
  (and was caught on film).
  Powers: While in loup form, essentially unkill-
  able—poisons, magic, gunfire, all slide right off 
  the thing. When it does get hurt, it heals fast. 
  Plus, it’s ludicrously fast and strong.
  Weaknesses: A loup-garou has zero control 
  over his actions when transformed; the demon 
  is fully in control. 
  Only silver weapons can hurt loup-garoux—
  additionally, the silver used must be inherited 
  from a family member.
  Also, since loup-garoux are effectively a 
  combination of spiritual and mortal, normal 
  magical circles do not block them: only a special, 
  complex triple circle can do so.
  Lycanthrope
  Description: Normal human appearance. 
  While berserking, there is a wild light in the eyes 
  and often the lycanthrope foams at the mouth. 
  Lycanthropes have no wolf-form.
  What We Know: A lycanthrope is a natural 
  channel for a spirit of Rage. They do not trans-
  form physically into a beast; they instead trans-
  form mentally. This makes the lycanthrope 
  more aggressive and fierce; faster, stronger; very 
  LOUP-GAROU
  High Concept: Accursed Loup-Garou
  Skills
  Alertness: Great (+4)
  Athletics: Superb (+5)
  Fists: Superb (+5)
  Endurance: Great (+4)
  Intimidation: Great (+4)
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form (Involuntary Change) [+2] affecting:
  Claws [–1] 
  Hulking Size [–2]
  Supernatural Strength [–4]
  Supernatural Speed [–4]
  Supernatural Recovery [–4]
  Physical Immunity [–8]
  The Catch [+2] is inherited silver. Indirect magic (like some-
  thing that confuses sight and wires its jaw shut) can affect 
  it, but direct assaults on its body or mind just seem to slide 
  right off; that said, special rituals might still be possible that 
  would pierce its immunity, but not its ability to heal.
  Stress
  Mental oooo   Physical oooooo   Social oooo
  Notes
  Freaking terrifying. No toughness here—just flat out immune 
  to harm unless it comes from a specialized source (inherited 
  silver). Weapon:6 strength & claws, and it always wins initia-
  tive. Superb attacks, and defense rolls in a physical context 
  rarely matter.
  Total Refresh Cost: –21
  LYCANTHROPE
  High Concept: Berserker Lycanthrope
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Fists: Good (+3)
  Weapons: Good (+3)
  Most other skills fall in the Average to Fair area.
  Powers
  Echoes of the Beast [–1]
  Pack Instincts [–1]
  Human Form (Involuntary Change) [+2] changing 
  only during the time of the full moon, affecting:
  Inhuman Strength [–2]
  Inhuman Recovery [–2]
  Stress
  Mental ooo Physical ooo Social ooo
  Notes
  Weapon:2 strength near the full moon. Good 
  attack & defense, Good initiative.
  Total Refresh Cost: –4
  If I never run into another 
  one of these, I…will be 
  extremely content. 
  Many Viking berserkers 
  were actually lycanthropes. 
  
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  What goes Bump
  resistant to pain, injury, and sickness; and speeds 
  their healing remarkably.
  Powers: Inhuman Strength. Inhuman Recovery. 
  Feels no pain.
  Weaknesses: Transformation and associated 
  abilities are linked to the cycle of the moon and 
  only operate while the moon is in the sky.
  Wolfweres
  Description: A wolfwere is a wolf who uses 
  magic to transform himself into a human; the 
  magic reshapes the lupine body to a human 
  body. (It is theorized that there are at least a few 
  “whatever-weres” among the animal kingdom, 
  but the only one seen thus far in the casefiles 
  happens to be a wolf.)
  What We Know: There’s at least one animal 
  that has learned how to transform into a human 
  (see Tera West, page 241).
  Extrapolating from her example, a wolfwere 
  (some folks say “werehuman” though that’s less 
  accurate) would be an animal mind in a human 
  body, suffering many of the same advantages 
  and drawbacks as classic werewolves do—only 
  in reverse. That is, they have to learn how to 
  do everything in human-form, since they lack 
  human instincts, socialization, and experiences.
  Powers: Thumbs!
  Statted exactly the same way as a classic were-
  wolf…only with the logic running in reverse.
  Actually, there are some hints that “were-
  humans” would retain some of their animal 
  senses—or at least, have a better grasp on how 
  to use the human senses they end up with. Plus, 
  they’re generally in pretty good shape for a 
  Twentieth Century human—extremely athletic 
  in comparison. Many wolfweres who can actu-
  ally function in human society also probably 
  have a high Conviction to help them deal with 
  the mental pressures.
  Weaknesses: Not good at interpreting human 
  social cues, technology, or cultural concerns, 
  difficulty in using human language, and possibly 
  an aspect like Very Distractible.
  Zombies
  Description: Zombies look like dead people 
  shambling around, except when they’re running 
  like madmen after your car.
  First Appearance: Dead Beat.
  What We Know: When a necromancer infuses 
  energy into the corpse of a dead being, you get a 
  zombie. Since zombies were once human, they 
  have a larger “metaphysical footprint” than, say, 
  animals. This means that a necromancer can 
  pour more energy into them and get stronger 
  goons. Older corpses have a deeper footprint 
  and are easier to control; they are also harder to 
  call up, stronger, and more difficult to damage.
  Necromancers control zombies using a drum, 
  creating a false heartbeat. The necromancer links 
  to the beat, which links to the zombie, making 
  the zombie think the beat is coming from inside 
  itself. In this way, via the linked drumbeat, the 
  necromancer’s intentions are communicated 
  to the zombie. The zombie thinks that these 
  intentions are its own and follows them without 
  question.
  Powers: Inhuman Strength. Inhuman Speed. 
  Inhuman Toughness. Feels no pain.
  Note: this is for a relatively fresh zombie; 
  older ones (like at least a century per individual 
  upgrade) can have Supernatural—or even 
  Mythic!—levels of power.
  Weaknesses: Massive trauma can kill a zombie. 
  They can be rendered inert by cutting off the 
  flow of energy animating them via running 
  water, magic circle, ring of salt, etc. 
  If the drumbeat controlling a zombie is lost, 
  it will slip control and act unpredictably (could 
  just stand there, or could run amok).
  Zombies aren’t intelligent, but they can 
  follow orders; they’re about as smart as an 
  average animal.
  ZOMBIE
  High Concept: Zombie
  Skills
  Athletics: Good (+3)
  Fists: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Fair (+2)
  Powers
  Living Dead [–1]
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Inhuman Toughness [–2] (zero-value Catch)
  Stress
  Mental oo   Physical ooo(oo), Armor:1   Social oo
  Notes
  Weapon:2 strength, Great initiative, Good attack & 
  defense. These things are faster than you’d expect.
  Total Refresh Cost: –7
  Hey, Bob, do zombies 
  stop decomposing after 
  they’ve been raised?
  Depends if they’re long-term or 
  short-term servitors. 
  Where the hell did Tera West learn her 
  transformation spell? From Listens to Wind?
  Polka will 
  never die!
  Why a 
  zero-value 
  Catch on the 
  zombies?
  Well, I don’t 
  know that 
  they have a 
  toughness-
  applicable 
  weakness. But 
  they don’t heal 
  normally and 
  if you get rid 
  of the false 
  heartbeat, 
  they’ll just 
  keel over. 
  Neither of 
  which really 
  works as a 
  toughness-
  nullifying 
  effect.
  
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  What goes Bump
  Sue the Zombie Dinosaur
  Description: Normally, Sue’s just a skeleton.
  Zombified, Sue was as long as a city bus and 
  had pebbled dark grey skin with ripple patterns 
  of black along her head, back, and flanks—much 
  like a jaguar.
  What We Know: Located in the Field Museum 
  in Chicago is the largest and most complete 
  Tyrannosaurus Rex skeleton ever found: Sue. 
  During the Darkhallow a few years ago, 
  Harry Dresden animated Sue as a zombie, 
  clothing her bones with ectoplasmic flesh. 
  A 65 million year old zombie is extremely 
  powerful. Unless you’re looking down the barrel 
  of an apocalypse, do not try this at home, kids. 
  (Also, it’s a grey area under the Laws of Magic.)
  Powers: Mythic Strength. Mythic Toughness. 
  Very fast foot speed (but doesn’t corner well).
  Big, big, big teeth. Massive size.
  Weaknesses: Standard zombie weaknesses.
  By the way, boss: can you make another 
  dinosaur zombie? It was fun driving 
  that construct around!
  No.
   But—
  Just no. 
  You could—
  END OF DISCUSSION, BOB! 
  SUE
  High Concept: Zombie DINoSAUR
  Skills
  Athletics: Great (+4)
  Fists: Superb (+5)
  Endurance: Superb (+5)
  Intimidation: Superb (+5)
  Stunts
  Dino Charge (Athletics): +2 to Athletics when 
  sprinting in straight lines.
  Powers
  Claws [–1]
  Hulking Size [–2]
  Living Dead [–1]
  Mythic Strength [–6]
  Mythic Toughness [–6]
  Stress
  Mental oo   Social oo 
  Physical ooooo(oooooo), Armor:3   
  Notes
  Do not mess with Sue! Weapon:8 strength & 
  claws mean business, and she can take a truly 
  ludicrous amount of trauma before falling 
  apart. Great defense, Superb attack, Mediocre 
  initiative. She has a Catch; we’re not sure what.
  Total Refresh Cost: –17
  So, Billy, if I’m reading the 
  rules here correctly, Sue’s 
  “Mythic Toughness” was able 
  to help Carlos survive the 
  “plot device” explosion of 
  the Darkhallow collapsing, 
  albeit with massive injuries?
  Sounds like an immovable object 
  meeting an irresistible force 
  situation.
  
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  - CHAPter tHree -
  Who’s Who
  
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  Who's Who
  Since I typed these chapters up on 
  georgia’s computer, I was not only 
  able to print out and bind some nicer 
  casefiles for the office (originals 
  are in the lockable file cabinet), 
  but we can easily do that “search 
  and replace” on all of the names to 
  protect the innocent when we’re ready 
  to go to publication of the game. 
  A Few Words on Plot 
  Devices and Extremely 
  Powerful Characters
  Several of the individuals and entities listed 
  in this chapter are so powerful that their 
  key stats are just summarized rather than 
  written out in full. Where that occurs, the 
  stats given include general guidelines for 
  how to deal with challenges regarding that 
  character. For the most part, refresh costs 
  for these kinds of characters are probably 
  underestimated—all we really have to go 
  on is what we’ve seen them do, but many 
  of them are capable of much, much more. 
  GMs might have to adjust the refresh cost 
  and add additional powers or bonuses to 
  appropriately challenge a group, using the 
  scaling guidelines in Running the Game 
  (YS331). 
  There are other characters, such as 
  Senior White Council members, who 
  also might seem a bit anemic in terms of 
  powers. Again, this is largely because we’re 
  not entirely sure of the extent of their capa-
  bilities—these write-ups contain what is 
  generally known. The scaling guidelines 
  should help you add to the write-ups where 
  you need to in order to get the appropriate 
  mileage out of these characters or other 
  characters you model on them.
  I made lists of all the 
  known members of the 
  groups and organizations 
  mentioned in the casefiles. 
  Sometimes all we really 
  have is a name, so those 
  people don’t really 
  warrant entries of their 
  own. In those cases, I put 
  (Ne), meaning “No entry.”
  The Faces of 
  the Cases
  The casefiles of Harry Dresden are full of 
  rich and vibrant characters—some friends, 
  some allies, some clients, and many, many foes. 
  These individuals range from the mundane to 
  the monstrous, from the saintly to the satanic. 
  This chapter collects as much knowledge about 
  each of the people (or not-quite-people) that 
  have had an impact in Harry’s adventures and 
  attempts to give game stats to many of them. 
  (Note that, while an effort has been made to 
  stick to just the facts, a little speculation creeps 
  in occasionally.)
  I didn’t add internal cross-
  references to entries in this 
  chapter: they broke up the 
  reading-flow too much. gener-
  ally, if you named someone 
  in the casefiles, I’ve made 
  an entry (listed alphabeti-
  cally by family name).
  Thanks, Billy! 
  Awesome work. (I 
  actually think what 
  you’ve done here is 
  better than some of 
  the Warden dossiers.)
  Boss—I’ve gone through the casefiles you 
  gave me, starting with the one labeled 
  StOrm FrONt, and extracted the info 
  on each of the individuals involved. (By 
  the way, your take on the events of what 
  you call FOOl mOON, where we met, is 
  interesting.) I took out some of the “missing 
  dog” and “lost wedding ring” cases if 
  they didn’t involve at least a significant 
  baddie. there’s also a “misc” file for 
  shorter cases, like the Astor girl, “Welcome 
  to the Jungle,” my wedding, and such.
  I burned you a backup CD 
  of all of the computer 
  files, slipped it into the 
  envelope you gave me with 
  all of the sigils on it, 
  and put it in the special 
  box in the office safe. 
  I did notice some discrepancies 
  in some minor details between 
  the prominent casefiles—like 
  for an individual’s height, 
  hair color, eye color, etc.—
  so I’ve tried to coordinate 
  those as best I could.
  
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  Who's Who (Ace)
  Abby
  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.
  Ace
  (See “The Changelings of Summer Knight” for 
  more details.) 
  Ace is a short, stocky fellow with dark, curly 
  hair and a goatee. His Winter Court parent—
  both the name and subtype of fae—is unknown. 
  Upon the Summer Knight’s death, Ace 
  sought protection from the Red Court. In return 
  for their protection, he was forced to hire the 
  Tigress to kill Harry Dresden. During a conflict 
  with Harry, the Alphas, and his fellow change-
  lings, he accidentally shot his friend Meryl 
  and then ran off. His current whereabouts are 
  unknown.
  The Changelings 
  of Summer Knight
  In the Summer Knight casefile is a 
  picture of four young people—Ace, Fix, 
  Lily, and Meryl—standing with an older 
  man. The four youths are all changelings 
  of the Winter Court, and the older man is 
  Ronald Reuel, the Summer Knight at the 
  time. The changelings sought Summer’s 
  protection from the torture and abuse of 
  Maeve, the Winter Lady, and Lloyd Slate, 
  the Winter Knight. Unfortunately, due 
  to the machinations of the Summer Lady 
  Aurora, Reuel died, and the changelings 
  were left to fend for themselves.  (For infor-
  mation on changelings, see page 41.)
    Ace 
    Fix 
    Lily 
    Meryl (deceased)
  ACE
  High Concept: Winter Court Pawn
  Trouble: In Way over My Head
  Skills
  Guns: Fair (+2)
  Contacts: Good (+3)
  Endurance: Fair (+2)
  Rapport: Fair (+2)
  Most other skills default to Mediocre.
  Powers
  Unknown. Possibly some Winter-oriented 
  changeling powers.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  Fair shot with a gun; carries a pistol 
  (Weapon:2). Mediocre at initiative & defense.
  Total Refresh Cost: Unknown, likely in the 
  neighborhood of –2 to –4.
  Ace knows a lot of 
  powerful people and 
  he’s handy with a gun..
  that’s what we know.
  Abby is actually shorter than 
  Murph! Can you believe it?
  ABBY
  High Concept: Prescient ordo Lebes Member
  Trouble: Epileptic
  Other Aspects: Toto Sees it Coming
  Skills
  Alertness: Good (+3)
  Conviction: Fair (+2)
  Empathy: Good (+3)
  Lore: Good (+3)
  Rapport: Fair (+2)
  Most other skills default to Mediocre.
  Stunts
  Animal Affinity (Rapport): +2 to Rapport checks 
  made to interact with animals, and particularly 
  her dog Toto.
  Powers
  A Few Seconds Ahead (Minor Ability) [–1]: Abby 
  can use her Lore skill to get a reasonably accu-
  rate picture of events 1-2 seconds ahead of now 
  (limited to what she will personally experience 
  in those moments). She may roll her Lore skill 
  to defend against physical or social attacks or 
  maneuvers.
  Stress
  Mental ooo  Physical oo  Social oo
  Notes
  Good initiative, Mediocre attacks, Good defense 
  against most attacks.
  Total Refresh Cost: –2
  
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  Who's Who (Ancient mai)
  Ancient Mai
  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 (page 34) used 
  by the Wardens (page 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; specifi-
  cally, 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 refresh 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.
  The Archive
  “ivy”
  Picture a darling little girl—seven years old, 
  when Harry Dresden first meets her—with 
  fine, blonde hair and a British accent. That’s 
  how most people in the world see the Archive. 
  However, for those with mystical senses, the 
  little girl hums with strange force and power, 
  like yet unlike that of a wizard. 
  This is because she is the host for the living 
  memory of mankind, the sum of all human 
  knowledge: culture, science, philosophy, lore, 
  traditions—all that’s ever been spoken, printed, 
  or written down. (Electronic information doesn’t 
  count until it’s printed out.) Her purpose is to 
  procure and preserve that knowledge. And she 
  understands it all, every last bit of it.
  Somebody, a long time ago, created the 
  Archive: an intellectual construct, a spiritual 
  entity, composed of pure information (compa-
  rable to an advanced database system), bound 
  to neutrality (though, interestingly, the host of 
  the Archive might not be bound to neutrality), 
  dedicated to the gathering and preservation of 
  Look up “inscrutable” in the dictionary, and there’s 
  Ancient Mai. I mean, at least the Gatekeeper 
  seems to have a sense of humor, strange as it is.
  ANCIENT MAI
  High Concept: 
  Senior White Council Wizard 
  Other Aspects: Wisdom of the Ages; Speak 
  Softly but Carry a Big Stick; My Face Tells 
  You Nothing; Political Survivor
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Conviction: Superb (+5)
  Contacts: Good (+3)
  Deceit: Great (+4)
  Discipline: Fantastic (+6)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Good (+3)
  Lore: Fantastic (+6)
  Presence: Great (+4)
  Resources: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–11]
  Specializations
  Evocation: Elements (Earth, Wood, Spirit, Water); 
  Control (Earth +3, Wood +2, Spirit +2, Water +1); 
  Power (Earth +3, Wood +1, Spirit +2, Water +1 )
  Thaumaturgy: Control (Veils +2, Wards +2, 
  Ectomancy +1), Complexity (Veils +1, Wards +1)
  Focus Items
  Wand (+2 offensive Control for Earth) – This is 
  speculation…
  Stress
  Mental oooo, extra mild consequence  
  Physical ooo  Social oooo
  Notes
   
  Ancient Mai has Discipline enough to casually 
  control 6 shifts of Evocation in something she 
  doesn’t specialize in; in Earth, her best element, 
  that jumps to 9. She likely has several items to aid 
  in her defense; despite all her power, she will most 
  likely deem it prudent to withdraw from a conflict if 
  the option is there.
  Total Refresh Cost: –18
  William —  
  Interesting that you went 
  off the European game 
  plan with her Evocation 
  elements here. That’s 
  a good call, even if it 
  ends up having nothing 
  to do with how Mai 
  actually conceptualizes 
  her magic.
  There are arcane restrictions on the spoken 
  knowledge that the Archive acquires—too 
  abstruse to go into now. Suffice to say, she isn’t 
  eavesdropping on everyone, all the time.
  
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  Who's Who (the Archive)
  knowledge in case of the collapse of civilization. 
  The Archive has a strong drive to protect itself 
  and avoids exposing its host to risk and danger. 
  In ancient Greece, the famed Delphic 
  Oracle—Pythia—was actually the Archive.
  The Archive is passed from mother to 
  daughter; at the moment of the mother’s death, 
  it completely empties the mother’s mind—
  pouring the Archive (and all its knowledge) 
  into her daughter’s mind. Usually, the Archive is 
  inherited by a woman in her early- to mid-30s. 
  The sudden influx of the weight of thousands 
  of successive lifetimes (plus the massive amount 
  of knowledge on nearly every topic of interest 
  to humanity) contained within the Archive can 
  drive the host insane. This is one of the reasons 
  the Archive tends to distance itself (and its 
  hosts) from humanity: it minimizes the added 
  weight of another lifetime of experiences. Of 
  course, this tends to make the Archive’s host 
  emotionally remote.
  The Archive is Power, with a capital P. While 
  the White Council considers the Archive on 
  par with the Faerie Ladies, recent events have 
  led Harry Dresden to compare the Archive to 
  the power level of the Faerie Queens Mab and 
  Titania. The wealth of the Archive’s mystical 
  knowledge is such that its host can do things 
  that are nigh-impossible for a mortal wizard, 
  like perform two entirely different spells in 
  either hand at the same time, or hold off seven 
  Denarians—five of them powerful sorcerers!—
  at once.
  The Archive can be contained within a 
  greater circle—but it must be one using a heavy-
  duty ritual, in a proper location, with flawless 
  construction. 
  The current host of the Archive is a twelve 
  year old girl. Harry Dresden calls her “Ivy.” (In 
  this text, “the Archive” refers to the informational 
  entity, while “Ivy” refers to the mortal host, with 
  the understanding that the nature of the Archive 
  will cause this distinction to blur.)
  Ivy’s grandmother was killed in freak auto-
  mobile crash. When she inherited the Archive, 
  Ivy’s mother was a seventeen year old girl who 
  was both in love and greatly pregnant. Rather 
  than bear the weight of her responsibility, she 
  committed suicide, passing the Archive directly 
  onto her unborn daughter.
  Ivy knows all of this, from many angles—
  including 
  her 
  mother’s 
  perspective. 
  Mind-twisting!
  Though Ivy is physically a child (and often 
  requires an adult “bodyguard” to help handle 
  any relevant social and physical difficulties; 
  see Kincaid), it must be remembered that Ivy’s 
  mind contains five millennia of memories and 
  skills. Due to this vast knowledge and power 
  (in addition to wealth and experience), she is a 
  Freeholding Lord (page 22) under the Unseelie 
  Accords.
  The Archive was appointed as Emissary in the 
  duel between Harry Dresden and Duke Paolo 
  Ortega of the Red Court of vampires during 
  the Death Masks case. When the duel was 
  disrupted, she used her command of the weapon 
  of the duel—a chunk of mordite (page 15)—to 
  kill many Red Court vampires. It is unknown if 
  the Red Court holds this against her.
  She next showed up in the casefiles during 
  the Small Favor case. Harry chose her as 
  Emissary to help mediate in the issue of the 
  Denarians’ snatching of John Marcone, since 
  they had a “working relationship.” Unfortunately, 
  the Archive—and Ivy—was Nicodemus’ target 
  all along; Marcone was simply a test and a target 
  of opportunity.
  The Council believes that the Archive has 
  too much power and too little restraint.
  Kincaid calls her “the midget.” I like my name for her better. (And I think she does, too.)
  I like Ivy, 
  though it’s kind 
  of freaky to 
  be in the same 
  room with her 
  sometimes. 
  She seems to 
  like kitties 
  and other 
  cute things—
  especially 
  Mister and 
  Mouse—a lot. 
  She may be 
  the über-
  powerful 
  Archive, 
  but she’s 
  also a kid.
  
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  102
  Who's Who (Nicodemus Archleone)
  Ivy was captured at Shedd Aquarium, taken 
  to an evil island in Lake Michigan, abused and 
  tortured by the Denarians—especially Rosanna 
  and Tessa, and then held captive in a greater 
  circle. They were preparing her to accept one of 
  their coins, but Harry Dresden and the Knights 
  of the Cross rescued her from that fate.
  It is currently unknown what effect her 
  captivity and torture at the hands of the 
  Denarians will have on her future actions.
  Nicodemus 
  Archleone
  Nicodemus is the leader of the Order of the 
  Blackened Denarius and is in full partnership 
  with his Fallen—Anduriel, one of Lucifer’s 
  Captains before the Fall. This makes him one 
  of the most dangerous and powerful beings in 
  the world. Nicodemus is dangerous because 
  he is Nicodemus, not because he’s the host of 
  Anduriel.
  He typically appears to be a human man of 
  medium height and build, with short dark hair 
  bearing an off-center streak of silver. His eyes 
  are dark. He speaks with a British accent; his 
  voice is mellow and deep. He favors grey suits 
  and always seems to be wearing a slender grey 
  tie. (On closer inspection, this “tie” is actually 
  a hangman’s noose—the Barabbas Noose, a 
  powerful artifact that prevents the wearer from 
  dying and also allows him to mandate a death 
  that cannot be avoided.)
  His shadow writhes and boils, like blobs of 
  tar. It can strike, grab, and hold things; its grip 
  is cold and sucks away magical power. It whis-
  pers words in angelic (demonic?) language. 
  Nicodemus can use it like bat-wings to fly. (It is 
  unknown if this shadow is in place of, or in addi-
  tion to, a demonic form like those possessed by 
  other Denarians.)
  Nicodemus is the husband of Tessa (see 
  Polonius Lartessa). The pair rarely works 
  together: Nicodemus is focused on the long-
  term (and enhancing the potential talent of his 
  recruits), while Tessa is focused on the short-
  term (and encouraging the eagerness and raw 
  desire of her recruits).
  He is also the father of Deirdre, and their rela-
  tionship is…unconventional, to say the least. He 
  tends to keep his daughter, Saluriel (see Quintus 
  Cassius), Ursiel, and perhaps two or three other 
  Denarians near him at all times. However, the 
  Stat-less in 
  Seattle Chicago?
  While many of the entries in this chapter 
  deal with average folks who don’t really 
  need extensive “stats” (Faith Astor, Mike the 
  Mechanic, Clark Pell, etc.) some of them 
  deal with extremely powerful characters 
  (The Archive, Cowl, Ferrovax, etc.) who are 
  likewise lacking in stats. Despite the amount 
  of “screen-time” they receive, their specific 
  abilities are often not clearly defined. Still, 
  there is usually some information on the 
  nature of their personality, as well as indica-
  tions of their general power level (often very 
  high!) and abilities. 
  For that reason, most of these potent 
  individuals are not given formal stats, but 
  only sketches and suggestions based on 
  what we’ve seen them do in the past. (See 
  also “Supernatural Heavyweights,” page 28.)
  THE ARCHIVE (“IVY”)
  High Concept: The Archive 
  Trouble: I’m only a Kid
  Other Aspects: Knowledge is my Shield; on 
  the Shoulders of Giants; Tortured by the 
  Denarians; Look, a Kitty!; Kincaid’s Contract
  Skills and Powers
  Anything remotely involving knowledge, don’t 
  bother rolling; she knows it. 
  Spellcraft, assume an Epic or better in any skill 
  relating to the paranormal—Ivy is able to cast 
  and maintain several different spells simultane-
  ously in magical combat. 
  Stress
  Mental oooo (+2 mild consequences)  
  Physical oo  Social oooo
  Notes
  Politically, assume she presents a Great challenge, 
  unless she can’t force the other side to take her 
  seriously—she is just a young girl. Physically, way 
  to go, Rambo—you can take a kid. Aren’t you 
  proud? Paranormally, she’s off the charts—able 
  to match spells with multiple Denarians simul-
  taneously, in fact. She can tire out, though, or 
  be tricked or convinced to accept defeat. Pin her 
  down and she’s helpless.
  Total Refresh Cost: Does it matter? She’s 
  more powerful than most of us will ever be.
  Hey wait — 
  since you've 
  printed this 
  out, that 
  means Ivy 
  knows about 
  this game!
  Cool! You 
  think she'd 
  want to play?
  Well, I 
  haven’t 
  gotten a 
  phone call 
  from her 
  yet.
  Archleone means  
  “seeking whom he may devour.”
  That shadow thing smashed my blasting rod to splinters. Watch out for it.
  
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  Who's Who (Nicodemus Archleone)
  events of the Death Masks case removed 
  Ursiel and Saluriel from the playing field entirely; 
  the coin-bound Lasciel was also removed from 
  his immediate control. It is unknown if he has 
  replaced these Denarians in his entourage with 
  new ones. He has an apparently human grey-
  haired valet named Porter and a number of 
  fanatical human minions (descended mother to 
  daughter, father to son) who tend to be of the 
  large, blocky, and tongue-less variety.
  He may be over 2,000 years old (it’s unknown 
  whether this is from being a Denarian, from the 
  powers of the Noose, or a combination of the 
  two), and of all of the foes Harry Dresden has 
  faced, he possibly has displayed the best under-
  standing of the value of information. He makes 
  sure to destroy the archives of the Knights of the 
  Cross every century or so, to limit their knowl-
  edge of his abilities. 
  Despite that, it’s known that Nicodemus has 
  personally killed over a hundred Knights of the 
  Cross; over a thousand priests, nuns, and monks; 
  and over three thousand men, women, and chil-
  dren. Only four Knights of the Cross have ever 
  faced him and survived: Shiro Yoshimo, Michael 
  Carpenter, Sanya, and an unknown Knight of 
  the past (possibly the mysterious Egyptian). 
  Nicodemus has a vast knowledge of magic 
  and the power of faith. He duplicated the 
  enchantment for the “thorn manacles” created by 
  the fae to bind human wizards. He can identify 
  a person as a member of the Fellowship of St. 
  Giles (page 89) by recognizing the control tattoos 
  the organization uses.
  NICODEMUS ARCHLEONE
  High Concept: 
  First among the Denarians
  Other Aspects: Anduriel’s Host; 
  Been around for a Long, Long Year; 
  That soul which has the greatest 
  Punishment; Pride Goeth Before 
  Everything; Try Not My Patience; I 
  rejoice over the corpses of Knights
  Skills
  Assume that any physical conflict is of at 
  least Superb difficulty (especially with Guns 
  or Weapons). Due to his physical immunity 
  to…well, everything, if you do manage to 
  win an exchange against him (as Michael 
  Carpenter did briefly) it won’t cause phys-
  ical damage, but you might push him back 
  or gain some other temporary advantage 
  (treat attacks as maneuvers—see his Item of 
  Power, below).
  In other conflict, he tends to start at 
  Great before considering his aspects. Use 
  his aspects—your players will appreciate the 
  Fate Points.
  His Lore knowledge rivals the Archive, 
  both personally and sourced from Anduriel.
  Notes
  You lose.
  Nicodemus is…well, he’s invincible. In 
  game terms, it makes little sense to stat 
  him out point-by-point—he’s a plot device. 
  Conflicts against him need to be more 
  oriented toward getting around him rather 
  than through him.
  Powers
  Assume at least Supernatural 
  Recovery [–4], if not Mythic.
  Wings [–1]. The dude has freaking wings. 
  Made out of shadows.
  Marked By Power [–1]. In case anyone 
  hadn’t noticed.
  Possible Spellcasting, or something like 
  it; at the least he can exercise his will 
  in the form of living shadows, and he 
  appears to be adept at a variety of rituals 
  for creating items or twisting beasts. 
  Assume Great, possibly Superb difficulty 
  when facing these abilities, which mani-
  fest with effects of living shadow.
  Item of Power [+2]: The Barabbas Noose 
  covering the following powers:
  Physical Immunity [–8]. He’s impervious to 
  everything up to and including a nuclear 
  strike. Except for…
  The Catch [+0] is the Barabbas Noose itself 
  can be used to harm its wearer.
  Barabbas Curse [–8?]: The ability to make 
  someone’s death both inevitable and 
  more imminent. Does this function like 
  a wizard’s death curse, minus the dying? 
  We don’t know. Cost in refresh is specu-
  lative, and probably underestimated.
  Stress
  Mental oooo  Social oooo
  Physical oooo +2 mild consequences  
  Total Refresh Cost: A whole damn lot, 
  at least –20, probably more.
  Sure, the 
  noose makes 
  the wearer 
  invulnerable…
  but NOT to 
  being choked 
  with it. 
  
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  Who's Who (Nicodemus Archleone)
  Perhaps more immediately frightening, he 
  has a ton of information on Harry Dresden: 
  his history, his nature, his methods. Nicodemus 
  knew—and has fond memories of—Harry’s 
  mother Maggie LeFay. 
  In the Death Masks casefile, Nicodemus 
  claimed he was trying to keep Harry out of 
  the situation involving a magical plague curse 
  and the theft of the Shroud of Turin. However, 
  he needed someone of “a certain metaphysical 
  mass” to be a sacrifice for power and Harry fit 
  the recipe. When he refused Nicodemus’ offer 
  of Lasciel’s denarius and membership in the 
  Denarians, Harry got nominated as the sacri-
  ficial meat. Nicodemus was about to kill him 
  when Shiro Yoshimo showed up and agreed to 
  take Harry’s place as the Denarian’s prisoner. 
  Nicodemus readily agreed, since his ends were 
  even better served by the torture and blood of 
  Shiro instead of Harry (Shiro’s agony and death 
  would personally empower Nicodemus in addi-
  tion to powering the Plague Curse).
  Nevertheless, Nicodemus is apparently afraid 
  of Harry for some reason. He used the inherent 
  ability of his Noose to cast the Barabbas Curse 
  on Harry, mandating his death. However, Shiro 
  took Harry’s place in that as well—one of the 
  abilities of the Knights of the Cross, it seems. 
  A man of power with no tolerance for fools, 
  Nicodemus cast out Quintus Cassius when he 
  The Order of the 
  Blackened Denarius
  (See What Goes Bump, page 55.)
  Listed by mortal host/Fallen.
    Nicodemus Archleone/Anduriel 
    Polonius Lartessa (Tessa)/Imariel 
    Deirdre/??? 
    Quintus Cassius (“Liver Spots”)/
  Saluriel
    Rassmussen/Ursiel 
    Rosanna/??? 
    ???/Akariel (NE) 
    ???/Lasciel 
    ???/Magog 
    ???/Ordiel (NE) 
    ???/Thorned Namshiel 
    ???/ Urumviel (NE) 
    ???/ Vartheial (NE) 
    “Obsidian Statue” ???/???
    “Shaggy Feathers” ???/???
    “Tree Woman” ???/???
  He knows I am her 
  youngest child. Thus, 
  he knows of at least 
  Thomas, and Lord 
  Raith. Did or does 
  Nicodemus have dealings 
  with Lord Raith?
  
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  Who's Who (Anna Ash)
  surrendered Saluriel’s denarius to the Knights 
  of the Cross. Nicodemus is not an idiot, and 
  he plays hardball. He does not like being inter-
  rupted. Quiet, still, dangerous, patient, vile, mali-
  cious, Nicodemus is beyond all scope of mortal 
  understanding. He believes that treachery is a 
  more dangerous weapon than any magic—and 
  he’s had two thousand years to practice. 
  He will use a gun as readily as a knife. While 
  he may not up be on recent psychological tech-
  niques, he can drive a chariot. Interestingly, while 
  Nicodemus can use a katana well enough to hold 
  off Michael and Sanya at the same time, he lost 
  ground rapidly against Michael when Michael 
  was using Amoracchius and Fidelacchius simul-
  taneously during the Death Masks case. 
  During the Small Favor case, a number of 
  things came to light: 
    Nicodemus is not part of the Black 
  Council (page 63). 
    Nicodemus is upset and disturbed 
  by Mouse.
    Nicodemus offered Harry a partner-
  ship, including: support, wealth, and 
  companionship; the destruction of the 
  Red Court of vampires; and a promise 
  of assistance for Susan to find a cure for 
  her half-vampiric state. All Harry had to 
  do was agree to work with Nicodemus 
  in ways that would not go against his 
  (Harry’s) conscience. Nicodemus also 
  offered acceptance of a soulgaze as proof 
  of intentions.
    Nicodemus didn’t realize that “Lash’s 
  shadow” had been burned out of 
  Harry’s brain.
  In any case, Harry ended up using the 
  Barabbas Noose to try to choke Nicodemus to 
  death (again). He choked Nicodemus at least 
  30 seconds past unconsciousness (possibly up 
  to 90 seconds), then dumped Nicodemus into 
  the freezing waters of Lake Michigan. Though 
  Nicodemus was recovered by his daughter 
  Deirdre, it is unknown if he suffered any 
  ill-effects.
  Anna Ash
  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 devel-
  oped 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 disap-
  pearances—hired Elaine Mallory for protec-
  tion. 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.
  In a word—EVIL!
  Ordo Lebes
   Abby
   AnnaAsh(deceased)
   HelenBeckitt
   MariaCaselli(NE)(deceased)
   Janine(NE)(deceased)
   ElaineMallory
   PaulineMoskowitz(NE)(deceased)
   Olivia(NE)
   Priscilla(theSkavis)(deceased)
  ANNA ASH
  High Concept: ordo Lebes Founder 
  Other Aspects: Never Trust a Warden
  Skills
  Alertness: Good (+3)
  Conviction: Fair (+2)
  Lore: Fair (+2)
  Presence: Fair (+2)
  Resources: Fair (+2)
  Most other skills default to Average or 
  Mediocre.
  Powers
  Ritual [–2] (specialization unknown)
  Stress
  Mental ooo  Physical oo  Social ooo
  Notes
  She’s alert enough to act quickly in a fight 
  (Good), but her magic is not suited for it; 
  Mediocre in most things that would matter. 
  Total Refresh Cost: –2
  Anna is another 
  person I’ve failed. 
  She didn’t deserve 
  what the Skavis 
  did to her.
  
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  Who's Who (Faith Astor)
  Just the 
  other day, I 
  was thinking 
  about Faith. 
  She’s gotta 
  be nearly 
  twenty 
  years 
  old now. I 
  wonder, did 
  I have any 
  positive 
  impact in 
  her life?
  I mean, other 
  than saving 
  her from 
  the troll.
  Faith Astor
  While working for Nick Christian on the 
  “Restoration of Faith” case, Harry tracked down 
  ten-year-old runaway Faith Astor in a dumpster 
  in downtown Chicago. She believed (possibly 
  rightly so) that her wealthy parents didn’t care 
  for her except as a reflection of their own status 
  and interests; Faith believed that the only one 
  who ever cared for her was her “Gremma.” After 
  saving her from the bridge troll Gogoth and 
  showing her a bit of magic, Harry helped restore 
  a bit of her faith in the world.
  Aurora
  the Summer Lady
  At first glance you’d have seen a short girl, pale 
  and radiant, with long white hair. But as you got 
  closer, you’d see the exotic beauty, the dimple, 
  the canted feline eyes of a violent green (almost 
  exactly the same features as her Winter Court 
  counterpart, Maeve). Standing only five feet tall 
  and weighing in at 100 pounds, Aurora’s phys-
  ical size had absolutely zero to do with the sheer 
  power she possessed as the Summer Lady.
  Said to be the daughter of Titania, her court 
  was composed of such luminaries as Lord 
  Talos, the centaur Korrick, and—of course—
  the Summer Knight Ronald Reuel. Known 
  for artistic and healing pursuits, Aurora’s court 
  collected individuals seeking protection, like 
  the Winter Court changelings and the human 
  wizard Elaine Mallory.
  Whether spurred by her inherent kindness or 
  by an outside and alien influence (love, Maeve 
  theorizes?), something caused her to conspire 
  with—and manipulate—the Winter Knight 
  Lloyd Slate against her own Knight, Reuel. 
  When Slate killed Reuel, Aurora redirected 
  Reuel’s mantle of power into the changeling Lily 
  and turned her into a marble statue. She hoped 
  to disenchant Lily at the turning of the seasons 
  and sacrifice her on the Stone Table. This 
  would break the eternal cycle of Summer and 
  Winter by adding the Summer Knight’s power 
  to Winter, forever giving them the advantage. 
  Luckily, Aurora was stopped at the last moment 
  by Harry Dresden and killed by wyldfae who 
  had chosen to follow him: Toot-toot and his 
  swarm of pixies. 
  Despite saving humankind, the cycle of 
  seasons, and the power of the Summer Court, 
  Harry Dresden is still responsible for the death 
  of Titania’s daughter. And the Summer Queen 
  has not forgotten.
  Bart
  Bart is a typical specimen of Chicago muscle for 
  hire. He’s in his late 30s, tall, athletic, and good-
  looking. Unfortunately, his dark weasel eyes mar 
  the overall effect.
  During the Small Favor case, Bart was 
  hired by Torelli as a driver. His job was to 
  run Harry Dresden off of the road and cover 
  Torelli’s shooter. 
  After being freaked out by Molly Veiling 
  herself and Murphy, and Harry threatening 
  to burn off Bart’s face with his “little ball of 
  sunshine,” Bart was accidentally shot by Torelli’s 
  goon.
  Doctor Charles 
  Bartlesby
  This portly old British man, with sideburns to 
  his jaw, was a leading historian specializing in 
  Cahokian artifacts. He was also, for an undeter-
  mined time, inhabited by the possessing spirit of 
  the necromancer known as Corpsetaker. During 
  the Darkhallow in Chicago, Corpsetaker left his 
  body to enter that of his assistant, Alicia Nelson. 
  Corpsetaker left Nelson’s spirit in the Doctor’s 
  aged body, which was killed for anthropomantic 
  purposes (and to provide a snack for the other 
  assistant: the ghoul known as Li Xian).
  in the ass!
  FAITH ASTOR
  High Concept: Girl of Restored Faith 
  Trouble: Privilege Makes Me Cynical
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Conviction: Average (+1)
  Rapport: Fair (+2)
  Most other skills default to Average.
  Stress
  Mental ooo  Physical oo  Social oo
  Notes
  She’s a ten-year-old. Mediocre on attacks, but 
  hard to lay a hand on (Fair defense), and quick 
  on her feet (Good initiative). 
  Total Refresh Cost: +2 (Pure Mortal)
  
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  Who's Who (Doctor Charles Bartlesby)
  AURORA
  High Concept: The Summer Lady
  Trouble: Unstable
  Other Aspects: Artist’s Heart; Sidhe Grace; 
  Whether you want it or not; Caution Above 
  All; Schemes and Machinations; Rest and 
  Forget Your Pain
  Skills and Powers
  She was one of the Ladies of the Faerie Courts; 
  she’s at least Superb at everything. Against any 
  direct assault, consider her opposition to be at 
  least Fantastic, before adding in her fae strengths 
  and weaknesses. For purposes of her Seelie magic, 
  assume her spellcasting is of Epic level or higher. 
  Against social or political assault, best of luck to 
  you. Try to outmaneuver her at your own risk, and 
  you’ll face Legendary level difficulty in doing it.
     Aurora was able to exercise vast, ineffable, and 
  far-reaching effects, most of which none of us here 
  have been witness to. Consider that her successor 
  casually granted Harry Dresden the ability to carry 
  a powerful mote of Summer flame into the heart of 
  Arctis Tor…
     She has at least Greater Glamours and Seelie 
  Magic, with a lot of juice to back them both up, and 
  has at least Supernatural Toughness and Recovery 
  against all but the usual Catches (cold iron and 
  such).
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo(oooo)
  Armor:2 vs. physical, extra mild consequence  
  Social oooo, extra mild consequence
  Total Refresh Cost: At least –16, but that’s just 
  what we can explicitly guess at based on Harry’s 
  observations in the Summer Knight case; she was 
  probably far more powerful.
  You have no idea. Her implicit powers probably 
  doubled this.
  Aurora had no compunction 
  about harming or greatly 
  endangering mortalkind—
  we’re talking massive 
  catastrophes here—in order 
  to save them. In my book, 
  that’s pretty crazy.
  CHARLES BARTLESBY
  High Concept: Doomed Historian
  Skills
  Alertness: Fair (+2)
  Contacts: Good (+3)
  Lore: Average (+1)
  Presence: Good (+3)
  Resources: Fair (+2)
  Scholarship: Great (+4)
  Most other skills default to Mediocre.
  Stunts
  High Quality Workspace: The quality of Bartlesby’s 
  workspace (the Field Museum) is determined by 
  his Resources skill, rather than Resources –2.
  Capable Researcher: Any scholarly research 
  Bartlesby does is completed two time increments 
  faster than usual—due in large part to the fact 
  that he’s probably read something about it before.
  Stress
  Mental oo  Physical oo  Social oooo
  Notes
   
  He’s pretty much crap in anything but an academic 
  debate or politicking in museum society.
  Total Refresh Cost: +0 (Pure Mortal)
  BART
  High Concept: Wheelman
  Trouble: I Get Paid To Do Crazy Stuff
  Skills
  Alertness: Fair (+2)
  Driving: Good (+3)
  Fists: Good (+3)
  Intimidation: Fair (+2) 
  Guns: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Connected (Contacts): +2 to Contacts when 
  networking within organized crime.
  Eat Chrome! (Driving): +1 to Driving when 
  using the skill to attack or block.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  Fair on initiative, Good with his attack skills. 
  Likely to carry a pistol (Weapon:2), or just try 
  running someone over with a car.
  Total Refresh Cost: +0 (Pure Mortal)
  
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  Who's Who (Amanda Beckitt)
  Amanda Beckitt
  In a top notch long-term therapeutic facility in 
  Wisconsin lays a comatose girl. Known to the 
  facility’s staff only as Jane Doe, she has a secret 
  benefactor—a very wealthy one, who spares no 
  expense in seeking her comfort and recovery.
  Jane Doe is actually Amanda Beckitt, the 
  daughter of Greg and Helen Beckitt. Years ago, a 
  power struggle within the Vargassi crime family 
  erupted in gunfire near where the Beckitt family 
  was picnicking. Little Amanda was hit by a 
  bullet meant for John Marcone. Believed to be 
  mortally wounded, Amanda spent three weeks 
  in intensive care, and then “died.” In reality, she 
  was hidden away by the Don, “just in case” it 
  came to light that his son was the shooter. When 
  Marcone took over the Vargassi operation, he 
  discovered she still lived. The little girl who had 
  taken a bullet intended for him had never, ever 
  left his mind.
  While her mother has no idea that she’s alive, 
  Marcone has gone to great lengths to protect 
  and try to heal Amanda…even so far as to 
  have the Shroud of Turin stolen to wrap her in, 
  hoping for a miracle. It is unknown if the three 
  days she spent with the Shroud had any effect 
  on her condition. 
  Greg Beckitt
  Husband to Helen and father to Amanda, Greg 
  Beckitt was an up-and-coming young profes-
  sional when his life was torn apart: his daughter 
  was killed in a shoot-out between the Vargassi 
  Mafiosi and some “Jamaican gangbangers.” 
  He and his wife were devastated. When they 
  learned that John Marcone had been involved in 
  the gunplay, they tried to sue him for wrongful 
  death. Though they lost that case, Marcone 
  offered them reparations, which they refused. 
  Greg and Helen apparently descended 
  into a soulless, Yuppified existence—but their 
  desire for revenge drove them down darker and 
  darker paths: some sexual, some violent, and 
  some occult. In an attempt to “get” Marcone, 
  they joined Victor Sells’ ThreeEye Cult, 
  offering financial backing and helping fuel Sells’ 
  ThreeEye creation and “heart-explodey” spells 
  with the energy raised from ritual sex magic. 
  They convinced their chauffeur (and live-in 
  lover) Linda Randall to participate. 
  Greg wore glasses. He was athletic and a good 
  shot with an automatic pistol. When Harry 
  Dresden took down the ThreeEye Cult in the 
  Storm Front case, both of the Beckitts were 
  sent to jail. Greg died in a prison riot about 7 
  years before the events recounted in the White 
  Night casefile.
  helen Beckitt
  “Ms. Demeter”
  (See entries on Amanda Beckitt, Greg Beckitt, 
  and “Gentleman Johnny” Marcone for more on 
  Helen’s backstory with them.) 
  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. 
  Dependents as Long-Term Motivators
  While Amanda doesn’t appear much in the 
  casefiles, the mere fact of her existence shapes 
  the motivations of two characters: Marcone 
  and Helen Beckitt. Indeed, Beckitt—though 
  unaware that Amanda is alive—continues 
  to be influenced by her daughter’s life (and 
  presumed death).
  There’s a temptation in role-playing games 
  to make the PCs loners, orphans, or estranged 
  from their families. Often, those charac-
  ters care little about other people, and—as 
  a result—are difficult to care about. Strong, 
  intriguing backstories involving NPCs who 
  may never even become involved in the main 
  action of a campaign can have a valuable effect 
  on characterization and motivation. And—
  if they do get involved in some way—there’s 
  plenty of material to use for subplots and main 
  plots.
  The Dresden Files RPG makes it 
  easy to include these sorts of friends, allies, 
  contacts, and dependents during character 
  creation (YS52). They’re especially potent, and 
  sure to be woven into the story, when PCs take 
  them as aspects.
  Sometimes 
  I wonder if I 
  should I tell 
  Helen about 
  Amanda. 
  But then I 
  remember that 
  Demeter is 
  bugfuck crazy. 
  Billy, the 
  more I think 
  about it, the 
  more I think 
  we may have 
  to delete 
  the Amanda 
  entry, 
  because I have 
  absolutely 
  NO idea what 
  Demeter 
  would do if 
  she read this 
  book and saw 
  that info.
  
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  Who's Who (Helen Beckitt)
  Her mind is always calculating and her heart 
  lacks empathy, but she’s not necessarily an 
  evil person. She’s broken, and she’s self-aware 
  enough to realize it.
  She’s also secretive. None of her friends in the 
  Ordo Lebes knew of her job (or identity) as “Ms. 
  Demeter,” the manager of Executive Priority 
  Health—a health club/bordello for busy exec-
  utives, created when Marcone took over the 
  remains of Bianca St. Claire’s Velvet Room. 
  Not even the closest thing she had to a friend in 
  the Ordo Lebes, Anna Ash, had any idea about 
  Helen’s past or present. It was only Ash’s tragic 
  death under the powers of the Skavis that made 
  her cooperate with Harry Dresden, allowing 
  him to end the Skavis’ “culling” program.
  During the Small Favor case, Beckitt—or 
  Demeter, since that seems to be her name for the 
  foreseeable future—was again playing both ends 
  against the middle. While it eventually came out 
  that she was using Torelli as a catspaw against 
  Marcone, she also gave Harry the address of 
  Marcone’s safe house (which she’d also given to 
  the Denarians!) and asked for Harry’s word that 
  he’d help Marcone.
  Harry has decided not to hand her over to 
  Marcone (because the internal machinations 
  of organized crime are “none of his goddamned 
  business”), but he may ask her for information 
  in the future.
  GREG BECkITT
  High Concept: Sorcerer’s Assistant
  Trouble: Empty Inside
  Other Aspects: 
  Father to a Murdered Daughter;  
  I Will Have My Vengeance
  Skills
  Athletics: Fair (+2)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Discipline: Fair (+2)
  Guns: Fair (+2)
  Lore: Fair (+2)
  Resources: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Potent Grief: When his emotions are incor-
  porated into another spellcaster’s rituals, 
  he provides a +1 to their complexity rolls. 
  This bonus can be increased to a +2 for 
  one roll; each time it is, Greg takes a 
  mental consequence. In order to benefit, 
  Greg must believe the spell will in some 
  way address the object of his grief.
  Stress
  Mental oooo  Physical oo  Social oo
  Notes
  Greg was handy with a gun (Fair attack, 
  Weapon:2), Mediocre initiative and Fair for 
  defense. Mainly he was a juicy minion used to 
  feed Victor’s nastiest spells.
  Total Refresh Cost: +1 (Pure Mortal)
  HELEN BECkITT
  High Concept: 
  Sorcerer’s Assistant/Marcone’s Assistant
  Trouble: 
  I Work for a Man I Love and Hate
  Other Aspects: My Daughter Died in my Arms; Woman 
  of the World; Ex-Convict; Certifiably Nuts
  Skills
  Athletics: Great (+4)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Great (+4)
  Discipline: Fair (+2)
  Endurance: Fair (+2)
  Guns: Good (+3)
  Lore: Fair (+2)
  Presence: Good (+3)
   
  Most other skills default to Mediocre, few Average.
  Stunts
  Honest Lies (Deceit): Gain a +2 to pass off lies when 
  incorporating bits of truth in the lie
  Takes One to Know One (Deceit): Use Deceit rather than 
  Empathy to catch someone in a lie
  Stress
  Mental oooo  Physical ooo  
  Social oooo
  Notes
  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.
  Total Refresh Cost: +0 (Pure Mortal)
  my take on Helen is that she’s 
  had most of her Potent grief 
  (ala greg Beckitt’s stunt of that 
  name) burned out of her by Victor 
  and other experiences, so I’ve 
  left that off her list. It’s also 
  not clear if she has some real 
  magical talent, or just happens 
  to be a little knowledgeable.
  Billy, we might want to leave some 
  details out of the Beckitts’ info 
  for now, unless you’re extra-eager 
  to get on Marcone’s bad side.
  
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  Who's Who (Drea Becton)
  Drea Becton
  Drea Becton, a teenage girl with shocking 
  red hair and muddy brown eyes, is a friend of 
  Molly Carpenter and Rosie Marcella. All three 
  girls shared an interest in horror movies and 
  attended SplatterCon!!! together during the 
  events detailed in the Proven Guilty casefile.
  While watching one of the Suburban 
  Slashers movies at the convention, she took 
  out her compact to check her make-up. A fetch 
  (page 43) came out through her mirror in the 
  form of the monster of that movie, the Reaper, 
  and began to commit mayhem and feast on 
  the sweet fear thus generated. Catatonic, she 
  was taken to Mercy Hospital. There, Harry 
  Dresden verified using the Sight that she had 
  been psychically mauled beyond repair, insane 
  with fear, her entire life henceforth a silent wail. 
  These stats reflect Drea prior to the attack.
  Agent Deborah Benn
  Deborah Benn was an FBI agent, serving under 
  Phil Denton. She was also his lover and his 
  Hexenwolf packmate. In her late 20s or early 
  30s, she had prematurely grey shoulder-length 
  hair, olive eyes, and a thin and savage mouth. 
  Her body was all hard-muscled sensuality: fast 
  and dangerous. While her voice was quiet, her 
  actions were loud—she tried to punch, shoot, 
  and even reached for her belt to wolf-out on 
  Karrin Murphy when Murphy threatened her. 
  Of the FBI Hexenwolves, she seemed the 
  most strongly affected by the talisman-spirit; 
  under its influence, she got ecstatic and aroused 
  by blood and violence. During the events of 
  Fool Moon, Harry Dresden disabled her in 
  her wolf-form, but it was her pack-mate George 
  Wilson—himself in wolf form—who killed her.
  Bob the Skull
  In France during the Inquisition (the late 
  14th Century to mid 15th Century), a wizard 
  named Etienne the Enchanter bound a Spirit of 
  Intellect and Air—which was fleeing for unre-
  vealed reasons from Mab, the Faerie Queen of 
  Winter—to a human skull. This skull serves as 
  the spirit’s habitat, a mini-Nevernever type envi-
  ronment, a home away from home. While the 
  spirit can leave the skull (in a luminous orange-
  yellow foglike form) when given permission, it is 
  I prefer to choose 
  hope over despair if 
  I can manage it, man.
  Is Insanity the End?
  According to the casefiles, Harry says that 
  Drea Becton probably isn’t coming back 
  from the psychic damage she suffered. 
  However, in The Dresden Files RPG, 
  her tragic tale doesn’t have to end this way. 
  Maybe it could be the beginning—an origin 
  story—for a DFRPG character. Or perhaps 
  finding a way to bring back a soul-scarred 
  friend could be the point of an ongoing 
  story arc or campaign?
  I don’t know whether to 
  be angry that this bit of 
  text treats the situation 
  lightly or mildly hopeful 
  because, at least in an 
  RPG, Drea Becton can 
  come back to sanity.
  Damn you, Billy.
  DREA BECTON
  High Concept: Teen Horror Fan
  Other Aspects: Molly & Rosie & Me, BFFs
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Deceit: Good (+3)
  Lore: Fair (+2)      (She’s a horror fan!)
  Rapport: Fair (+2)
  Scholarship: Great (+4)
  Most other skills default to Mediocre, with a few 
  at Average.
  Stress
  Mental oo  Physical oo  Social oo
  Notes
   
  Despite the ability to run away from trouble 
  (Good Athletics), Drea ended up a victim like 
  those in the movies she loved.
  Total Refresh Cost: +2 (Pure Mortal)
  
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  Who's Who (Bob the Skull)
  the only place in the mortal realm where it can 
  rest and recuperate. 
  Owned by dozens of wizards over the 
  years, the spirit has served effectively as a form 
  of “magical computer”: storing information, 
  revealing knowledge, analyzing formulae, and 
  keeping track of the slowly-changing laws of 
  quasi-physics. It knows thousands of beings in 
  the Nevernever, hundreds of spell recipes, scores 
  of formulae for potions, enchantments, and 
  magical constructs. As an informational entity, it 
  is similar to the Archive, but much less powerful. 
  (Its direct knowledge of Faerie is mostly focused 
  on the Winter Court side of the equation. Also, 
  its understanding of the power of faith—and for 
  that matter, technology—is limited.) 
  Not a familiar, the spirit must be paid—
  usually in knowledge or a temporary furlough 
  from the confines of its bony terrarium.
  Lingerie catalogues preferred, but zombie 
  pirate movies are awesome.
  One of the wizards who owned the skull was 
  the necromancer Heinrich Kemmler. For 40 
  years, the spirit worked with Kemmler, pursuing 
  dark power. Kemmler twisted the spirit, making 
  it cold, ruthless, and evil. 
  When the White Council eventually 
  destroyed Kemmler, a young Warden named 
  Justin DuMorne pulled the skull from the smol-
  dering ruins of the necromancer’s lab and kept 
  it, though he claimed to have destroyed it. (The 
  White Council believes it has been destroyed; 
  they are concerned about such entities because 
  they combine “too much power” with “too little 
  restraint.”)
  During this period, the spirit chose (or was 
  instructed) to forget things about Kemmler, 
  destroying most of the memories of the years 
  spent with him, and locking away what couldn’t 
  be destroyed. Since knowledge is what a Spirit 
  of Intellect is made of, losing this knowledge 
  took away a big part of its existence—much like 
  losing a limb. 
  The spirit aided its new master with magical 
  research, including enthrallment and anchoring 
  spells. Also at this time, it met DuMorne’s 
  apprentices: Harry Dresden and Elaine Mallory. 
  When Dresden used magic to kill DuMorne 
  in self-defense, he “inherited” the skull and its 
  spirit.
  DEBORAH BENN
  High Concept: Hexenwolf/FBI Agent
  Trouble: Loose Cannon
  Other Aspects: Lover of Agent Denton; Feral Fury
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Discipline: Average (+1)
  Endurance: Fair (+2)
  Fists: Great (+4)
  Investigation: Good (+3)
  Guns: Mediocre
  Might: Fair (+2)
  Stealth: Good (+3)
  While in wolf-form (skills as shown above), most other 
  physical skills fall into the Average or Fair range, with 
  most other skills defaulting to Mediocre. In her human 
  form, she shuffles her skills around a little bit—Guns is 
  much improved (Good), while Fists drops down a notch 
  (to Good).
  Stunts
  Killer Blow (Fists): At the cost of one fate point, add 3 
  to the damage of a Fists attack on a successful hit, 
  once per scene. This stacks with any other damage-
  increasing stunts for Fists.
  Powers
  Item of Power (Small) [+1], a hexenwolf belt, covering all 
  the following:
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Demonic Co-Pilot [–1]
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  In human form, Benn is not only a capable FBI agent 
  with the power and authority that implies, but she also 
  packs heat (Weapon:2 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 Superb, and 
  the claws and strength abilities mean she’s effectively 
  Weapon:4 on those attacks. Speed comes into play to 
  make her initiative Epic, and her Athletics dodges are 
  Great. All of this at the low, low cost of her identity as a 
  human being!
  Total Refresh Cost: –8
  For your own good, Bob.
  Harry, you buried me in a dank hole for however many 
  years you were down in Hog Hollow with McCoy!
  
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  Who's Who (Bob the Skull)
  Billy, I’m sorry to do this to 
  you—  believe me, the amount 
  of work you did here on Bob is 
  amazing. But… It’s all gotta go. 
  To the White Council, Bob 
  is effectively a “loose” 
  suitcase nuke. They shouldn’t 
  know about him. If they ever 
  DO find out about him, I will 
  be in So. Much. Trouble. 
  So axe this section. Put in 
  something vague and unverifi-
  able like “Harry Dresden’s 
  trusted source and advisor, 
  Bob, is wise in the ways of the 
  Never never and magic, but 
  details are maddeningly nebulous.”
  How am I ever going to get 
  groupies at this rate?
  Dresden named the skull-spirit “Bob,” and 
  Bob has since become one of the best teachers 
  and assistants a wizard could ever hope for. Now 
  identifying as “he,” Bob has become fascinated by 
  sex, sexuality, and gender. His furloughs involve 
  possessing Dresden’s cat Mister and roaming 
  around causing a ruckus (visiting strip clubs, 
  causing orgies at universities, and the like). 
  He enjoys lingerie catalogues, bodice-ripping 
  Gothic Romance novels, pornography, and 
  romantic comedies.
  Though briefly out of Harry’s possession—
  and evil!—during Dead Beat, Bob did get 
  to have a long conversation with the smartest 
  human he’s met for years (Waldo Butters) and 
  take possession and control of a gigantic zombie 
  dinosaur. All in all, it was a pretty good night 
  out on the town.
  During the Small Favor case, Bob informs 
  Harry on the nature of soulfire—an interesting 
  exception to his lack of knowledge regarding 
  “faith-power.”
  Stats are pretty irrelevant for Bob. He’s a 
  personified Lore check of, at the very least, 
  Superb quality. Or you could simply regard him 
  as a very high quality arcane library. In his evil 
  “purple skull-lights” mode, he can actually throw 
  around some power—and his ability to possess 
  house pets and go for a ride can be a factor as 
  well. But by himself, as an advisor in a skull, he’s 
  nearly “all character, no stat.”
  All-in-all, not bad. 
  I am fairly great, 
  when you put it 
  all together this 
  way.
  Bob, I thought you didn’t 
  know much about faith stuff?
  Uriel is too big a supernatural player, 
  and soulfire is too powerful a tool, for 
  me to be ignorant of either.
  When Bob reads books, 
  he kind of treats the 
  characters in the 
  story as if they were 
  actors performing on a 
  stage in front of him.
  
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  Who's Who (Artemis Bock)
  Bobby
  “Gowan Commando”
  Tall, in his early 20s, and built like a statue of 
  Hercules (though his face is slightly unattractive), 
  Bobby is an actor in pornographic films. He sports 
  a high-tech tan, coal black hair, and a macho, 
  mildly homophobic demeanor. He’s strong and 
  knows martial arts. While working with Genosa 
  Productions, he met Inari Raith and fell in love 
  with her—even to the point of taking a bullet for 
  her. After the events of Blood Rites, he, Inari, 
  and his friend Jake Guffie moved to California to 
  open a feng shui business.
  Artemis Bock
  Artemis Bock is a bear of a man: broad-shoul-
  dered, 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 book-
  store over the rims of a pair of reading glasses, 
  then pushes them up with a stumpy finger. 
  Billy, You’re a true romantic.
  guilty.
  Any time you want to score me one 
  of Mr. Commando’s films for research, 
  I’m game.
  Evil Bob
  It seems that, if commanded to recover the 
  memories and knowledge of Kemmler that 
  could not be destroyed, Bob’s spirit form 
  changes from a nebulous orange cloud to 
  a geometric shape of cold, blinding, blue-
  violet light. He also turns into a jerk. A 
  ruthless jerk with vast raw psychic power. In 
  his “unlocked” form, Bob came within an ace 
  of killing Harry Dresden in mere moments.
  While Harry has ordered Bob to never 
  recover those memories again, nor to obey 
  a command to unleash them again, it’s only 
  effective while Harry possesses the skull. If 
  someone steals it (like Kumori and Cowl 
  did), all bets are off.
  Or are they? During the Darkhallow in 
  Chicago, it seems that Harry was able to 
  wrest control of Bob from Cowl (or at least 
  block Cowl’s control of Bob) by reminding 
  Bob that Harry had named him. Names 
  have power. Wresting control put Bob back 
  into Harry’s possession, Evil Bob got locked 
  off (because of Harry’s earlier order), and 
  Harry was then able to give Bob permission 
  to leave his skull, so that Bob could possess 
  Sue the Zombie Dinosaur and run amok.
  BOBBY
  High Concept: 
  Porn Star with a Heart of Gold
  Trouble: I’d Take a Bullet for Inari Raith
  Other Aspects: True Love
  Skills
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Endurance: Great (+4)
  Fists: Good (+3)
  Intimidation: Fair (+2) 
  Might: Fair (+2)
  Performance: Fair (+2) 
  Rapport: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Martial Arts (Fists): Bobby uses Fists at +1 
  as a knowledge and perception skillfo-
  cused on unarmed fighting. He may use 
  it to make assessments and declarations 
  related to fighting styles and culture.
  Sex Appeal (Rapport): Bobby receives a +2 
  to the roll on any seduction attempts 
  with Rapport, provided that the target is 
  someone who could be receptive to his 
  advances.
  Stress
  Mental ooo  Physical oooo  Social oo
  Notes
  Bobby’s a lover, not a fighter (despite the 
  training), but he’ll swing a fist (Good) or jump 
  in front of a bullet (Good Athletics) if you try 
  to hurt his girl.
  Total Refresh Cost: +0 (Pure Mortal)
  Hey Billy, why’d you 
  include Bobby here?
  guy takes a bullet for a 
  White Court virgin and falls in 
  mutual love with her, effectively 
  curing her condition—I think 
  that’s pretty significant.
  
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  Who's Who (georgia mcAlister Borden)
  While not a practitioner himself, he under-
  stands basic magical theory and—better yet—
  his mystical clientele and the occult society of 
  Chicago. He deals with everyone—from were-
  wolves 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. 
  Georgia McAlister 
  Borden
  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—a pack of 
  classic werewolves that patrol and protect the 
  University of Chicago campus and environs. 
  While born to wealth, she doesn’t seem to have 
  many hang-ups stemming from that—but she 
  does seem to have access to a fancy SUV and 
  Gold Coast emergency crash-space with her 
  dad and step-mom Eve. 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, page 153). A kiss from her 
  true  love freed Georgia from her enchanted 
  sleep, then she and her intended gnawed a bit on 
  the faerie interloper. 
  William Borden
  (“Billy” or “Will”)
  Will Borden is the leader of the Alphas—a pack 
  of classic werewolves that patrol and protect the 
  University of Chicago neighborhood. An ideal-
  istic pessimist, he thinks people are too incom-
  petent 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 supernat-
  ural—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 were-
  wolf, 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.
  And how does the missus like 
  the “extremely” here?
  I’m being objective. For the sourcebook!
  ARTEMIS BOCk
  High Concept: 
  occult Bookstore operator
  Trouble: I Can’t Get Involved
  Other Aspects: Knowledge is the Great 
  Equalizer; A Mighty Fortress is my Shop
  Skills
  Alertness: Good (+3)
  Contacts: Great (+4)
  Conviction: Fair (+2)
  Endurance: Fair (+2)
  Guns: Fair (+2)
  Lore: Fair (+2)
  Might: Fair (+2)
  Presence: Good (+3)
  Rapport: Good (+3)
  Scholarship: Fair (+2)
  Most other skills default to Mediocre, with 
  a few at Average (particularly social and 
  knowledge-oriented skills).
  Stunts
  Ear to the Ground (Contacts): The difficulty 
  of any Getting the Tip-off roll is reduced 
  by two.
  Paranoid? Probably. (Alertness): Gain +2 to 
  Alertness when rolling against surprise.
  Stress
  Mental ooo  Physical ooo  Social oooo
  Notes
  Artemis uses his Superb Alertness when 
  rolling against surprise to duck behind 
  the counter or close up shop. He’s a busi-
  nessman, but he’s not an idiot. 
  Total Refresh Cost: +0 (Pure Mortal)
  Librarians 
  are scary, 
  and Bock is 
  essentially 
  one of the 
  best we’ve 
  got, locally. 
  I wonder what 
  his story is.
  librarians 
  are scary?
  Knowledge is 
  power.  
  Look at the 
  Archive.
  Boss, you made 
  a point! A good 
  point!
  Shut up, Bob.
  
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  Who's Who (William Borden)
  WILLIAM BORDEN
  High Concept: 
  Combat Leader of the Alphas
  Trouble: 
  Harry Dresden is My Friend
  Other Aspects: Street-Smart; 
  In Love with Georgia; Committed Gamer; 
  People Need to Wake Up!; I want to make 
  a difference
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Conviction: Fair (+2)
  Contacts: Average (+1)
  Craftsmanship: Fair (+2)
  Discipline: Average (+1)
  Empathy: Average (+1)
  Endurance: Good (+3)
  Intimidation: Average (+1)
  Investigation: Fair (+2)
  Fists: Good (+3)
  Might: Average (+1)
  Presence: Great (+4)
  Scholarship: Great (+4)
  Stealth: Fair (+2)
   
  These are Will’s skills when in human form. 
  When in wolf-form, he has the option to 
  shuffle these, usually putting Fists and 
  Alertness at Great at the expense of 
  Presence and Scholarship.
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Stress
  Mental ooo  Physical oooo  
  Social oooo
  Notes
   
  Claws & Strength give him Weapon:4 with 
  his bite & claw attacks, which are usually 
  made at Great. Initiative in wolf form is 
  usually Legendary, dodging at Superb.
  Total Refresh Cost: –7
  GEORGIA BORDEN
  High Concept: 
  Surrogate Mom of the Alphas
  Trouble: In Love with Will Borden
  Other Aspects: Born of Wealth; 
  I Don’t Have a Privileged Attitude
  Skills
  Alertness: Fair (+2)
  Athletics: Average (+1)
  Conviction: Fair (+2)
  Discipline: Fair (+2)
  Driving: Average (+1)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Fists: Average (+1)
  Investigation: Fair (+2)
  Lore: Average (+1)
  Presence: Good (+3)
  Rapport: Good (+3)
  Resources: Good (+3)
  Scholarship: Good (+3)
  Stealth: Average (+1)
  These skills represent Georgia in her mortal 
  form. As a wolf, she can shuffle her skills, 
  swapping Empathy, Presence, Rapport, 
  Resources, and Scholarship for Alertness, 
  Athletics, Endurance, Fists, and Stealth. As 
  time passes, though, those physical skills will 
  tend to remain the same—being a werewolf 
  long-term is a good work-out program.
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Stress
  Mental ooo  Physical ooo  
  Social oooo
  Notes
  Claws & Strength give her Weapon:4 with 
  her “unarmed” attacks, which are made at 
  Good. Initiative in wolf form is Epic, dodging 
  at Great.
  Total Refresh Cost: –7
  So you’re 
  saying, “I 
  didn’t play 
  ARCANOS 
  all those 
  years without 
  learning a 
  little bit about 
  courage”?
  
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  Who's Who (lisa Boughton)
  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. 
  Awwwww. You crazy kids.
  It’s right out of a freakin’ 
  fairy tale! Literally.
  Lisa Boughton
  née Lisa Murphy
  The youngest sister of Karrin Murphy and the 
  unknown Murphy boys, she’s a very feminine 
  young woman with a princess attitude. Some 
  of this demeanor may come from the fact that 
  she seems to be the youngest child. Also, her 
  parents—Collin and Marion Murphy—raised 
  her less strictly than they did her older sister 
  (and presumably the boys). 
  A pretty girl, she has blonde hair, fair skin, a 
  pert nose, and cornflower blue eyes. She started 
  dating her ex-brother-in-law, Rick Boughton, 
  after he arrested her for public drunkenness 
  and underage drinking during Mardi Gras in 
  New Orleans. They became engaged during the 
  Blood Rites case and were married by the 
  time of Proven Guilty.
  Murphy Spice!
  Ah…yeah. This might explain why 
  Murph went to Hawaii with Kincaid 
  during the DEAD BEAT case.
  The Alphas: Their Story
  (See What Goes Bump, page 93.)
  The Alphas started out as a group of 
  somewhat geeky college-age kids inter-
  ested in environmentalism. After they met 
  Tera West through the Northwest Passage 
  Project, they became something more. She 
  taught them a spell that allowed them to 
  turn themselves into wolves. This makes the 
  Alphas classic werewolves. Will Borden is 
  their combat leader, and Georgia Borden is 
  their overall manager and coordinator.
  Out of their nominal headquarters in the 
  Bordens’ apartment, they patrol their neigh-
  borhood (the University of Chicago campus 
  and surrounding area) for supernatural 
  baddies. They not only hunt monsters, they 
  take a bite out of crime, keep their ear to the 
  ground regarding supernatural occurrences, 
  and maintain good relations with the rest 
  of Chicago’s occult community. Today, the 
  campus is a monster-free zone, and it will 
  remain so as long as there’s a pack to patrol 
  it. They’ve worked with Harry Dresden on a 
  number of cases and seen plenty of combat, 
  including the Sidhe War.
  The Alphas: The Pack
   Alex(NE)
   GeorgiaMcAlisterBorden
   William“Billy”or“Will”Borden
   Cindy(NE)
   Kirby
   Mitchell(NE)
   AtleasttenmoreAlphas—
  including“onceplumpnowvolup-
  tuousredheadgirl”and“petitegirl
  withmousybrownhairandscar”
  (NE)
   TeraWest
  I figure it’s better for 
  everyone if they keep a low 
  profile when they can. But 
  you and Georgia are too 
  well known around town for 
  us to get away with that.
  like you asked, boss, I haven’t 
  filled in the guys’ and gals’ 
  names…just the ones mentioned in 
  your files. (though I’m curious to 
  see how the gals will take your 
  flippant descriptions of them.)
  From some of the books I’ve 
  gotten at Bock’s, I can understand 
  how you wizard-types see it 
  this way, and I have dutifully 
  changed the text to fit. However, 
  my experience of changing isn’t 
  what I’d call “casting a spell.”
  
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  Who's Who (Agent rick Boughton)
  Agent Rick 
  Boughton
  Sometimes called “Rich,” Rick Boughton is an 
  FBI agent, formerly based out of New Orleans, 
  who’s recently returned to Chicago. More on 
  that in a sec. Rick’s in his mid- to late-30s, a bit 
  over average height, on the lean and sinewy side, 
  with short brown hair and a tightly-cropped 
  goatee. He likes to play “good cop,” and he can be 
  quite manipulative.
  Speaking of being manipulative, that’s one 
  of the reasons he left Chicago. You see, he was 
  the second husband of Karrin Murphy, and he 
  wanted a family, while she wanted to be a cop. 
  Tensions ensued, to say the least.
  Why is he coming back? Well, he arrested 
  Murphy’s sister Lisa for being drunk at Mardi 
  Gras, and they kept in contact. Plus, Murphy 
  matriarch Marion always liked Rick. So 
  now Karrin’s ex is her brother-in-law. Family 
  reunions are “fun”—almost as much fun as 
  SplatterCon!!!, where Rick got gut-shot by panic 
  fire in the darkness and confusion of the phobo-
  phage-related events there. (He got better.)
  The Government
  (See What Goes Bump, page 67.)
  Thus far, we really haven’t seen much influ-
  ence or evidence of government involvement 
  in the supernatural doings of The Dresden 
  Files. It’s likely that the majority of govern-
  mental employees are clueless or skeptical 
  (like Rick Boughton), with some few already 
  co-opted or working as moles for an occult 
  organization (like the Venatori Umbrorum), 
  or are meddling in dark forces on their own 
  (like the FBI Hexenwolves).
    Rick Boughton 
    The FBI Hexenwolves (page 133)
  Contradictory Aspects
  So, Agent Rick has two aspects that seem 
  directly in contradiction with one another: 
  Manipulative Jerk and Not As Much of a 
  Jerk As He Seems. That’s totally okay! People 
  are complicated and full of contradictions. How 
  this is going to manifest in play will depend on 
  how the person playing Rick spends fate points 
  for him and how he takes compels. If he takes a 
  lot of compels on Not As Much of a Jerk As 
  He Seems and not as many on Manipulative 
  Jerk, it shows that he’s a good guy, generally 
  speaking, but might occasionally have some real 
  prickish moments. And vice versa. You can cover 
  the whole spectrum of inner struggle this way.
  If the 
  Government 
  ever gets 
  wise to the 
  supernatural 
  in a big way, I 
  suspect things 
  will get 
  Real Bad, 
  Real Fast.
  RICk BOUGHTON
  High Concept: FBI Agent
  Trouble: Manipulative Jerk
  Other Aspects: Murphy’s Ex, Now In-Law; 
  Under Murphy’s Skin; Experienced 
  Investigator; Not as much of a Jerk as he 
  Seems
  Skills
  Athletics: Good (+3)
  Alertness: Good (+3)
  Burglary: Fair (+2)
  Contacts: Fair (+2)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Investigation: Great (+4)
  Guns: Fair (+2)
  Rapport: Good (+3)
  Presence: Fair (+2)
  Stunts
  Fleet of Foot (Athletics): Boughton gains a +2 to 
  Athletics when sprinting.
  Scene of the Crime (Investigation): Boughton 
  gains +1 to his roll and arrives at his findings one 
  step faster than usual on the time table when 
  investigating a crime scene.
  Best Foot Forward (Rapport): Boughton gains 
  a +1 to make first impressions with Rapport, 
  and failures on this roll do not confer a negative 
  temporary aspect on him.
  Stress
  Mental oo Physical ooo Social ooo
  Notes
  A competent agent, Good initiative, Good dodging, 
  a Fair shot with a sidearm (Weapon:2). He’ll play it 
  safe, but in a fight his first priority is to guard the 
  lives of civilians .
  Total Refresh Cost: –1 (Pure Mortal)
  I honestly 
  never thought 
  I’d see a real-
  life enactment 
  of HANNAH 
  & HER 
  SISTERS. 
  In Chicago. 
  With cops.
  LISA BOUGHTON
  High Concept: American Princess
  Other Aspects: Murphy’s Kid Sister; 
  Missus Rick Boughton
  Skills
  Athletics: Fair  Endurance: Fair Rapport: Good
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  She’s a Murphy. Watch yourself.
  Total Refresh Cost: +2 (Pure Mortal)
  
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  Who's Who (Bucky the murder Doll)
  Bucky the 
  Murder Doll
  See page 43.
  Doctor Waldo 
  Butters
  Look at the small man in the lab coat and “I Y 
  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.
  A little nervous, yes—mostly worried about 
  his own courage, a little squeamish around 
  violence occurring in front of him, and averse 
  to treating living people medically. But all that 
  cloaks a brilliant mind, honesty, integrity, and 
  the moral courage to take a stand. And squea-
  mish? He can sink his arms up to his elbows 
  in the dead rotting guts of a corpse on his slab, 
  be exposed to impossible (by science’s lights) 
  phenomena, and stand up to tell the world “this 
  corpse is humanoid, but not human” and not 
  even bat an eyelash. Even if they send him to the 
  psych ward for it.
  Because they did, you know? After he studied 
  the remains of several vampires after the fire at 
  the Velvet Room, he said in his report that the 
  bodies weren’t right, and they packed him off 
  to a sanitarium for three months. After a long 
  legal battle, he got his post at the Institute back, 
  but not without losing his seniority, getting 
  stuck with the nightshift semi-permanently, and 
  making an enemy of his boss, Dr. Brioche. All of 
  which greatly fed Butters’ own rebellious streak.
  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 over-
  riding passion: polka. Butters is a fan, a musi-
  cian, a composer (of “The Quasimodo Polka”), a 
  one-man-polka-band, and regular participant in 
  Chicago’s Oktoberfest Battle of the Bands.
  Detective 
  Ron Carmichael
  Ron Carmichael was a good cop. Sure, he was 
  short (barely taller than Murphy), balding, 
  overweight, with beady, bloodshot eyes and 
  an unshaven weak chin. What matter that he 
  always looked rumpled, like he slept in his 
  clothes? Or that he was a skeptic about all the 
  supernatural stuff SI ran into? 
  He was a member of Special Investigations in 
  Chicago for years, a detective with a razor-sharp 
  intellect, a loyal friend and partner. He died in 
  the line of duty, facing something that would 
  tear through a platoon of Wardens of the White 
  Council without even pausing: a loup-garou.
  Ron Carmichael was a damned good cop. 
  
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  Who's Who (Detective ron Carmichael)
  RON CARMICHAEL
  High Concept: one Good Cop
  Other Aspects: Special Investigations; 
  Skeptical of Harry Dresden; Scruffy-
  Looking; Put The Pieces Together; 
  Street Smarts
  Skills
  Alertness: Good (+3)
  Burglary: Fair (+2)
  Contacts: Good (+3)
  Empathy: Fair (+2)
  Guns: Fair (+2)
  Intimidation: Fair (+2) 
  Investigation: Great (+4) 
  Rapport: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  I Know Just the Guy (Contacts): When 
  using the Gathering Information trap-
  ping for Contacts, his efforts are at a +1, 
  and are 1 time increment faster.
  Quick Eye (Investigation): When exam-
  ining a location for clues, Carmichael’s 
  eye is quick to pick out the visual details. 
  His first Investigation roll to determine 
  deeper details about a scene is two time 
  increments faster than usual.
  Scene of the Crime (Investigation): 
  Carmichael has a practiced eye when 
  combing over a crime scene. In such 
  a circumstance, he gains +1 to his 
  Investigation roll and arrives at his find-
  ings one step faster than usual on the 
  time table.
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  He could handle a gun (Weapon:2) pretty 
  well (Fair attacks, Good initiative) but it was 
  his investigative skills that really made him 
  stand out. 
  Total Refresh Cost: –1 (Pure Mortal)
  WALDO BUTTERS
  High Concept: 
  Clued-In Medical Examiner
  Trouble: My Colleagues Think I’m Insane
  Other Aspects: Physician to Wizards; 
  Musician’s Soul; The Dead can Speak;  
  By The Book? What Book?;  
  Polka Will Never Die!
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Deceit: Fair (+2)
  Empathy: Fair (+2)
  Lore: Average (+1)
  Scholarship: Great (+4)
  Performance: Good (+3)
  Rapport: Good (+3)
  Stunts
  Fleet of Foot (Athletics): When sprinting, 
  Butters gains a +2 to Athletics.
  Medical Examiner (Scholarship): Butters 
  may use his Scholarship instead of 
  Investigation to find clues when exam-
  ining a corpse.
  Doctor (Scholarship): Butters may use his 
  Scholarship skill to declare appropriate 
  justification for the recovery of moderate 
  physical consequences when outside a 
  medical facility, and for the recovery of 
  severe physical consequences within a 
  medical facility. For research purposes, he 
  gains +1 on Scholarship for any medical 
  research and an additional +1 in a specific 
  area of medicine (in his case, forensic 
  medicine).
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  Butters makes a lot of squeaking noises 
  when violence happens. He runs away with 
  an adjusted Athletics rating of Great.
  Total Refresh Cost: –1 (Pure Mortal)
  Aw, man. That’s not fair. 
  Accurate, maybe. But not fair.
  Butters can 
  definitely oom-
  pah your pah-
  pah, ladies. He’s 
  37, Jewish, 
  single, and in 
  the book!
  Early on, Carmichael could barely 
  disguise his contempt of me, thinking 
  I was some sort of con-man.  
  However, over time, he loosened up.
  We could use more men like him. 
  (Maybe with better fashion sense, though.)
  
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  Who's Who (Charity Carpenter)
  Charity 
  Carpenter
  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. 
  Born to wealthy and respectable parents, 
  her mild magical talent began to express itself 
  just before she turned 16. Because her parents 
  wanted her to be “normal,” they chose to believe 
  that she was a drug addict or emotionally unbal-
  anced. For several of her late teen years, she was 
  repeatedly sent to “special schools” (and hospi-
  tals disguised as schools) for troubled upper 
  class kids. She eventually ran away and fell in 
  with a bad crowd: a cult or coven run by a man 
  named Gregor. 
  A Warden of the White Council visited once, 
  interviewed them, explained the Laws of Magic, 
  and described what would happen to them 
  if they broke the Laws. Instead of chastening 
  Gregor, the visit actually spurred him into doing 
  more sketchy magic, skirting the edges of the 
  Laws with summoning spells, and finally crossing 
  the lines. Gregor started killing cult members (or 
  at least handing them over to be killed) for his 
  new mystical sponsor, the dragon Siriothrax.
  When Gregor came for Charity, she fought—
  to no avail. Chained to an iron post and left as 
  a meal for the dragon, she was suddenly saved 
  by Michael Carpenter, Knight of the Cross. 
  Michael killed Siriothrax and freed Charity; 
  Gregor went insane. Charity never used magic 
  again after the night Michael saved her, and they 
  were married soon after.
  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.
  She also 
  fought 
  the fae of 
  Summer, as 
  detailed in 
  the SMALL 
  FAVOR 
  case—she 
  killed a 
  gruff with a 
  nailgun and 
  a ballpeen 
  hammer!
  I will always 
  remember 
  Charity 
  busting down 
  the siege door 
  of adamant 
  ice in Arctis 
  Tor with 
  one mighty 
  hammer blow. 
  She made the 
  whole tower 
  ring like a 
  freaking bell. 
  Billy — 
  please excise 
  all mention 
  of Charity’s 
  magical 
  talent in the 
  next draft. 
  She told me 
  about it in 
  confidence—I 
  need to make 
  sure Michael 
  and Molly 
  never hear 
  about it 
  from me.
  CHARITY CARPENTER
  High Concept: Tower of Faith
  Trouble: Wife of Michael Carpenter, 
  Wife of a Knight
  Other Aspects: Not Without My Child; 
  Big Freaking Hammer; Through The 
  Valley of the Shadow of Death; I Don’t 
  Like Dresden But I Must Trust Him; 
  What Am I Going To Do With Molly
  Skills
  Alertness: Fair (+2)
  Conviction: Superb (+5)
  Craftsmanship: Great (+4)
  Discipline: Good (+3)
  Empathy: Fair (+2)
  Endurance: Fair (+2)
  Intimidation: Good (+3) 
  Lore: Fair (+2)
  Presence: Fair (+2)
  Stealth: Fair (+2)
  Weapons: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Tower of Faith: Strongly held beliefs 
  enable Charity to protect her mind from 
  the aggression of others. Provided she 
  gets a chance to pray or otherwise call 
  upon her faith, she gains Armor:1 against 
  any social or mental stress in a scene.
  Powers
  Bless This House [–1]
  Guide My Hand [–1]
  Righteousness [–2]
  Stress
  Mental oooo, +1 mild consequence, 
  (Armor:1 – Tower of Faith)  
  Physical ooo  
  Social ooo (Armor:1 – Tower of Faith)
  Notes
  Swinging around a ball-peen hammer 
  (Weapon:3) she can be a real terror, with 
  Good attacks and Fair initiative. If actually 
  suited up for battle in chain mail and Kevlar, 
  she has a fairly comprehensive Armor:2. 
  Total Refresh Cost: –5
  I’ve knocked any mention of 
  spellcasting off her stats. 
  Need to revise the text.
  Thanks, Billy.
  
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  Who's Who (Daniel Carpenter)
  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. 
  Daniel Carpenter
  The second-oldest child and the eldest boy 
  of the Carpenter family is Daniel. During the 
  events of Proven Guilty, he showed great 
  bravery: unarmed, alone, he tried to fight off the 
  three fetches (shapeshifted into horror movie 
  monsters) that came to kidnap his older sister 
  Molly. He was beaten severely for his pains, yet 
  maintained enough presence of mind to escape 
  from Hammerhands up into the treehouse—
  the monster couldn’t climb the ladder without 
  hands. 
  The psychic wounds he received at the hands 
  of the fetches have probably faded to psychic 
  scars, and he’s definitely old enough to drive by 
  the end of White Night. At the time of the 
  Small Favor case, Daniel has filled out: he is 
  a muscular young man, quick-witted, and dedi-
  cated to the defense of his family.
  The Carpenters
  The Carpenters are a large, tight-knit 
  family—the kind that Harry Dresden was 
  always a bit envious of. While we know a 
  bunch about parents Charity and Michael, 
  and daughter Molly, and a little about son 
  Daniel, the other kids haven’t shown up in 
  the casefiles much except in passing. (Thank 
  goodness!)
  Here are the Carpenter kids, from eldest 
  to youngest (all of the boys have dark hair 
  and most of the girls have blonde hair). 
    Margaret Katherine Amanda 
  “Molly” Carpenter
    Daniel Carpenter
    Matthew Carpenter (NE)
    Alicia “Leech” Carpenter (NE)
    “Princess” Amanda Carpenter (NE)
    Hope “Hobbit” Carpenter (NE)
    Harry Carpenter (NE)
  NOTE: Through Michael, all of the 
  Carpenter kids are descended from 
  Charlemagne.
  The Carpenter 
  Kids Campaign
  An interesting idea for a Dresden Files 
  RPG campaign might be for players to take 
  some (or all) of the other six Carpenter kids, 
  searching for Molly after she and Harry 
  disappear. This could be in the present day, 
  or maybe flash-forward to them as adults…
  Alicia—Studious, serious, 
  bespectacled, loves softball, 
  and the only dark-haired 
  Carpenter girl.
  Matthew—Shares Michael 
  and Daniel’s dark hair and 
  solid, sober expression.
  Hope—Fluctuates between 
  extreme shyness and bold, impulsive 
  curiosity. Was my “squire” in 
  the snowball fight at start of 
  the SMALL FAVOR case.
  Amanda—Calls me “Bill” because 
  they already have a Harry.
  Harry—Saved from 
  Lasciel’s denarius.
  And I’m 
  sure that 
  Michael and 
  Charity 
  would be 
  right on 
  THEIR 
  tails, too!
  Another courageous, smart 
  Carpenter who’s faced the 
  supernatural multiple times 
  and survived…doesn’t that 
  sound like a great possible 
  character background?
  After having 
  Molly as an 
  apprentice 
  for a couple 
  years, I 
  find myself 
  empathizing 
  more and 
  more with 
  her mother.
  She giving you 
  sassback, boss? 
  You want me to 
  discipline her?
  Stop it, Bob! 
  I mean it!
  
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  122
  Who's Who (molly Carpenter)
  MOLLY CARPENTER
  High Concept: Wizard-in-Training
  Trouble: Doom of Damocles
  Other Aspects: Carpenter Kid; 
  Harry Dresden’s Apprentice; 
  More Innocent Than I Look; You Can’t 
  Tell Me What To Do (Unless You Can); 
  Subtlety is its own Power
  Skills
  Alertness: Average (+1)
  Athletics: Good (+3)
  Burglary: Average (+1)
  Conviction: Fair (+2)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Fair (+2)
  Investigation: Average (+1)
  Lore: Fair (+2)
  Rapport: Average (+1)
  Stealth: Good (+3)
  Stunts
  Sensitive: Molly uses her Discipline instead 
  of her Lore when rolling to perceive the 
  supernatural world.
  Stress
  Mental ooo Physical ooo Social oo
  Powers
  Lawbreaker (Fourth) [–1] Molly has 
  violated the Fourth Law of Magic, 
  enthralling Rosie and Nelson to cure 
  them of their drug addiction.
  Evocation [–3]
  Ritual [–2] (Divinations now, full 
  Thaumaturgy later)
  Wizard’s Constitution [–0]
  Specializations
  Evocation: Elements (Spirit, Air); 
  Power (Spirit +1)
  Rote Spells
  Hide (Spirit block, three shifts): Veils 
  Molly and one or two additional people 
  standing with her. Seeing through the 
  veil requires a roll against a difficulty of 
  Good (+3) unless she expends a shift into 
  persistence.
  Notes
  Molly is still an apprentice. As of the events 
  of the Small Favor casefile, she was 
  working on a third Evocation specialty, the 
  Thaumaturgy power, and possibly the Sight, 
  but did not yet have full control of them.
  Total Refresh Cost: –7
  DANIEL CARPENTER
  High Concept: Carpenter Kid
  Trouble: The Bad Guys Hate My Family
  Other Aspects: Nobody Beats up my Sister 
  but Me; Wounded by Fetches
  Skills
  Athletics: Good (+3)
  Conviction: Good (+3)
  Discipline: Fair (+2)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Might: Fair (+2)
  Most other skills default to Mediocre, with a 
  few at Average, and likely a couple more at Fair 
  or even Good. Add skills as necessary.
  Stress
  Mental oooo Physical ooo Social oo
  Notes
  A smart, tough kid, rated Fair or Good in most 
  of the things that’ll matter for protecting his 
  sister against monsters.
  Total Refresh Cost: +2 (Pure Mortal)
  
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  Who's Who (molly Carpenter)
  Molly Carpenter
  Margaret Katherine 
  Amanda Carpenter
  In the casefiles, we first meet Molly Carpenter 
  as a precocious youngster during the events of 
  Death Masks, hiding her gothy outfits from 
  Mom, precociously talking about “fun-time 
  handcuffs” and tying people up for “bleeping,” 
  and surreptitiously encouraging Knight of the 
  Cross Sanya to make prank phone calls. The 
  next time we see her is in Proven Guilty, 
  where she’s called Harry to bail her—or rather, 
  her ex-boyfriend Nelson—out of jail. By the 
  time of White Night, she’s Harry’s appren-
  tice, learning not just how to do magic, but why 
  to do magic.
  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 mark-
  ings at her neckline, and a set of whirls, loops, 
  and spirals on her right hand and arm.)
  Molly is intelligent and brave, with an excel-
  lent sense of humor and a disturbing amount of 
  curiosity. This curiosity, along with her sense of 
  teenage invulnerability and the intense clashes 
  of opinion with her mother, has often led her 
  into trouble. Indeed, she has been arrested on 
  charges of possession of marijuana and ecstasy 
  (caught holding during a police raid on a party) 
  and sentenced to community service (homeless 
  shelters). While always precocious intellectu-
  ally and sexually, Molly is notably still a virgin. 
  Harry Dresden has forbade any sort of experi-
  mentation until she has a better handle on her 
  magic—which is a good call considering some of 
  the inciting events of the Proven Guilty case.
  She used magic—black magic—to influence 
  the minds of her best friend and ex-boyfriend 
  to instill fear in them when they were tempted 
  to use drugs. This was more-or-less effec-
  tive with Rosie Marcella, but ex-boyfriend 
  Nelson suffered worse, because of Molly’s 
  underlying feelings of anger and betrayal. 
  While she did these spells for the good of the 
  targets, the simple fact of playing with their 
  minds put her in conflict with the Laws of 
  Magic, and thus the White Council…not to 
  mention making her a beacon for the phobo-
  phage fetches that terrorized SplatterCon!!! 
  Even after the SplatterCon!!! situation was 
  worked out (and Molly had been rescued from 
  the heart of Winter—Arctis Tor—after being 
  kidnapped by fetches), she still had to stand trial 
  before the Merlin. That’s when she fell under 
  the Doom of Damocles and became Harry 
  Dresden’s apprentice.
  Magically, Molly is a Sensitive. She has a gift 
  for subtle stuff, especially things that involve the 
  mind and emotions (neuromancy and psycho-
  mancy). 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.
  When she was younger, Molly 
  had a serious crush on me—or 
  at least on what she thought 
  I was. I think that whole thing 
  has been resolved quite nicely 
  (i.e., not gonna happen). 
  But now I wonder at the 
  way she looks at Thomas…
  as well as Carlos, who’s 
  looked back at her.
  Uh-oh.
  “Stacked”? 
  Gah, not you 
  too, Billy! 
  Bob goes on 
  about my 
  apprentice 
  enough as 
  it is.
  What are you, 
  Harry, dead? 
  Have you looked 
  at her?
  
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  124
  Who's Who (michael Carpenter)
  MICHAEL CARPENTER
  High Concept: Knight of the Cross
  Trouble: Family Man
  Other Aspects: Undying Devotion; Wielder 
  of Amoracchius; I Fear No Evil, For You 
  Are With Me; Father, We Need Your Help; 
  Dragonslayer; Friends ARE Family 
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Conviction: Superb (+5)
  Craftsmanship: Fair (+2)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Fists: Average (+1)
  Lore: Average (+1)
  Might: Great (+4)
  Presence: Good (+3)
  Rapport: Fair (+2)
  Resources: Average (+1)
  Survival: Average (+1)
  Weapons: Superb (+5)
  Stunts
  Wall of Death (Weapons): Michael may use the 
  Weapons skill to make spray attacks against 
  opponents in the same zone as him.
  Powers
  Bless This House [–1]
  Guide My Hand [–1]
  Holy Touch [–1]
  Righteousness [–2]
  Sword of the Cross [–3]
  Stress
  Mental oooo, +1 mild consequence  
  Physical oooo  Social oooo
  Notes
  Amoracchius is a longsword (Weapon:3), which 
  Michael wields with Superb ability. As a Sword of 
  the Cross, it also allows him to spend a fate point 
  to ignore a target’s supernatural defenses (satis-
  fying the Catch) for the scene. Michael’s initiative 
  is Good, and his defensive options range from 
  Great (Athletics) to Superb (Weapons). When 
  fully suited up, he’s wearing chain mail and Kevlar 
  fashioned by his wife (Armor:2).
  Total Refresh Cost: –9
  Michael is one of the 
  best men I have been 
  honored to know. 
  He’s also one of the 
  most frightening, in 
  a number of ways. 
  Come to think 
  of it, most of the 
  people I respect 
  fall into both of 
  those categories…
  
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  Who's Who (michael Carpenter)
  Michael Carpenter
  Michael Joseph 
  Patrick Carpenter
  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.)
  Over the past two decades plus of doing 
  the Lord’s work, Michael has made enemies 
  of almost every nasty creature in the country. 
  He has put down hundreds of evil creatures: 
  Black Court vampires (including the chil-
  dren and grandchildren of Mavra), ghouls, 
  ghosts, and even the dragon Siriothrax 
  (page 38). Monsterkind hates—and respects—
  the Fist of God. He considers himself (with 
  Amoracchius) an even match for a Denarian.
  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. 
  Michael has faith—in God, in his family 
  and friends, in himself. He trusted Harry even 
  though he knew that he’d been exposed to the 
  Denarian Lasciel, even to the point of asking 
  him to intervene with Molly regarding his 
  daughter’s difficulties with her mother. He has 
  become involved on the White Council’s side 
  of the Vampire War (naturally) and has saved 
  numerous wizards with his efforts. The world 
  is a better and safer place because of Michael 
  Carpenter.
  So when Michael says that he has a feeling 
  that he won’t have Amoracchius much longer 
  (read between the lines), everyone should hope 
  fervently that this isn’t a message from the “front 
  office.” We need more people like him out there. 
  Unfortunately, given the events of the Small 
  Favor case, it looks like Michael has indeed 
  been sent to the sidelines. With the extreme 
  injuries he suffered in rescuing Marcone and 
  the Archive from the Denarians, he is relegated 
  now to the position of bystander. (It is possible 
  that Marcone may offer aid to Michael, so that 
  various inconvenient issues would “go away.” 
  It is unknown if Michael would accept such 
  “protection.”)
  He has handed Amoracchius over to Harry, 
  so that the Sword can pass on to its next-
  destined owner.  
  He is a lineal descendent of Charlemagne. 
  Two Swords to dish out!  
  In your face, 
  original Merlin!  
  (Not really—it IS 
  kind of a burden.)
  The Knights of the Cross
  (See What Goes Bump, page 74.)
    Michael Joseph Patrick Carpenter
    the Egyptian—the Knight who had 
  Esperacchius, the Sword of Hope, 
  before Sanya; may have been killed 
  by Ursiel (NE) (deceased)
    Sanya
    Shiro Yoshimo (deceased)
  Concerning 
  michael’s stats 
  — I know he 
  isn’t “in service” 
  anymore, and I 
  guess that’d be 
  represented here 
  as an extreme 
  consequence 
  and some skill 
  loss, but man, 
  I really didn’t 
  have the heart 
  to try and stat 
  him “current,” 
  after what 
  happened. Is 
  that all right?
  Yeah. It’s 
  too soon for 
  me, too.
  
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  Who's Who (Quintus Cassius)
  QUINTUS CASSIUS
  Post-Dresden
  High Concept: 
  Ex-Denarian Host/Spell-Slinger
  Other Aspects: Ancient and Frail; Right 
  Action, Wrong Reason; I Must Regain 
  My Station; My Vengeance will be 
  Terrible; Magic is a Poor Substitute for a 
  Blackened Denarius; Die Alone, Dresden!
  Skills
  Alertness: Fair (+2)
  Contacts: Good (+3)
  Conviction: Good (+3)
  Deceit: Good (+3)
  Discipline: Superb (+5)
  Guns: Fair (+2)
  Lore: Great (+4)
  Presence: Fair (+2)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Refinement [–4]
  Specializations
  Evocation: Elements (Fire, Water, Earth, Spirit); 
  Power (Fire +2, Spirit +2); Control (Fire +1, 
  Spirit +1)
  Thaumaturgy: Complexity (Summoning +1, 
  Necromancy +2); Control (Necromancy +1)
  Stress
  Mental oooo  Physical oo  
  Social ooo
  Notes
  Deprived of Saluriel, Cassius still has plenty of 
  mojo. Baseline, his spells will have 5-7 shifts 
  of effect, and he deploys them only in the 
  trickiest of ways. Fair initiative, but he’s not 
  innately solid on defense (outside of what he 
  can evoke). He never fights fair, so expect him 
  to show up prepared on that front.
  Total Refresh Cost: –11
  Hope you’re 
  roasting in hell, 
  Snakeboy.
  Cassius/Saluriel was 
  one of the weakest 
  Denarians I’ve seen 
  yet, and he was 
  still a nightmare. 
  QUINTUS CASSIUS
  Pre-Dresden
  High Concept: Sycophantic Denarian
  Other Aspects: Host of Saluriel; I 
  Must Survive; A Thousand Faces; Your 
  own Game Against You; Follower of 
  Nicodemus; Look, and Be Afraid!
  Skills and Powers
  Much like other hosts of a Denarian, Cassius is 
  plot device powerful.
  In a mental conflict, assume he presents a 
  Great challenge. His Lore is also Great (but 
  might go much higher, depending on what 
  Saluriel is willing to offer its host).
  In a physical conflict, his shtick is speed—in 
  contests of reflexes or quickness assume 
  he’s Fantastic. Assume Supernatural Speed 
  and Recovery, Inhuman Toughness (the 
  Catch is holy weapons, such as Swords of 
  the Cross as well as lesser holy weapons 
  and implements), at least Inhuman 
  Strength. Keep in mind he can assume the 
  form of a snake, thanks in part to Saluriel, 
  but also to his own spellcasting power.
  In raw strength, or armed combat where his 
  quickness is less important, assume at least 
  Great.
  Socially, he folds a bit easier than you 
  might expect a Denarian to. He relies on 
  Nicodemus to bolster his courage, so 
  assume perhaps Fair when alone. However, 
  he can tell lies with the best of them 
  (Superb Deceit).
  Magically, he’s quite powerful; assume a Great 
  challenge when spellcasting, and keep in 
  mind his love of snake-oriented spells.
  Stress
  Mental oooo  Social ooo
  Physical oooo(oo), Armor:1
  Total Refresh Cost: Start at –15, Then add 
  a heaping helping of evil.
  
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  Who's Who (Nick Christian)
  Quintus Cassius
  “Snakeboy,” “Liver Spots”
  There are two distinct periods of Quintus 
  Cassius’ life, divided by the events of the Death 
  Masks case.
  Long before Death Masks, Quintus 
  Cassius was once a Moorish wizard of some 
  talent (especially shapeshifting and snake 
  magic), born at least 16 centuries ago. He 
  became the host of Saluriel, one of the Order 
  of the Blackened Denarius (page 55). The power 
  of the Denarian gave him a demonic form 
  and boosted his magical power tremendously 
  through access to Hellfire (YS291). He followed 
  Nicodemus for a millennia and a half, causing 
  misery and mayhem, and occasionally tangling 
  with the Knights of the Cross. 
  In demonic form, Saluriel appeared as a 
  humanoid with a flat serpent’s head bearing the 
  characteristic double-eyes of a Denarian (blue-
  green ones inside giant golden snake’s eyes) and 
  a glowing rust-red forehead rune. Its body was 
  human to the waist, but the legs had been traded 
  in for the tail of a snake, entirely covered with 
  dark grey scales flecked with red. 
  Cassius/Saluriel is notable for a remarkable 
  use of shapeshifting during the Death Masks 
  case: he created an incredibly convincing—even 
  to long-time friends—disguise for himself as 
  Father Vincent, a Vatican scholar and friend of 
  Father Anthony Forthill. The only thing that 
  tripped him up was a single missing tattoo. 
  Harry Dresden and two of the Knights of 
  the Cross—Sanya and Michael Carpenter—
  swooped down on him at that point, preparing 
  to destroy him. Instead, Cassius voluntarily 
  surrendered Saluriel’s coin. In light of this 
  plea for mercy and aid (however insincere and 
  sarcastic), and despite needing information on 
  how to rescue their comrade Shiro Yoshimo, the 
  Knights’ hands were tied. They took away the 
  coin for disposal, leaving Harry Dresden behind. 
  Unbound by theological concerns, Harry beat 
  the information out of Cassius, leaving him 
  broken and injured (and rapidly aging, shorn of 
  the power of the Denarian).
  Cassius was not seen again until the Chicago 
  Darkhallow (written up in the Dead Beat 
  casefile), showing up in Harry’s early notes 
  as a strangely-familiar ancient man he calls 
  “Liver Spots” due to his pale, loose skin which 
  is covered with them. Arthritic and nearly crip-
  pled from age and injuries at Harry’s hands, 
  he moved stiffly, spoke with a raspy harsh 
  voice, and wore a permanently sour expression. 
  Shunned by his former comrades in the Order 
  of the Blackened Denarius, he had linked up 
  with the necromancer Grevane, serving as his 
  drummer in an attempt to regain some power…
  and rain destruction on Harry Dresden. While 
  lacking access to Hellfire, he remained a potent 
  wizard with a millennia and a half of experi-
  ence—for example, he knew of Die Lied der 
  Erlking (and bought one of the few copies at 
  Bock Ordered Books for Grevane) and tracked 
  the shielded Harry by tracking his companion, 
  Waldo Butters, instead. He ambushed and 
  tortured Harry at the Field Museum, searching 
  Harry for Lasciel’s denarius (which he believed 
  Harry had bonded with) in order to return to 
  his comrades, re-empowered. Harry ordered 
  Mouse to kill Cassius; before the dog tore 
  Cassius’ throat out, the ex-Denarian managed to 
  lay his death curse on Harry: “Die alone.”
  Chauncy
  Chaunzaggoroth
  See page 35.
  Nick Christian
  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. 
  REMINDER:  
  Call Nick about the 
  thing in Hyde Park.
  Or, as I like to call it, BD and AD: 
  “Before Dresden” and “After Dresden.” 
  
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  Who's Who (Nick Christian)
  this is an assumption on my part, 
  but I don’t see any way that 
  Alicia Nelson’s body could be a 
  decent enough swordsperson to 
  hold off Captain luccio (in her 
  original body) for long without 
  some sort of skills-transfer.
  CORPSETAkER
  High Concept: 
  Body-Jumping Necromancer
  Other Aspects: Expert Among Novices; A 
  Little Too Certain; Calm Sea of Insanity; 
  Never Without my Minions 
  Skills
  Conviction: Superb (+5)
  Discipline: Superb (+5)
  Lore: Great (+4)
  Weapons: Good (+3)
  Physical skills tend to be dependent on the 
  physical body that Corpsetaker is occupying 
  at a given moment, with some highly prac-
  ticed physical skills (Weapons, for instance) 
  remaining constant. Mental skills are Great or 
  better; Social skills Fair or Good.
  Powers
  Extremely powerful caster. offers challenge 
  of Fantastic with mental attacks, if not 
  better. 
  Necromancy offers at least a Great challenge.
  Assume a challenge of Great with other 
  magic.
  Rote Spells
  Body-Switch (Some kind of necromantic 
  spirit evocation or ongoing permanent 
  ritual effect, we think. Unknown shift 
  count, but it’s wicked powerful. It’s now a 
  thankfully lost art.)
  Stress
  Mental oooo, extra mild consequence  
  Physical ooo (varies)  Social ooo
  Notes
  The only way to beat Corpsetaker is to take 
  her by surprise. Momentary victories can 
  be won in a straight-up conflict, but usually 
  she’ll send her minions after the target and 
  go on about her business; daily affairs such 
  as murder are a trifle boring.
  Total Refresh Cost: –17, minimum
  NICk CHRISTIAN
  High Concept: PI with a Conscience
  Skills
  Burglary: Good (+3)
  Deceit: Good (+3)
  Driving: Good (+3)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Investigation: Great (+4)
  Presence: Fair (+2)
  Rapport: Great (+4)
  Assume other skills you’d expect for an expe-
  rienced private detective are Fair; others 
  default to Average & Mediocre.
  Stunts
  Takes One to Know One (Deceit): Christian 
  can use Deceit instead of Empathy to 
  catch someone in a lie.
  Shake the Tail (Driving): Christian gets a +2 
  to Driving rolls to shake a pursuer.
  Let Me Buy You a Drink (Rapport): 
  Christian gets a +1 to Rapport rolls used 
  to gather information through chit-chat. 
  Furthermore, he may use his Rapport skill 
  rather than Empathy to “read” another 
  character in social settings such as a 
  party, a bar, etc.
  Stakeout (Investigation): Christian gets a +2 
  to Investigation rolls when conducting 
  surveillance.
  Take a Punch (Fists): Christian is a tough 
  SoB and has been hit often enough that 
  it takes a real blow to get his attention. 
  He gains Armor:1 vs. physical stress when 
  someone attacks him with bare fists.
  Stress
  Mental oo  Physical ooo  
  Social ooo
  Notes
  Nick operates on Mediocre initiative in 
  a fight, but he swings Fair fists, and has 
  Armor:1 against bare fisted attacks.
  Total Refresh Cost: –3 (Pure Mortal)
  Harry, did I even 
  get close? I don’t 
  know the man.
  Well…
  Did luccio have a means of 
  resisting the switch-er-oo, or was 
  it just tough luck for her?
  Honestly, I don’t know, and I’m 
  not sure she does either. Bob?
  It’s possible there’s a Seventh Law issue with 
  even thinking about it. I won’t go there.
  
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  Who's Who (Corpsetaker)
  Corpsetaker
  Capiorcorpus
  A physical description of the necromancer 
  Corpsetaker is pointless thanks to her talent at 
  body-switching. During the Dead Beat case, 
  Corpsetaker started by inhabiting the body of 
  Doctor Charles Bartlesby, jumped to that of 
  Alicia Nelson, and finally switched again—in 
  the middle of a sword fight!—with Warden 
  Captain Anastasia Luccio. Then Harry Dresden 
  shot Corpsetaker in the head.
  Before she went down for the final count, 
  Corpsetaker—also known as “Capiorcorpus”—
  was major-league dangerous, due to the combi-
  nation of great necromantic power, vast amounts 
  of skill (especially in mental magic), over a 
  century of experience, and the perfect horrible 
  calm of the completely insane. Dismissive of the 
  mind-shielding techniques taught by the White 
  Council, she could slice through mental blocks 
  like a hot knife through butter (and thus stole 
  Harry’s copy of Die Lied der Erlking).
  She competed with Grevane, a fellow Disciple 
  of Kemmler, to raise and gain the power of the 
  Chicago Darkhallow. With her servant—the 
  ghoul Li Xian—as drummer, Corpsetaker 
  raised a cavalry company of Civil War era ghosts 
  as spectres. In the face of interference from 
  Harry Dresden and some of the Wardens of the 
  White Council, she joined forces with Grevane 
  and Cowl. As noted above, this was to no avail—
  she still got a bullet in the brainpan.
  While this is pure speculation, it should be 
  noted that Corpsetaker was highly adept at 
  possession and body-switching. While it’s 
  supremely unlikely that she survived the 
  battle at the Chicago Darkhallow by jumping 
  into another body (or even shed a ghost that 
  remained intact after the vortex exploded), 
  if you have any evidence that Corpsetaker (or 
  her ghost) has come back into play, contact 
  your local Warden. 
  That’s 
  1-800-WARDENS. 
  I swear I’ll modernize 
  the Council one of 
  these days, inch by inch.
  Disciples of Kemmler
  (See What Goes Bump, page 66.)
    (Heinrich Kemmler)
    Corpsetaker
    Cowl (?)
    Grevane
    Kumori (?)
    “Liver Spots” (Quintus Cassius)
    Li Xian (deceased)
  For what it’s worth, 
  Cowl and Kumori denied 
  any association with 
  Kemmler or his Disciples 
  during the Darkhallow.
  The Circle (AKA “The Black 
  Council,” “The Black Hats”)
  (See Old World Order, page 23.)
  Harry Dresden has, for some time, 
  suspected that the same “someone” (or 
  “someones”) is behind a lot of the dangerous 
  individuals that keep crossing his path 
  since he moved to Chicago. Someone 
  helped train Victor Sells and gave him the 
  recipe for ThreeEye. Someone gave the 
  FBI Hexenwolves their belts and warned 
  Denton about the White Council. Glau 
  was the cut-out man, and someone sent 
  the Scarecrow to kill him to cover the trail. 
  Someone used Hellfire against Arctis Tor 
  and its inhabitants. Someone took advan-
  tage of the Skavis’ “culling” plan to use it to 
  best advantage.
  Cowl—a known member of the Circle—
  presented Bianca with the athame that Mab, 
  the Winter Queen, now wields, and it might 
  be helping drive her nuts…and someone 
  might have driven the former Summer Lady, 
  Aurora, nuts as well, sparking the events of 
  Summer Knight.
  Cowl—or the entire Circle—is the most 
  likely Someone.
    Cowl
    Kumori
    Vittorio Malvora (deceased?)
  
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  Who's Who (Cowl)
  Cowl
  Cowl is one tough customer. This is what we 
  know: he’s stronger, more disciplined, and more 
  experienced in the use of magic than Harry 
  Dresden and some of the people that Harry’s 
  tested his power against, like Justin DuMorne, 
  the Leanansidhe, Ebenezar McCoy, and the 
  least of the Faerie Queens. He uses necromancy 
  and other forms of black magic (including what 
  looks to be Outsider magic gleaned from beyond 
  the Outer Gates). He can survive having a car 
  dropped on him. He’s good at opening up gates 
  between the mortal world and the Nevernever, 
  and closing other such gates. His magical 
  senses are very acute. He’s intelligent, percep-
  tive, devious, and cautious. He’s a long range 
  planner—he was one of the figures on the dais 
  at the disastrous masquerade thrown by Bianca 
  St. Claire and gave her the athame that was 
  presented to Lea (see “The Circle,” page 129).
  Otherwise, he is apparently human (not a 
  creature of the Nevernever), hides his features, 
  likes Goethe, disdains “the madman Kemmler,” 
  and has a disturbing amount of information 
  on Harry Dresden. His voice seems not quite 
  human, having a quavering buzz, and his words 
  are slow, slithery, and uncertain, but clearly 
  enunciated. He was willing to work with the 
  Disciples of Kemmler to gain the power of the 
  Chicago Darkhallow, though he thought that 
  they and their master were crazy and dangerous. 
  Despite all of this, he doesn’t think that he 
  himself is insane.
  He associates with a woman named 
  Kumori, who may or may not be his apprentice. 
  According to what Kumori has told Harry, Cowl 
  respects Harry a certain amount, but feels he’s 
  too raw and ignorant a practitioner—and there-
  fore Cowl cannot protect him (?!), ally with him, 
  or treat him gently. She also says that Cowl has 
  If Cowl shows up in your 
  town, do NOT approach 
  him. Contact your regional 
  Warden commander and then 
  RUN THE HELL AWAY. 
  If you are not a Senior 
  Council member or a Sidhe 
  Knight, you are NOT nearly 
  bad-ass enough to take him on 
  (and even then, I have doubts).
  COWL
  High Concept: 
  Dark Wizard, Darker Agenda
  Other Aspects: Plans Within Plans; 
  Nigh Invincible; Allies of Convenience; 
  Cautious, Not Timid; Magic From Beyond; Deliberate and 
  Methodical
  Skills and Powers
  Cowl is someone you get around, not through.
  Cowl’s physical skill level is unknown, but he’s tough as 
  hell—dropping a car on him annoyed him. Assume a Good 
  or Great challenge, but he has shown no interest in actu-
  ally being damaged. Treat successful attacks on Cowl as 
  maneuvers.
  Socially, Cowl seems to know—or at least know of—everyone 
  who’s anyone in the supernatural community. He seems 
  to be tight with the Vampire Courts and he’s worked with 
  the most powerful wizards in the known world. He has 
  a legion of freaking uber-ghouls at his command in the 
  Nevernever, for crying out loud. Assume a Superb chal-
  lenge if you get into a tussle with him socially.
  Mentally and Magically, he’s nearly untouchable. With his 
  outsider magic, assume an Epic challenge, if not better 
  (as in, spells directly designed to kill you will probably be 
  Legendary). The most dangerous thing about him is that 
  he won’t hesitate to kill you with his magic—but he’ll only 
  do it if he really needs to.
  Total Refresh Cost: –20, maybe more?
  
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  Who's Who (Deirdre)
  contended with death curses many times and 
  that he follows necromancy because the power 
  of death can be used for good ends. 
  Cowl and Kumori attempted to steal Harry’s 
  copy of Die Lied der Erlking; when that 
  failed, they disrupted Harry’s binding of the 
  Erlking and stole Bob the Skull for good 
  measure. With Bob as a resource, Cowl had no 
  need to track down The Word of Kemmler, 
  and it positioned him to gain the full power of 
  the Darkhallow. Unfortunately, a good right 
  hook from Harry interrupted Cowl’s attempt 
  to consume the vortex of power, saving most of 
  Chicago and possibly the world.
  Harry next saw Cowl during the White 
  Night case. While Harry was astrally spying 
  on Grey Cloak (AKA Vittorio Malvora) using 
  Little Chicago, Cowl popped up again in holo-
  gram form, as Malvora’s mysterious master. 
  Cowl sensed Harry’s astral form and banished 
  him with enough mental force that it melted a 
  hole in Harry’s focus—if Little Chicago hadn’t 
  acted like a circuit-breaker, that would have 
  been Harry’s brain. When summoned by Vitto 
  during the duel in the Deeps, Cowl transported 
  in a large number of uber-ghoul followers from 
  the Nevernever, forced Harry’s gate closed, and 
  attacked with a bizarre blast/construct spell 
  that looked like what you’d get if a comet and a 
  pterodactyl had a kid.
  His current whereabouts—and machina-
  tions—are unknown.
  Joan Dallas
  Looking at this plain-faced woman in her 
  mid-40s, you’d never think that she’s an impor-
  tant and sought-after producer in the adult film 
  industry. Joan Dallas is a Jane-of-All-Trades in 
  film production, able to do…well, everything 
  involved with quick and dirty (in all senses of 
  those words) film production. She’s done engi-
  neering, set design, set construction, lighting, 
  electrical work, and plumbing work, as well as 
  operating cameras and wrangling performers. 
  She’s known and worked with Arturo Genosa 
  for almost twenty years and has always been 
  loyal to him, yet clear-eyed to his faults. (Perhaps 
  that’s why he made her Mrs. Genosa #4.)
  Deirdre
  Deirdre is a young woman with long dark hair, 
  dark eyes, and a vaguely British accent. So what 
  if her face is a little too lean to be convention-
  ally pretty? It’d be so easy to be lulled by her 
  nonthreatening appearance.
  Don’t be fooled.
  Deirdre is one of the Order of the Blackened 
  Denarius (page 55), a human host for a Fallen 
  angel; we don’t know its name. She is the natural 
  daughter of the leaders of the Order, Nicodemus 
  Archleone and Polonius Lartessa. Her features 
  are a blend of her parents, especially around 
  her eyes. Her personality is likewise a blend: a 
  combination of Nicodemus’ soulless calculation 
  and Tessa’s heartless selfishness.
  Her relationship with her father is rather…
  unconventional, to say the least. Suffice to say 
  that she is “devoted” to him. And she is almost 
  always with him.
  JOAN DALLAS
  High Concept: Adult Film Producer
  Other Aspects: Grounded and 
  Competent; Jane of All Trades;  
  Sweet Tooth
  Skills
  Alertness: Good (+3)
  Contacts: Fair (+2)
  Craftsmanship: Good (+3)
  Empathy: Fair (+2)
  Rapport: Good (+3)
  Presence: Fair (+2)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Jury-Rigger (Craftsmanship): Any efforts 
  to jury-rig a repair last two scenes longer 
  than usual.
  Filmmaker’s Eye (Alertness): Joan may 
  use her Alertness skill rather than 
  Investigation when searching a scene for 
  clues.
  Stress
  Mental oo  Physical oo  Social ooo
  Notes
  Joan doesn’t get into a fight. Strictly 
  noncom. 
  Total Refresh Cost: +0 (Pure Mortal)
  Joan is Good 
  People. To 
  get on her 
  good side, bring 
  pastries.
  “uncon ven-
  tional” as 
  in “tongue-
  kissin’.” 
  Yuck. 
  
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  Who's Who (Kim Delaney)
  Weird, last 
  time I saw 
  her, she 
  had bright 
  red skin.
  The sort of 
  shape-shifting 
  the Denarians 
  can do has 
  a certain 
  amount of 
  malleability 
  to it. So, chalk 
  it up to her 
  whim.
  Damned 
  shape-
  shifters 
  (literally!).
  In her demonic form, Deirdre appears as 
  a more or less human female, except with skin 
  made of metallic-green scales, back-jointed lion 
  legs, four-fingered hands sprouting claws, two 
  sets of eyes (green and cherry red), a forehead 
  sigil, and fifteen feet of metal-blade hair that 
  whispers and strikes sparks against itself as she 
  moves. 
  Harry Dresden first encountered her 
  when she killed Francisca Garcia, one of the 
  Churchmice, during the Death Masks case. 
  Later, he determined that she was involved 
  in some of the murders surrounding the case 
  (Gaston LaRouche and Father Vincent, at the 
  very least). After helping kill the Knight of the 
  Cross Shiro Yoshimo, she escaped Chicago 
  with her father—but not before Harry, Michael 
  Carpenter, and John Marcone stopped the 
  Denarian plan to use the Shroud of Turin to 
  cause a massive magical plague.
  After Harry choked Nicodemus past uncon-
  sciousness and dumped the Denarian’s body into 
  the freezing waters of Lake Michigan during 
  the Small Favor case, Deirdre acquired a real 
  “hate-on” for our hapless hero. She also slashed 
  Karrin Murphy with her hair-blades and was 
  blasted off of Thomas Raith’s Water Beetle 
  when Murphy drew Fidelacchius a half-inch 
  from its scabbard.
  Kim Delaney
  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 supernat-
  ural set. Harry Dresden considered her a “some-
  time 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 mock-
  up, 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.
  kIM DELANEY
  High Concept: 
  Sometime Apprentice of Harry Dresden
  Other Aspects: 
  I Must Save Harley MacFinn
  Skills
  Conviction: Good (+3)
  Discipline: Fair (+2)
  Lore: Fair (+2)
  Rapport: Fair (+2)
  Most other skills default to Average or 
  Mediocre, with a few at Fair.
  Powers
  Thaumaturgy [–3]
  Specialties
  Thaumaturgy (Wards); Power (Wards +1)
  Stress
  Mental oooo  Physical oo  Social oo
  Notes
  Kim wasn’t ready for any fight (never mind 
  what she tried fighting). Her spell effects 
  are all the slow and steady variety, via 
  Thaumaturgy. 
  Total Refresh Cost: –3
  DEIRDRE
  High Concept: Daddy’s Little Denarian
  Other Aspects: Denarian Host; Cruel and Vindictive; 
  Incest; Steel Scales, Steel Blades; Bloodlust
  Skills and Powers
  Much like other hosts of a Denarian, Deirdre is plot device 
  powerful; she’s physically more formidable than Cassius, 
  but not as accomplished magically.
  In mental conflict, assume she presents a Great challenge. 
  In physical conflict, she relies on her tremendous physical 
  strength, metal scales, and long blades. Assume she pres-
  ents a Fantastic challenge physically; her blades can keep 
  a Knight of the Cross’s hands full (treat them as Claws—
  Weapon:2—in addition to her combat prowess). Also, her 
  Alertness is Superb, especially with regard to scent, and 
  her hide is worth at least Armor:2.
  Socially, she tends to rely on Nicodemus. Assume a Good 
  challenge when he’s not present, and she defers to 
  Nicodemus when he’s there.
  She’s not a spellcaster in the same sense that Cassius is, so 
  she doesn’t use magic offensively.
  The Catch, if any, is blessed weaponry such as Swords of the 
  Cross.
  Stress
  Mental oooo  Physical oooo(oo), Armor:2  Social ooo 
  Total Refresh Cost: Assume at least –15, if not much 
  much more.
  Billy, you’re getting a bit crazy with the 
  purple prose here. Keep an eye on it.
  
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  Who's Who (Agent Phil Denton)
  Despite Harry’s warnings (noted in the 
  beginning of the casefile called Fool Moon), 
  she attempted to bind the loup-garou and failed. 
  Harry still visits her grave on occasion and 
  brings flowers.
  Lucille Delarossa
  “Raven Velvet”
  If you are an aficionado of adult films, you may 
  be familiar with Raven Velvet: an Amazonian 
  brunette, well-muscled, with a pageboy haircut 
  and a haughty look on her face. Born Lucille 
  Delarossa, she was the star of numerous skin-
  flicks, many made by porno-auteur Arturo 
  Genosa. Infatuated with her, Genosa married 
  Lucille (making her Mrs. Genosa #2); after only 
  a year or two, they divorced. 
  When it became known that Genosa was 
  preparing to marry an unknown woman and 
  make her wife #4 (thereby threatening the 
  ex-wives’ cushy trust-fund alimony payments), 
  she joined together with the other Ex-Mrs. 
  Genosas to form what Harry Dresden nick-
  named the “Evil Eye Franchise” (page 228). As 
  a part of this cult, she helped perform a ritual 
  magic entropy curse. This curse, powered by 
  He Who Walks Behind, was at the direction of 
  Lord Raith of the White Court of vampires. It 
  was intended to target women around Genosa 
  in an attempt to eventually kill his prospective 
  fiancée. Through this curse, Delarossa murdered 
  at least three of Genosa’s female associates, 
  critically injured a fourth, and nearly killed 
  two more. She also tried to kill Harry with a 
  poisoned blow dart.
  Unfortunately, when Lord Raith discovered 
  that the entropy curse had targeted his favorite 
  daughter Inari, he had Ex-Mrs. Genosa  #1, 
  Madge Shelly, kill Lucille to feed their 
  Outsider sponsor.
  Ms. Demeter
  See Helen Beckitt.
  Agent Phil Denton
  Agent Phil Denton was a tall, athletic FBI 
  agent in his 40s, with jet black hair and eyes 
  the color of woodsmoke. He came to Chicago 
  with his team (see “FBI Hexenwolves,” below) 
  investigating the “Lobo Killings”—a series of 
  brutal murders with a wolf-theme. Unknown 
  to anyone, he was the person behind those kill-
  ings…and others.
  A good man once, he became jaded and 
  driven to the point of madness in an attempt 
  to take down the gangster John Marcone. 
  With that goal in mind, he accepted the aid of 
  a mysterious “someone” (see “The Circle,” page 129) 
  who gave him  magical talisman belts that 
  permitted him and his team to shapeshift into 
  Hexenwolves. The corrupting influence of these 
  belts led to murder, insanity, evil, and the agents’ 
  own destruction.
  Denton skillfully played the loup-garou 
  Harley MacFinn against Marcone at first, then 
  used Marcone against Harry Dresden and the 
  Alphas, before turning on Marcone and using 
  him as bait for MacFinn. Harry took one of 
  the belts for himself and fought with Denton, 
  eventually beating him and taking Denton’s belt 
  away. Denton was shot and killed by Karrin 
  Murphy as he tried to bludgeon Harry to death 
  with a tree branch. (Harry was busy at the time 
  killing the loup-garou.)
  FBI Hexenwolves
  (See What Goes Bump, page 93.)
    Agent Deborah Benn (deceased)
    Agent Phil Denton (deceased)
    Agent Roger “Roj” Harris (deceased)
    Agent George Wilson (deceased)
  LUCILLE DELAROSSA
  High Concept: 
  Arcane Dabbler/Adult Performer
  Other Aspects: Jealous Ex
  Skills
  Athletics: Fair (+2)
  Conviction: Fair (+2)
  Deceit: Fair (+2)
  Discipline: Average (+1)
  Endurance: Fair (+2)
  Rapport: Fair (+2)
  Most other skills default to Fair or 
  Mediocre, with a few at Average.
  Powers
  Ritual (Entropy) [–2]
  Stress
  Mental ooo Physical ooo Social oo
  Notes
  Poison dart aside, Ms. Velvet’s chosen 
  method of attack is from far away, with 
  nasty magic.
  Total Refresh Cost: –2
  The entire 
  Evil Eye 
  Franchise was 
  a textbook 
  case of how 
  a little 
  knowledge 
  can be really 
  dangerous. 
  They had 
  no idea what 
  they were 
  messing with.
  My 
  experience 
  with the 
  hexenwolf 
  belt reminds 
  me about 
  the danger 
  of going 
  down the 
  dark path.
  It would be 
  so easy.
  For Denton’s 
  stats, use 
  Agent Deborah 
  Benn’s stat 
  block, aside 
  from the 
  aspects; while 
  there may be 
  a skill point 
  or two of 
  difference, it’s 
  easier on the 
  bookkeeping 
  that way!
  Aspects that 
  make sense: 
  lover of 
  Agent Benn; 
  I Will take 
  marcone Down; 
  At Any Cost
  
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  Who's Who (Harry Dresden)
  harry Dresden
  harry Blackstone 
  Copperfield Dresden
  NOTE: This write-up depicts Harry Dresden 
  after the events of the Storm Front case. 
  Harry Blackstone Copperfield Dresden 
  is the son of Malcolm Dresden (a stage magi-
  cian) and Margaret Gwendolyn LeFay Dresden 
  (a powerful wizard, leaning towards the dark). 
  Both died tragically in Harry’s youth: his 
  mother in childbirth and his father when Harry 
  was six years old. Named after three stage magi-
  cians, Harry traveled across the country with his 
  father as Malcolm performed in third- or fourth-
  rate venues. After his father’s death from a brain 
  aneurysm, Harry became a ward of the state. He 
  spent four years bouncing between foster homes 
  and state orphanages, until he was ten. That’s 
  when his magical gift expressed itself (allowing 
  him to win a long jump contest dramatically and 
  break his leg). He was adopted two weeks later.
  The man who adopted him, Justin DuMorne, 
  was a wizard himself, a former Warden of the 
  White Council and, unbeknownst to Harry, 
  an associate of his mother’s. Around this time, 
  DuMorne also adopted Elaine Mallory, a girl of 
  Harry’s age who also had strong magical talent. 
  As teenagers, Harry and Elaine fell in love. 
  DuMorne began to train them in many things, 
  including endurance of body, resolve of will, and 
  the ways of magic. DuMorne’s methods were 
  harsh—Harry’s shield training involved being 
  pelted with baseballs.
  During this time, Harry developed his basic 
  tracking spell, used to locate his house keys. 
  Over the years, this basic spell would be refined 
  over and over again. He also explored mental 
  communication with Elaine, as well as warding 
  and veils. Even as youths, Elaine’s skill and fine 
  control was superior to Harry’s, while Harry’s 
  raw power was stronger. 
  DuMorne at some point (possibly even 
  before adopting Harry and Elaine) turned rene-
  gade, exploring fields of study unsanctioned by 
  the White Council, with the aid of a Spirit of 
  Intellect and Air bound to a skull (see Bob the 
  Skull) that had once belonged to the legendary 
  necromancer Heinrich Kemmler. One of these 
  fields of study was enthrallment. Shortly after 
  Harry’s 16th birthday, DuMorne enthralled 
  Elaine and attempted to do the same to Harry…
  but Harry escaped. DuMorne dispatched a 
  “demon” (really, He Who Walks Behind, a 
  The Problem With A  
  Well-Known Character
  If you’re familiar with Harry Dresden’s 
  casefiles, then you know Harry. This tends 
  to mean that it’s hard to pare down the 
  list of possible aspects; there are too many 
  options! It is this designer’s firm opinion 
  that Harry’s list of aspects does not stay still 
  for long. He’s frequently swapping them and 
  rewording them, giving us many possibili-
  ties over the course of his career. Here’s a list 
  of ones not on his “starting” sheet:
    The Building Was On Fire, And 
  It Wasn’t My Fault 
    “He Did The Right Thing” (The 
  epitaph his enemies put on his mock 
  gravestone)
    Faerie Debts
    White Council’s Black Sheep
    Apprentice to DuMorne, 
  Student of McCoy
    Lost Items Found
    Murphy Pays the Bills
    In Love With Susan; later: My 
  Girlfriend Is A Semi-Vampire
    I Trust My Brother
    Fallen Angel On My Shoulder
    Warden of the White Council 
  (an update of his high concept, 
  maybe—or a replacement of 
  Perpetually Broke)
    Mentor to Molly Carpenter
    Cursed To Die Alone
  I am really uncomfortable having my 
  full name out there. Billy, can you 
  just drop off the longer version?
  How come 
  most of the 
  pictures of 
  me show me 
  beat to crap, 
  Billy?
  Are you on 
  a case right 
  now, Harry?
  Yeah.
  then you’re 
  beat to crap?
  Oh. Right.
  
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  Who's Who (Harry Dresden)
  powerful Outsider; see page 76) to destroy his 
  fleeing apprentice. 
  With nowhere to turn, Harry discovered his 
  faerie godmother, the Leanansidhe, who was 
  sworn to protect him due to a bond created by 
  Dresden’s mother. Lea did something to Harry 
  that helped enhance his powers (through the 
  use of thorn manacles and magical exhaustion) 
  to enable him to beat back the “demon” and take 
  vengeance on DuMorne. This he did, banishing 
  the “demon,” destroying DuMorne’s lab, and 
  burning DuMorne to death. 
  At this time, Harry did not know of Elaine’s 
  enthrallment and also (wrongly) believed her to 
  have perished in the conflagration. Harry took 
  the spirit-inhabited skull—which he named 
  “Bob”—from the smoldering wreckage of the 
  lab and hid it. 
  Then the White Council caught up to him. 
  Harry was nearly executed for using magic to 
  kill DuMorne, but luckily the wizard Ebenezar 
  McCoy stood up for him. (Unknown to Harry, 
  McCoy was both his mother’s former mentor 
  and the Blackstaff of the White Council.) 
  This placed both of them under the Doom of 
  Damocles—at the time, Harry didn’t realize that 
  Ebenezar was also risking his life. On McCoy’s 
  farm in Hog Hollow, MO, Harry grew stronger 
  in body, mind, and soul. He flourished under 
  McCoy’s tutelage, in both mundane and magical 
  ways. At age 19, he left the farm, wandering for 
  about a year before moving to Chicago.
  There, in the Windy City, he applied for 
  his private investigator license and worked 
  for a PI named Nick Christian of the Ragged 
  Angel Detective Agency. He spent three 
  years with Ragged Angel; during that time 
  he met a beat cop named Karrin Murphy and 
  rescued a little girl named Faith Astor from 
  the troll Gogoth. After that, he opened up his 
  own business and listed himself in the phone 
  book under “Wizards.” He met a reporter for 
  the Midwestern Arcane named Susan 
  Rodriguez, had some dealings with Bianca St. 
  Claire of the Red Court, began frequenting 
  McAnally’s, and took on Kim Delaney as a 
  sometime apprentice. When Murphy was trans-
  ferred to Special Investigations, Harry began 
  consulting with the police on unusual crimes. 
  He also had a disastrous appearance on The 
  Larry Fowler Show around this time.
  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 thauma-
  turgy, 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. 
  Harry’s stat block depicts him at the end of 
  the Storm Front case (see Character Creation 
  for how this was developed). Now out from 
  under the Doom of Damocles, Harry takes 
  the new Trouble The Temptation of Power. 
  The aspect swap isn’t a power-up (see “Harry’s 
  Power-Ups” on page 137) but it does get Morgan 
  to lay off. Marginally.
  We need to 
  remove this 
  paragraph, 
  Billy.  
  AND the 
  bit about 
  the identity 
  of the 
  Blackstaff 
  below it.
  
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  Who's Who (Harry Dresden)
  HARRY DRESDEN
  High Concept: Wizard Private Eye 
  Trouble: The Temptation of Power
  Other Aspects: My Mother’s Silver 
  Pentacle; Epic Wiseass; Chivalry Is 
  Not Dead, Dammit; Not So Subtle, Still 
  Quick to Anger; Perpetually Broke
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Contacts: Fair (+2)
  Conviction: Superb (+5)
  Discipline: Good (+3)
  Endurance: Great (+4)
  Fists: Average (+1)
  Intimidation: Great (+4)
  Investigation: Fair (+2)
  Lore: Good (+3)
  Presence: Average (+1)
  Rapport: Fair (+2)
  Scholarship: Average (+1)
  Stealth: Average (+1)
  Weapons: Average (+1)
  Stunts
  Listening (Investigation): +4 to rolls to hear 
  things, but Alertness drops to Terrible 
  while Listening.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Lawbreaker (First) [–1]
  Specializations
  Evocation: Elements (Fire, Air, Spirit); 
  Power (Fire +1)
  Thaumaturgy: Control (Divination +1)
  Rote Spells
  Fuego (fire attack, four shifts): directs a 
  tight beam of magical fire (Weapon:4) 
  at a target. Requires his blasting rod to 
  cast.
  Shield (spirit block, four shifts): creates 
  a hemispheric shield in front of Harry’s 
  wrist and acts as either Armor or a 
  block. Usually, Harry uses one shift for 
  persistence, so he can do something 
  else in the following exchange without 
  renewing the shield. Requires the shield 
  bracelet.
  Forzare (spirit attack as force, three 
  shifts for a Weapon:3 attack): sends 
  out waves of force attacking a nearby 
  enemy. Has the added benefit of not 
  setting everything on fire.
  Focus Items
  Staff (+1 offensive Control for Spirit)
  Blasting Rod (+1 offensive Control for Fire) 
  Shield Bracelet (+1 Defensive Control for 
  Spirit)
  Enchanted Items
  2 slots kept open for potions and other 
  “consumable” items. 
  Stress
  Mental oooo, +1 mild consequence  
  Physical oooo  Social ooo
  Notes
  Good initiative, Fair on most defenses 
  unless he’s able to bring magic to bear. 
  Uses spells for maximum advantage, able to 
  safely control 3-4 shifts of effect, but can 
  pump out much more if pressed. 
  Total Refresh Cost: –9
  I’m not beat 
  to crap in 
  this picture!
  that’s early 
  in the case.
  Plus there’s a 
  bruise on your 
  forehead.
  Dang it!
  
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  Who's Who (Harry Dresden)
  Harry’s Power-Ups
  Through the course of The Dresden Files, 
  Harry learns a lot, he’s pushed to the edge more 
  times than he can count, and the nature of his 
  relationships changes. In game terms, he’s also 
  gaining a point of refresh every casefile or two—
  Harry undeniably grows in power over time. He 
  also picks up the odd skill point and changes his 
  aspects (see “The Problem With A Well-Known 
  Character” on page 134). He’s a dynamic character, 
  which is reflected in his sheet: it’s never the same 
  version twice. The world changes with him, too, 
  as new characters are introduced, enemies made, 
  and so on. Here’s a quick thumbnail of how his 
  write-up might change, primarily in a system 
  sense, over the course of his major cases.
  Fool Moon: Gains a point of refresh from a 
  major milestone, which he likely puts towards 
  Refinement to increase his magical arsenal (item 
  slots). Also gains a skill point. This was a pretty 
  long case—it’s possible that he had a significant 
  milestone in the middle somewhere also, gaining 
  a second skill point.
  Grave Peril: Major showdown suggests that, 
  even though it’s the very next casefile, it counts 
  as a major milestone—he gains another point 
  of refresh here (bringing him to 12) and another 
  skill point. Harry puts a lot of his juice into 
  Refinement, this time possibly picking up an 
  Earth elemental familiarity for his Evocation.
  Summer Knight: He probably gains a 
  skill point here from a significant milestone. 
  He’s getting more experienced, but no clear 
  power-ups here.
  Death Masks: Lore (Denarian, Knights of the 
  Cross, vampires). This definitely goes down as a 
  major milestone, giving him a point of refresh and 
  a skill point. Harry ends up touching a Denarian 
  coin at the end of this. He picks up the shadow 
  of Lasciel, which begins access to Hellfire (by 
  way of Sponsored Magic). That would normally 
  cost him 2 refresh, but it takes a while expressing 
  itself, so we figure he gains one point of refresh 
  here and invests it in eventually taking that on in 
  full. As always, big aspect changes here.
  Blood Rites: “Lash” begins giving Harry access 
  to that Hellfire we talked about. This case was a 
  long one and brought a lot of changes into Harry’s 
  life, so we figure it counts for a major milestone. 
  Usually these won’t come as quickly in a normal 
  game, but trust us—if you’d read the casefile, 
  you’d agree it was a big deal. We figure some sort 
  of back-room deal got cut between Harry’s player 
  and his GM, “paying forward” the point of refresh 
  due at the end of this story arc to cover the rest of 
  the Sponsored Magic (Hellfire) cost.
  Dead Beat: Harry taps into some necromancy 
  here, but it’s a brief flirtation (even though it had 
  big results). He gets death cursed (aspect swap!). 
  This feels like a significant milestone, gaining him 
  a skill point.
  Proven Guilty: Harry is loaned a one-time use 
  of Summer Magic. That’s a plot device instead of 
  a sheet alteration. Significant milestone here, but 
  again, not major…we figure the GM’s taking a bit 
  of a break from that. So, skill point, and maybe an 
  aspect change to tie into his apprentice’s Doom.
  White Night: This case brings a major mile-
  stone at its end, giving him a point of refresh 
  and a skill point. Harry’s angling for a deep sheet 
  rewrite at this point, as he loses the shadow of 
  Lasciel and, thus, Hellfire. But those points of 
  refresh are almost certain to get spent on future 
  improvements. Little Chicago gets some play 
  here, but it’s unclear how that manifests—is it 
  a complex high quality spell component, or an 
  actual focus item investment, or a special plot 
  contrivance concession by the GM? Jury’s out—
  each GM out there might run it differently.
  Small Favor: Here, Harry is at the top of his 
  powers—mental, physical, and magical. The 
  events of this case push him farther than ever 
  before. Harry might spend a point of refresh for 
  some more Refinement focused on item slots; 
  before this story arc even starts, he upgrades his 
  shield bracelet with another plus or two. This is a 
  major milestone for sure, as he has a lot of minor 
  cases around this time…and we start to hear talk 
  of “Soulfire,” which means that upgrade is not 
  far away. 
  By this point, Harry’s gained at least five to 
  six points of refresh (making him a base 16 char-
  acter!) and a solid handful of about ten more skill 
  points, making him as scary an opponent as many 
  of the creatures you see in these pages. In his case, 
  he’s been careful to spend refresh only when he 
  has it available—but he always rides right at the 
  edge, rarely having a moment where his effective 
  refresh is above a 1. Which would be why his 
  cases always start with him clueless and behind 
  the 8-ball, if you ask me.
  I don’t think I did ask you!
  Re: Soulfire 
  — I think I got 
  another gift 
  from Jake: 
  the left-
  handed catch 
  of Shaggy 
  Feather’s 
  nickel was 
  Not Normal.
  Hm, so the 
  advancement 
  from FOOL 
  MOON is 
  where I got 
  the “slots” 
  to make my 
  force ring? 
  Makes sense.
  
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  Who's Who (Harry Dresden)
  A World Without Harry?
  Given the seeming importance of Mr. Harry 
  Dresden, the world will massively change 
  at a couple points if he’s taken out of the 
  picture—any of these might be a great start 
  for a campaign. While Harry is capable of 
  handling many issues that come up, he’s 
  absolutely, positively the only person who 
  could have succeeded in four situations:
  1. Stopping Nicodemus and the 
  Plague Curse.
  2. The Darkhallow (only Harry—along 
  with Lash’s shadow, Mouse, and 
  Bob—could have stopped the event).
  3. Rescuing Molly from Arctis Tor.
  4. Saving the Archive from the Denarians 
  during the Small Favor case.
   Not to mention, if he failed in the Summer 
  Knight case, we might be living in an 
  ecological post-apocalypse scenario, with the 
  Summer and Winter Courts permanently 
  imbalanced. Maybe it’s better if you keep 
  him around?
  The Dresden-less Files
  So, a powerful and important wizard like 
  Harry Dresden is cramping your Dresden 
  Files RPG campaign’s style? 
  Easy solution: Kill him off.
  There are plenty of times when Harry 
  could have taken a permanent dirt-nap. 
  Here are some likely scenarios:
  Pre-Storm Front: Killed by He Who 
  Walks Behind or in the confrontation with 
  Justin DuMorne.
  Storm Front: Killed by Kalshazzak or 
  Victor Sells.
  Fool Moon: Killed by the lycanthropes, 
  the hexenwolves, or the loup-garou.
  Grave Peril: Eaten completely by the 
  Nightmare, or not revived in Bianca’s base-
  ment (this scenario might mean there’s still a 
  ghost of Dresden out there). 
  Summer Knight: Killed by the chloro-
  fiend or the Winter Knight, or in the Faerie 
  War over Chicago. 
  Death Masks: Killed by Nicodemus.
  Blood Rites: Eaten by Inari Raith, who’s 
  now a White Court vampire.
  Dead Beat: Killed by Li Xian and 
  Corpsetaker (as Sigrun Gard claimed was his 
  fate), by Cowl, or by Quintus Cassius in the 
  Field Museum, or by Morgan after Harry 
  appeared to kill Luccio. Possibly taken over 
  by Corpsetaker. 
  Proven Guilty: Sold on eBay to the 
  Duchess Arianna Ortega of the Red Court, 
  killed by the Reaper phobophage in Arctis 
  Tor, or killed by the White Council trying to 
  protect Molly.
  White Night: Killed by Cowl or in the 
  collapse of the Deeps (along with Lara 
  Raith).
  Small Favor: Killed in combat against any 
  of the waves of gruffs, in Union Station by 
  the hobs, or in either of two opportunities 
  going up against the Denarians.
  (If you’re a little leery about taking Harry 
  out utterly, see “I’m Not So Wild About 
  Harry” on page 139.)
  Billy, this whole section 
  DISTURBS me.
  I’m making this face at 
  you. Like, the one in 
  the picture right here.
  this section disturbs me too, 
  honestly. And I wrote it!
  
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  Who's Who (malcolm Dresden)
  Malcolm Dresden
  There was once a man who was generous, kind, 
  and honest—one who didn’t really value mate-
  rial gain. He was a tall, spare, stoop-shouldered 
  fellow, with dark hair, steely blue eyes, and strong 
  hands. This was the stage magician Malcolm 
  Dresden. While touring, he met a woman on the 
  run and fell in love.
  The woman was Margaret “Maggie” LeFay, 
  who had a mysterious past she didn’t like to talk 
  about. Perhaps Malcolm was a little naïve, but (as 
  far as Harry knows) he never really questioned 
  her about it. Maggie and Malcolm got married; 
  she was soon pregnant. Unfortunately, she died 
  giving birth to that child: Harry Dresden.
  While Maggie’s death haunted Malcolm, 
  he tried to be the best father he could to little 
  Harry. He took the boy on the road with him 
  as he played third- and fourth-rate venues, 
  entertaining children in hospital wards and the 
  elderly in nursing homes. He was always a bit of 
  a hopeless loser, a soft touch, and worn by the 
  cares of providing for Harry, but he did his best 
  and told his son stories about his mother every 
  night.
  When Harry was six, his father died of an 
  aneurism. 
  During the Fool Moon case, Harry heard 
  a few rumors from a demon (Chaunzaggoroth, 
  page 35) about his parents, one of which was that 
  Malcolm’s aneurism was “unnatural.” During 
  the events of Dead Beat, Harry dreamt of 
  his father twice; both of these dreams seemed 
  more real than typical ones. Before the Chicago 
  Darkhallow, the image of Malcolm let Harry 
  know he was not allowed to contact him until 
  others “crossed the line.” After the Darkhallow, 
  the image of Malcolm comforted Harry 
  regarding the death curse of Quintus Cassius, 
  “DIE ALONE,” telling his son that everyone 
  dies alone—the doorway is one person wide—
  but that doesn’t mean one has to be alone before, 
  nor is one alone after. 
  We can only speculate about Mr. Dresden’s 
  stats; he’d probably be a fairly typical mortal with 
  good Perform and Rapport skills. Suggested 
  aspects might be Stage Magician; I Will 
  Provide for My Son.
  I’m Not So Wild 
  About Harry 
  (Alternate Dresdens)
  There are a number of times where Harry 
  Dresden could have made a different 
  choice (or suffered a different fate), which 
  would have changed the overall nature of 
  the Dresdenverse. If you don’t like Harry 
  Dresden as the hero portrayed in his case-
  files, make him a villain—or at least an 
  anti-hero. 
  Here are some suggestions for “alternate 
  Harrys”:
  Pre-Storm Front: Harry (and Elaine) 
  are Justin DuMorne’s thralls; Harry is 
  DuMorne’s enforcer.
  Storm Front: Mr. Dresden, Supernatural 
  Security Consultant to John Marcone.
  Fool Moon: Harry the Hexenwolf (he 
  keeps the belt he stole).
  Grave Peril: Count Harry of the Red 
  Court (infected by Bianca or Susan).
  Summer Knight: Winter Knight Harry 
  (he accepts Mab’s offer).
  Death Masks: Harry Denarian (he 
  accepts Lasciel’s coin); there are two chances 
  for this.
  Blood Rites: Harry Dresden-Raith, 
  husband to Lara Raith (basically Lara’s sex-
  slave or thrall).
  Dead Beat: Harry Demigod (he 
  consumes the Vortex rather than Cowl).
  Proven Guilty: Winter Knight Harry or 
  Harry Denarian.
  White Night: Harry Dresden-Raith or 
  Harry Denarian.
  Small Favor: Winter Knight Harry or 
  Harry Denarian (though this latter one is 
  very tenuous). Slightly more likely is Harry 
  taking up Nicodemus’ offer of support, since 
  they seem to have common enemies.
  The three most likely options for alternate 
  Harrys are Winter Knight Harry, Harry 
  Denarian, or Harry Dresden-Raith. Of 
  those, “marrying” Lara is possibly the biggest 
  stretch, and accepting Lasciel’s full power, 
  the least. Which says something about 
  Harry, doesn’t it? 
  Billy, this is another section 
  where I am NOT amused. 
  I have nightmares about 
  some of this stuff.
  Harry — I 
  decided to 
  leave your 
  parents 
  without 
  stat blocks. 
  Seemed to me 
  you’d want it 
  that way.
  Thank you, 
  Billy. 
  Truly.
  
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  140
  Who's Who (maggie Dresden)
  Maggie Dresden
  Margaret Gwendolyn (LeFay) 
  Dresden (AKA “Maggie”)
  Tall, with dark hair and eyes, and sharp, striking 
  features, Maggie LeFay turned heads—and 
  not just for the way she looked. A most direct, 
  willful, arrogant woman, she was also cunning 
  and had a powerful magical talent. A real 
  dangerous wizard, all around.
  The apprentice of Ebenezar McCoy, she 
  rebelled when he pushed her too hard and got 
  too involved in her life. She ran away, raised 
  some Hell (literally!), and turned the White 
  Council’s own Laws against itself (according 
  to Ebenezar McCoy). She is known to have 
  violated the first Law of Magic, as well as others; 
  the Wardens were ordered to arrest her on sight, 
  and she would have been tried and executed in 
  moments.
  During this period of bad behavior, she fell 
  in with bad company. Some of her acquain-
  tances and associates from this time included 
  ex-Warden Justin DuMorne, the demon 
  Chaunzaggoroth (page 35), the Leanansidhe, 
  Nicodemus (leader of the Order of the 
  Blackened Denarius), and Lord Raith (leader of 
  the White Court of vampires). 
  The association with Lord Raith deep-
  ened into something else. In addition to their 
  association and mutual aims (whatever they 
  were), Maggie fell under Raith’s enthrallment. 
  Together, they had a son: Thomas Raith. She 
  raised Thomas for five years before something 
  happened, something which gave her night-
  mares as well as the strength to break free of 
  Lord Raith’s control. She escaped, leaving a 
  silver pentacle with Thomas.
  She went on the run for two years, evading 
  her former allies, the Wardens, and Ebenezar 
  McCoy himself. Within the year, she had met 
  a man—not a wizard or grand monster, but a 
  simple mortal: a stage magician named Malcolm 
  Dresden. The combination of her fears and 
  the presence of this good, kind man helped 
  her repent of her past misdeeds. Malcolm and 
  Maggie fell in love and got married, and soon 
  she was pregnant.
  As her child’s birth date approached, she 
  spoke to Lea and got the faerie’s promise to look 
  out for her unborn son, mentioning something 
  about sacrifice that the faerie didn’t understand. 
  Maggie died in childbirth of a ritual entropy 
  curse directed by Lord Raith. But before she 
  died, she did two things: 1) she left a mystical 
  message for her sons, if/when they ever locked 
  eyes in a soulgaze; and 2) she laid her death curse 
  on Lord Raith, a complex binary enchantment, 
  bound to the lives of her sons, that prevented 
  him from feeding on the energy of his prey, 
  permanently weakening him 
  Malcolm cared for their son, Harry Dresden, 
  telling him stories every night of Maggie, and 
  passing along her silver pentacle amulet and a 
  Polaroid of her in front of the Lincoln Memorial 
  (wearing the pentacle). Unfortunately, Harry’s 
  youth and Malcolm’s lack of knowledge of the 
  supernatural side of Maggie’s past meant that 
  the boy never got a full picture of who and 
  what his mother was and the things she had 
  done. After Malcolm died, the boy was eventu-
  ally adopted by Maggie’s former associate Justin 
  DuMorne.
  During the Fool Moon case, Harry heard 
  a few rumors from a demon (Chaunzaggoroth, 
  page 35) about his parents, one of which was that 
  Maggie had had dealings with it—and others 
  in the underworld—on numerous occasions. 
  And that she repented of her actions before 
  her death—a great loss for “the dark prince.” In 
  Death Masks, a woman appeared in one of 
  Harry’s dreams who seemed familiar and helped 
  quell his nightmares…Harry suspects it may 
  have been his mother. 
  The events of the Blood Rites case gave 
  Harry clearer insight into the life and actions 
  of his mother. He discovered his half-brother 
  Thomas Raith, received the mystical message 
  from her when he and Thomas shared a soul-
  gaze, and learned of her death curse on Lord 
  Raith. This granted Harry needed insight, 
  knowledge, and power. And in White Night, 
  he discovered what gave her the strength to 
  break free of Lord Raith’s control: the potential 
  for a child to be born with power over Outsiders, 
  requiring a complex confluence of events, ener-
  gies, and circumstances. That special child was 
  and is Harry Dresden—proven by his ability to 
  banish He Who Walks Behind, the Outsider 
  sent to kill him by Justin DuMorne.
   We just don’t know enough about 
  Mrs. Dresden to get a stat block that’s anything 
  but a wild guess. Much like Harry’s father, 
  there’s little point in a full block. If you need one, 
  borrow another wizard’s block and use aspects 
  like Wizard on the Run; Raith’s Ex; 
  Checkered Past; etc.
  You know, it 
  could easily 
  be said that I 
  have “fallen 
  in with bad 
  company” 
  too, given my 
  association 
  with Thomas 
  Raith, Lara 
  Raith, 
  Marcone, and 
  even Lasciel 
  (if people 
  know of that).
  The more 
  I think 
  about Mom 
  fleeing Lord 
  Raith—and 
  abandoning 
  Thomas to 
  him—and the 
  Outsider thing 
  and meeting 
  my Dad, I 
  worry about 
  it all just 
  being a set-up. 
  Like, did she 
  really love 
  him? Did 
  she really 
  love me?
  
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  Who's Who (Justin Dumorne)
  Justin’s 
  penchant for 
  wearing a lot 
  of black silk 
  and leather, 
  and the fact 
  that his staff 
  was carved 
  to resemble a 
  cobra, should 
  have been big 
  clues he was 
  heading for the 
  Dark Side.
  Drulinda
  AKA “Constance Bushnell”
  Constance Bushnell used to play a LARP—a live 
  action roleplaying game—called Evernight 
  that revolved around the machinations of a 
  bunch of vampires living under the radar in 
  Chicago. She was dumpy and unattractive, and 
  the other players made fun of her. About a year 
  prior to the events of the “It’s My Birthday, Too” 
  casefile, she ran away from home and found 
  some real vampires—Black Court vampires. 
  They weren’t much like the vampires in the game 
  at all. But she achieved her goal: they made her 
  into one of them.
  Calling herself “Drulinda” (her Evernight 
  character’s name), she returned, vengeful and 
  insane, to wreak havoc on those who had teased 
  her. A master vampire, she made two minions 
  out of security guards in her assault on the 
  Valentine’s Day LARP being held after hours at 
  Woodfield Mall. 
  Unluckily for her, Harry Dresden, his appren-
  tice Molly Carpenter, and his half-brother and 
  White Court vampire, Thomas Raith, were on 
  hand to stop the bloodbath. 
  Use Master Black Court Vampires (page 86) 
  for her stats. Maybe toss in a LARP-related 
  aspect, because that’d be kind of awesome. 
  Justin DuMorne
  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 necro-
  mancer 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.
  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 appren-
  tices, 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 base-
  balls. 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?
  Yeah, that whole “endurance 
  of pain” thing backfired on 
  Justin a bit. Train your 
  apprentice to resist crazy 
  amounts of pain, and maybe 
  your little “chain of 
  electric eels” spell won’t 
  slow him down as much as you 
  were counting on. Dumbass.
  
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  142
  Who's Who (elder  Brother gruff)
  Elder  
  Brother Gruff
  AKA “Tiny”
  Elder Brother Gruff—known as “Tiny” in the 
  notes on the Small Favor case—is several 
  feet taller than a Winter ogre or troll, possibly 
  weighing in excess of five tons. He prefers, in 
  battle, to wear translucent crystal armor and 
  wield a sword that’s as long as a car.
  At McAnally’s (neutral ground under the 
  Unseelie Accords), a hostile meeting between 
  Harry and Tiny was diffused when Karrin 
  Murphy stood up to the gruff; her argu-
  ment was that attacking Harry (as a citizen of 
  Chicago and therefore under the protection of 
  its mortal authorities—i.e., her) would equate to 
  the Summer Court declaring war on Chicago…
  Would Titania want him to decide such a policy? 
  Tiny, out of respect for her courage (and her 
  point), deferred.
  In the battle at Union Station, Tiny took one 
  of Harry’s force-ring blasts, fought off several 
  hobs, and then got hit by a ward (“living light-
  ning”) of Sigrun Gard’s construction. The light-
  ning took his left leg off at the knee.
  When Harry offered him mercy, Tiny was 
  shocked—but accepted it. He warned Harry 
  that his eldest brother would eventually arrive to 
  fight him. 
  See the Elder Gruff stat block on page 46.
  Eldest  
  Brother Gruff
  It’s likely that Eldest Brother Gruff (EBG, for 
  short) is the leader of all gruffs. He’s certainly 
  powerful enough.
  Though no more than 5’ 2” tall, his limping 
  footsteps resound very loudly. He appears as a 
  typical gruff (with a long white beard), wearing 
  a cowled robe. This robe is belted with rope, 
  JUSTIN DUMORNE
  High Concept: 
  Sadistic, Power-Mad Warlock 
  Other Aspects: Cruel and Vicious; 
  Teacher of Harry Dresden; 
  If I Can’t, Nobody Else Will; 
  Contact with outsiders; I Laugh at the 
  Laws; I Demand obedience
  Skills
  Contacts: Good (+3)
  Conviction: Superb (+5)
  Discipline: Great (+4)
  Endurance: Fair (+2)
  Lore: Great (+4)
  Presence: Good (+3)
  Resources: Good (+3)
  Scholarship: Fair (+2)
  Weapons: Good (+3)
  Most other skills default to Average or 
  Mediocre.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–3], at least
  Lawbreaker (Seventh) [–1]
  Lawbreaker… He has a few more of these.
  Specializations
  Evocation: Elements (Spirit, more); Power 
  (Spirit +2, plus more); Control (Spirit +1, 
  plus more)
  Thaumaturgy: Control (Summoning +1), 
  Complexity (Wards +1)
  Focus Items
  Staff (+2 offensive Control, +1 offensive 
  Power for Spirit)
  Stress
  Mental oooo, +1 mild consequence  
  Physical ooo  Social oooo
  Notes
  DuMorne has focused much of his magic 
  on the Spirit element, specifically for 
  effects that target the mind (enthrallment, 
  beguilement, illusion) and quick ectoplasmic 
  conjurings (eels that come out of thin air 
  to bind and shock an opponent). He’s able 
  to muster 5 shifts of effect with casual 
  controllable ease (which likely informs his 
  unlisted rotes), and several shifts more if 
  he’s drawing deep.
  Total Refresh Cost: at least –11, prob-
  ably closer to –14 or more.
  this is largely speculation, and is 
  incomplete. I decided not to press 
  Harry on more details about Dumorne 
  beyond what I already know.
  
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  Who's Who (the erlking)
  with three purple stoles looped through it. This 
  indicates that EBG has defeated three Senior 
  Council members in duels. He also tends to 
  carry a rune-carved staff much like Harry 
  Dresden’s.
  After Tiny’s defeat, the task of killing Harry 
  fell to EBG, although he seemed to like and 
  admire Harry. He waited for Harry to use fire 
  magic, so as to track him—which Harry did, on 
  the Island where the Archive and Marcone were 
  being held by Nicodemus and the Denarians 
  (page 55).
  EBG’s power level is shown in his “fight” with 
  Magog. One shot of gold-green energy, and the 
  Denarian’s body was consumed by wildflowers 
  afterwards. 
  After sharing a braying laugh with Harry 
  over the inscrutability of women (be they mortal 
  or fae), EBG was confronted with an important 
  question from the wizard: in what order does he 
  serve Summer and the Queen? For Summer’s 
  goals—both the Archive and Marcone free of 
  Denarian control—had already been achieved.
  Harry demanded his boon of the Summer 
  Court (due to his being a member of the 
  Order of the Silver Oak) from EBG: an actual, 
  freshly-made, Chicago doughnut. With white 
  frosting and sprinkles. EBG, with a knowing 
  grin, agreed, and quit the field of battle. Harry’s 
  request provided EBG with a devious way to 
  avoid killing him since, once the gruff and Harry 
  both left the island, the matter would be consid-
  ered closed.
  The desired doughnut appeared in due 
  course.
  It was a PERFECT doughnut.
  Elidee
  Elidee is a tiny wyldfae, about the size of an ant, 
  who glows with scarlet light. Too small to be 
  heard by mortals, she blinks twice for “no” and 
  once for “yes.” 
  To pay back a favor to Toot-toot, she agrees 
  to guide Harry Dresden to the courts of Maeve, 
  the Winter Lady, and Aurora, the Summer Lady, 
  during the Summer Knight case.
  The Erlking 
  AKA “Der Erlkoenig”
  What we know of the Erlking has been 
  compiled by the wizard Peabody in a slim—and 
  exceedingly rare—volume called Die Lied der 
  Erlking. 
  Apparently, the Erlking is a consider-
  ably power ful high Sidhe wyldfae, related to 
  goblins—a ruler, a master of that kind. It’s said 
  that the book contains a summoning chant to 
  attract the Erlking’s attention.
  A possible counterpart of the Faerie Queens, 
  he is a hunter spirit, associated with primal 
  violence. He holds dominion over the spirits of 
  fallen hunters; the energy of the hunt; and the 
  excitement, hunger, and bloodlust it engenders. 
  Devious, cunning, strong, and swift, he is one 
  of the faeries empowered to call up and lead the 
  Wild Hunt, calling up hunters’ sprits to become 
  ELDEST BROTHER GRUFF
  High Concept: Eldest Gruff
  Other Aspects: Sense of Honor; 
  Mageslayer; Enjoys A Good Chat
  Skills and Powers
  The Eldest Gruff has all the powers of the 
  Elder Gruffs, minus the size, plus the array of 
  abilities that powerful White Council wizards 
  have at their disposal.
  See Elder Gruff, page 46.
  Mentally and Socially, assume a Superb 
  challenge.
  Physically, there’s no reason not to assume 
  that this gruff presents a Superb, if not 
  Fantastic challenge.
  Magically, assume a Fantastic challenge, 
  possibly Epic.
  Stress
  Mental oooo  Physical oooo  
  Social oooo
  Notes
  Enough clout to thrash a couple Denarians as 
  an “oh, by the way” on its way to confronting 
  our Hero. To beat the Eldest Gruff, you need 
  to out-think the situation he represents—
  bonus points for making use of the faerie 
  “law” of bargains and favors, as Harry did. 
  He’s clearly willing to bend, so long as he 
  doesn’t break, the terms of his assignments.
  Total Refresh Cost: Lots, possibly an 
  equal to Nicodemus.
  I do think 
  this guy 
  kind of 
  liked me. 
  Would’ve 
  killed 
  me all 
  the same, 
  though.
  I wonder if 
  eldest is a 
  gruff Sidhe. 
  Seems likely.
  elidee is another plot-device 
  power level creature — but she 
  falls off the lower end of the 
  scale, rather than the upper.
  It’s odd for 
  a book so 
  potent to 
  have such 
  atrocious use 
  of the German 
  tongue.
  Peabody 
  goofed it up? 
  I’ll have to 
  needle him 
  about that 
  next time 
  I see him.
  
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  Who's Who (the erlking)
  his hounds (there seem to be others who can 
  do this, but the Erlking is the most important). 
  These spirits are powerful shades.
  There is some confusion on whether he preys 
  upon children, heralds their deaths, or guards 
  their souls. 
  When he manifests in the human world, he 
  takes the form of an 8’ tall humanoid hunter in 
  close-fitting leathers, matte-black mail, and a 
  bucket helmet with stag horns. His eyes burn 
  with amber fire. He communicates mind-to-
  mind, eschewing words. He rides a black horse, 
  carries a black sword, and is surrounded by 
  black hounds.
  The Erlking is cunning, devious, ruthless, and 
  swift. He respects daring, arrogance, and preda-
  tors of any species. But that respect goes only 
  so far. Attempting to hinder him, or the Wild 
  Hunt, makes you prey. If a predator, and lucky, 
  you may join the Hunt. Otherwise…
  No one has ever escaped the Wild Hunt, or 
  the Erlking. No one.
  Harry Dresden, for having the temerity 
  to summon and bind the Erlking before the 
  Chicago Darkhallow, is a marked man. Only his 
  audacity in attempting this feat, plus the raising 
  of Sue the Zombie Dinosaur, allowed him a 
  brief respite. The Erlking has promised that the 
  next time their paths cross, he will run Dresden 
  down.
  There are some in Faerie who seek to capture 
  or kill Harry Dresden and deliver him (or his 
  remains) to the Erlking, expecting a boon in 
  return. The likelihood of this is up for debate.
  MISTER FERRO
  High Concept: Ferrovax the Dragon 
  Other Aspects: Behold and despair, 
  Mortal; A Fine offering; A Worthy Foe 
  Should Be Respected; I Know Your Name
  Skills and Powers
  When Ferrovax is in his humanoid form, 
  assume he presents a Superb or Fantastic 
  Mental or Magical challenge. Physically, 
  he’s at least Superb.
  Ferrovax claimed that if he revealed his true 
  form it would shatter Harry’s mind. When 
  he’s in his true form…run away. If you can’t 
  run away, throw your best spell at him 
  (or swing a Holy Sword) and hope you 
  get a Fantastic or better result. It might 
  slow him down a moment. Maybe you’ll 
  even live.
  Notes
  It’s pretty clear that, for all his power, 
  Ferrovax still has the classic dragon soft 
  spot for treasure. our bet is that appealing to 
  his greed is your best chance.
  Total Refresh Cost: Lots—at least –20 or 
  –25 lots.
  Reminder 
  — talk to 
  Thomas 
  re: WH.
  Sometimes I 
  wonder why 
  I always end 
  up pissing off 
  entities like 
  the Erlking 
  instead of 
  ones like 
  Elidee. 
  THE ERLkING
  High Concept: Der Erlkoenig
  Other Aspects: Lead the Hunt; 
  Track the Prey; Ride it Down
  Skills and Powers
  This guy has Faery Queen level power. Stats 
  are meaningless; he’s a force of nature. 
  Escaping the Hunt would require a magical 
  or physical feat of at least Legendary 
  level. Your only hope of winning a contest 
  against him is socially. A smooth talker with 
  a Fantastic result might—if other circum-
  stances are just right—convince the Erlking 
  on the hunt to pass by.
  Total Refresh Cost: Ha!
  Wyldfae
  (See What Goes Bump, page 38.)
    Elidee
    Erlking
    Gogoth
    Toot-toot (and the Za Guard)
  
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  Who's Who (Fix)
  Ferrovax
  AKA “Mister Ferro”
  His true form would crack the earth upon which 
  he stands and would humble, awe, and destroy 
  the sanity of anyone looking at him using the 
  Sight. He is the oldest and strongest dragon left 
  alive. He is calmly, knowingly arrogant. He is 
  one of only a score of Freeholding Lords. He is 
  Ferrovax.
  To interact with mortals in a less mind-
  blasting fashion, “Mister Ferro” usually appears 
  as a human male of indefinite years with intense 
  green eyes. He seems to have good relations 
  with the Leanansidhe, he respects the Knight of 
  the Cross Michael Carpenter, and he has little 
  respect for Harry Dresden. He is a master of 
  Name Magic, able to bring a powerful wizard to 
  his knees with only a fraction of his True Name. 
  It is rumored that he is also skilled at earth 
  magic.
  During the Grave Peril case, Ferrovax 
  received a gift from the Red Court vampire 
  Bianca St. Claire: a cask, about as big as a 
  breadbox, which contained something that glit-
  tered and shone. After touching it, he called 
  whatever it was a fine offering.
  Fix
  The Summer Knight
  (See “The Changelings of Summer Knight” on 
  page 99 for more details.) 
  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 occa-
  sion, 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.
  This version of Fix as Summer Knight is built 
  on the notion of just-beyond-a-high-powered-
  starting-PC. He’s got at least 40-odd skill points 
  going on, and he’s spent a little more refresh than 
  a starting PC could. But he knew the ropes, at 
  least a bit, before accepting the Summer Knight 
  mantle. A Summer Knight with fewer skill 
  points and fewer powers—or one with much 
  more overall power—is definitely in the scope of 
  possibility. It’s a question of experience, which is 
  why we’ve got ’em listed as a playable option over 
  in Types & Templates.
  Fix was 
  deliberately 
  geased during 
  the SMALL 
  FAVOR 
  case to not 
  warn me 
  about the 
  gruffs. With 
  effort, he 
  did remind 
  me about the 
  silver oak 
  leaf pin.
  Are dragons 
  really this 
  bad?
  You expect 
  real dragons 
  to be slain by 
  knights with 
  lances? Don’t 
  think “Arcanos 
  Bestiary, 
  page 74,” think 
  “Irresistible Force 
  of Nature.”
  Freeholding Lords
  Freeholding Lords are powerful beings, 
  signatories to the Unseelie Accords, and are 
  thus entitled to rights under them. There are 
  maybe twenty of them in total; here follows a 
  list of those we’ve heard about:
    The Archive
    Vlad Drakul (NE)—a half-demon 
  scion; father of Vlad Tepesh Dracula 
  (NE); former master of Kincaid
    Ferrovax
    John Marcone—the first “vanilla 
  human” Freeholding Lord
    Donar Vadderung (NE)—CEO of 
  the Monoc Securities Corporation; 
  may be Odin; employer of Sigrun 
  Gard
    Semi-Immortal Shapeshifter Guru in 
  the Ukraine (NE)
    Another dragon (NE)
  Since 
  Cowl—and 
  possibly 
  Kumori—
  were up 
  on the dais 
  there with 
  Bianca, I 
  wonder if 
  the Circle 
  slipped 
  something to 
  Ferrovax. 
  Scary.
  
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  Who's Who (Fix)
  FIx
  High Concept: Summer Knight
  Other Aspects: I Can Fix That; Beholden 
  to Titania; Loyal to a Fault; Tortured by 
  Maeve; Sword of Summer’s Flame; I Have 
  Chosen Mortality
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Contacts: Fair (+2)
  Conviction: Fair (+2)
  Craftsmanship: Superb (+5)
  Deceit: Fair (+2)
  Discipline: Good (+3)
  Endurance: Great (+4)
  Fists: Fair (+2)
  Intimidation: Fair (+2)
  Lore: Average (+1)
  Might: Fair (+2)
  Rapport: Fair (+2)
  Presence: Good (+3)
  Weapons: Great (+4)
  Most other skills default to Mediocre, with a few 
  at Average (Guns might be Fair). 
  Stunts
  Jury-Rigger (Craftsmanship): Any jury-rigging 
  repairs last two scenes longer than usual.
  Swing for the Fences (Weapons): +2 to an 
  attack made with the Weapons skill, but 
  all his Defense or Block actions made with 
  Weapons, Fists, or Athletics suffer a –2 
  penalty until his next turn.
  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.
  Stress
  Mental ooo   Social oooo
  Physical oooo(oo), Armor:1
  Notes
  Fix is talented with a sword (Great Weapons), 
  preferring light blades (Weapon:2) even when 
  not using his sword of office. Initiative is Good, 
  though when he wields his sword, it jumps to 
  Epic. Putting Summer-imbued strength behind 
  the blows means he’s effectively swinging a 
  Weapon:4. The sword also counts as a bit of 
  Summer magic, which makes it a particular 
  bane for creatures of the Winter Court. Then 
  add in his Seelie Magic, allowing Summer-fueled 
  evocations of at least a couple shifts as well as 
  the occasional ritual—though he’s still mostly 
  a newcomer to spellcasting. Fix is a very skilled 
  tinker as well, so you can never be sure what 
  gadget trickery he might bring to a fight. He’s 
  got power, but he’s also got versatility—a scary 
  combination.
  Total Refresh Cost: –10
  You left out Larry 
  Fowler. I’ll stat him up for 
  you — Aspects: Blowhard 
  Jerk, I Have a (Crappy) 
  Talk-Show, Laughingstock 
  of Chicago. That's it.
   Someone sounds bitter.
  Fix thinks the White 
  Council is fighting the 
  Vampire War too 
  defensively. I tend to 
  agree with this, but since 
  he’s now inextricably tied 
  to the fae (specifically 
  Summer), I have to wonder 
  why he said it to me.
  
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  Who's Who (mister Franklin)
  Father 
  Anthony Forthill
  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, page  240) 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 (page 74), an organization dedi-
  cated 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.
  Mister Franklin
  One of Marcone’s Mafia (page  188), Mr. 
  Franklin is a man of medium height and build. 
  During the Death Masks case, he was sent 
  to whack the fake “Father Vincent” (actu-
  ally Quintus Cassius in disguise) as he left a 
  taping of The Larry Fowler Show. Harry 
  Dresden, who thought he was helping the real 
  Father Vincent find the Shroud of Turin, also 
  came under fire.
  Later, at the Chicago Historical and Arts 
  Society gala at the Marriott, where Marcone was 
  to receive the Shroud from the Churchmice, Mr. 
  Franklin appeared dressed as hotel security. 
  FATHER FORTHILL
  High Concept: Priest in the Know
  Other Aspects: Advisor to Knights; 
  Pax Christi; I Just Happened to be 
  in the Neighborhood; Eye of Thoth; 
  St. Mary of the Angels Is My Fortress
  Skills
  Contacts: Fair (+2)
  Conviction: Superb (+5)
  Discipline: Good (+3)
  Empathy: Great (+4)
  Investigation: Fair (+2)
  Lore: Good (+3)
  Presence: Good (+3)
  Rapport: Good (+3)
  Scholarship: Great (+4)
  Most other skills default to Mediocre, with a few 
  at Average or Fair.
  Stunts
  Blessed Words (Conviction): Forthill’s faith is 
  rock-solid, and obvious to those who would 
  do him harm. Forthill may use his Conviction 
  skill for Block actions in physical conflict. 
  Canon Lawyer (Scholarship): Forthill receives 
  a +1 bonus to Scholarship checks related to 
  law, and an additional +1 to checks related to 
  Roman Catholic theology and canon law.
  Counselor (Empathy): Forthill’s skill can be 
  used to justify another character’s recovery 
  from moderate or severe social or mental 
  consequences, provided he’s able to provide 
  them the full extent of his services as a 
  counselor. 
  Powers
  Bless This House [–1]
  Guide My Hand [–1]
  Stress
  Mental oooo, extra mild consequence  
  Physical oo  Social oooo
  Notes
   
   While he might not fight on the front line, 
  Father Forthill is exactly the sort of defen-
  sive ally you want against the supernatural. 
  The subtle benefits offered by his stunts and 
  powers could make all the difference.
  Total Refresh Cost: –5
  I’m not much for 
  the church thing, 
  or even the 
  God thing, but 
  Father Forthill 
  is good people.
  I think we’ll stick with “made man” stats for mr. Franklin for now.
  
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  Who's Who (Francisca garcia)
  Francisca Garcia
  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.
  Sigrun Gard 
  “Amazon Gard”
  Sigrun Gard—Ms. Gard, if you please—is a 
  Nordic angel: coldly beautiful, tall, leggy, blue-
  eyed, solidly-built, and blonde. An employee of 
  the Monoc Corporation, she works as a (super-
  natural) security consultant for John Marcone. 
  She cannot reveal any of her subcontracted 
  employers’ secrets without explicit permission 
  by her employer or an authorized delegate.
  Harry Dresden first met her during the 
  Death Masks case; she was responsible for 
  the wards around Marcone’s estate that tore 
  up Bob something fierce. During Dead Beat, 
  she mentioned that it was Harry’s fate to have 
  died in the alleyway, killed by the ghoul Li Xian; 
  Harry was saved only by Marcone’s interference, 
  which—she claims—will have consequences. 
  She believes that Marcone is too trusting.
  Away on assignment for Marcone during 
  the White Night case (probably collecting 
  information on the supernatural community for 
  him), Harry next encountered her during the 
  “Heorot” case. It was then that Harry began to 
  find out more details about Ms. Gard.
  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.) 
  The Churchmice
  The Churchmice were an organized, tight-
  knit 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 
  FRANCISCA GARCIA
  High Concept: Churchmouse Burglar
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Burglary: Great (+4)
  Contacts: Fair (+2)
  Deceit: Good (+3)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Scholarship: Fair (+2)
  Stealth: Fair (+2)
  other skills default Average or Mediocre.
  Stunts
  Churchmouse (Burglary, Deceit): Garcia 
  understands the security procedures 
  and systems used by most churches and 
  church-owned facilities. Garcia gains a +1 
  to Burglary and Deceit checks to gain 
  illicit access to such facilities.
  Cat Burglar (Burglary): Garcia may roll 
  Burglary rather than Stealth when hiding 
  or skulking.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  She can fire a gun, but with her, a gun’s more 
  about the promise of violence than actually 
  committing it. once the supernatural stuff 
  starts happening, she’s in over her head.
  Total Refresh Cost: +0 (Pure Mortal)
  I think Hendricks might be 
  a little sweet on her.
  
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  Who's Who (Sigrun gard)
  SIGRUN GARD
  High Concept: Honest-to-odin Valkyrie 
  Trouble: on Marcone’s Payroll
  Other Aspects: Chooser of the Slain; 
  Runecaster; Icy Beauty; Descendent of 
  Beowulf; Scryer 
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Burglary: Great (+4)
  Conviction: Fair (+2)
  Discipline: Great (+4)
  Drive: Fair (+2)
  Empathy: Fair (+2)
  Endurance: Superb (+5)
  Fists: Good (+3)
  Guns: Good (+3)
  Investigation: Good (+3)
  Lore: Great (+4)
  Might: Good (+3)
  Presence: Good (+3)
  Survival: Good (+3)
  Weapons: Superb (+5)
  other skills default Average or Mediocre.
  Stunts
  Berserker (Weapons): Gard may choose to go 
  berserk in a fight. once she enters this mode, 
  she must attack her foes until she or they 
  are dead. While berserk, she gains a +1 to her 
  attacks and her attacks all do +1 stress if they 
  hit, but all her defense rolls are made at –1. 
  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]
  Stress
  Mental ooo  Social ooo
  Physical oooo, extra mild consequence
  Notes
  We’re not quite sure what Gard’s rune magic is, 
  nor the exact source of its power. She’s carved 
  a rune into the eye of her battleaxe (Weapon:3), 
  at the least, which may mean its damage can’t 
  be treated as simply mundane. With a thousand 
  years of battle experience, she is a true terror to 
  her enemies.
  Total Refresh Cost: –13
  She kissed me 
  once, you know. 
  My reaction 
  triangulated 
  somewhere between 
  shock, arousal, 
  and fear.
  My love life is weird.
  
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  Who's Who (the gatekeeper)
  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 collec-
  tion” (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.”
  Boss, from studying your notes and nosing 
  around a bit, I suspect that being a valkyrie 
  isn’t like being a vampire or a fae, but more 
  like having a job with really good perks. 
  Research continues.
  The Gatekeeper
  (AKA “Rashid”)
  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 occa-
  sions, 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 deliber-
  ated 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.
  Arturo Genosa
  A tall, vigorous man in his 50s, Arturo Genosa 
  has a strong face with smile lines, a boater’s tan, a 
  magnificent head of silver hair, and a short dark 
  beard. He laughs often, falls in love often and 
  passionately, eats well, drinks well, and smokes 
  cigars (despite his high blood pressure). Genosa 
  gives manly hugs; cares about his family, friends, 
  and employees; is rather superstitious; and tells 
  great stories in his thick Greek accent. He’s worth 
  at least 4 million dollars.
  He is also a genius filmmaker. Specifically, he 
  is an auteur of pornographic movies, combining 
  an artist’s eye, a belief in sex as natural, and the 
  use of real people as actors of various shapes, 
  sizes, ages, and ethnicities. He has even been 
  recognized in mainstream media outlets for his 
  revolutionary, honest, upbeat outlook. 
  After twenty years, he left Silverlight Studios 
  to form his own production company. He has 
  also been married three times previous to his 
  current marriage. The combination of these two 
  things led to the tragedies that brought Harry 
  Dresden into his life during the Blood Rites 
  case. 
  Women associated with Genosa began dying 
  in bizarre ways. Harry quickly determined the 
  how: an entropy curse. But figuring out the why 
  was the real trick. A nexus of greed and hatred 
  was created through several factors: Silverlight 
  Studios was a White Court vampire front; 
  Genosa was flouting their authority through 
  the subject matter of his films and by breaking 
  away from the studio; he was in love, and thus 
  not directly touchable by the White Court; and 
  his upcoming marriage would end the generous 
  alimony payments to his three ex-wives. 
  You know, 
  Genosa is the 
  first non-
  supernatural 
  guy I’ve ever 
  come across 
  who didn’t get 
  all skeptical 
  or think I 
  was nuts when 
  I told him I 
  was a wizard. 
  Probably 
  because he’s 
  pretty 
  superstitious.
  It was kinda 
  nice to be 
  treated at 
  face value.
  
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  Who's Who (Arturo genosa)
  Heh. The Gate-
  keeper, eating pizza. 
  I amuse myself.
  Genosa Productions
  When Genosa ended his contract with Silverlight 
  Studios, he was able to take some talent with him. 
  During the events of the Blood Rites case, the 
  following people were involved in his attempt to start 
  his own production company:
    Sheila Barks (NE)—Genosa’s personal assistant 
  (deceased)
    Bobby—actor
    Joan Dallas—producer/cinematographer/et al.
    Harry Dresden—production assistant
    Emma (NE)—actor (deceased)
    Arturo Genosa—executive producer/director
    Giselle (NE)—actor; seriously injured
    Jake Guffie—actor
    Inari Raith—associate production assistant; 
  seriously injured
    Lara Raith—actor
    Madge Shelly—hospitality (deceased)
    Trixie Vixen—actor (deceased)
    Stacy Willis (NE)—Genosa’s driver (deceased)
  ARTURO GENOSA
  High Concept: 
  Producer and Director of Adult Films
  Other Aspects: Triple Exes; 
  Superstitious; Live Life to the Fullest
  Skills
  Alertness: Fair (+2)
  Contacts: Fair (+2)
  Conviction: Fair (+2)
  Empathy: Good (+3)
  Presence: Fair (+2)
  Rapport: Good (+3)
  Resources: Great (+4)
  Most other skills default to Average or 
  Mediocre.
  Stunts
  Bon Vivant (Rapport): Genosa gains a +2 
  to Rapport rolls made when he’s “living 
  it up”—having a drink, telling a joke, and 
  enjoying the company of others doing the 
  same.
  Stress
  Mental ooo Physical oo Social ooo
  Notes
  An atypically nice guy, given his line of work, 
  who really respects the people he works 
  with. Don’t worry about fighting Arturo. 
  Worry about his friends. 
  Total Refresh Cost: +1 (Pure Mortal)
  THE GATEkEEPER
  High Concept: The Gatekeeper 
  Other Aspects: Tall but Hidden; Cryptic 
  Wisdom; Kind but Resolute; A Contact on 
  Every Plane; Rumored Chronomancer
  Skills
  Athletics: Fair (+2)
  Contacts: Superb (+5)
  Conviction: Superb+? (+5)
  Discipline: Superb+? (+5)
  Endurance: Fair (+2)
  Lore: Fantastic (+6)
  Presence: Superb (+5)
  Rapport: Good (+3)
  Survival: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement, x10, at least [–10, at least]
  The Gatekeeper can be considered plot-
  device-powerful. We can only speculate on his 
  preferred elements (although chronomancy 
  suggests spirit to me), focus items, and rote 
  spells as Harry hasn’t really seen him in action. 
  It’s safe to assume an Epic or even Legendary 
  challenge when casting with a preferred 
  element.
  Stress
  Mental oooo, extra mild consequence  
  Physical ooo  
  Social oooo, extra mild consequence
  Notes
  The real potency of the Gatekeeper may 
  be impossible to quantify. This is a man 
  who manages to watch over the multiform 
  threads of time itself without going nuts and 
  without breaking the Laws of Magic. To say 
  that he’s likely to see you coming is a bit of an 
  understatement.
  Total Refresh Cost: We’ve listed –17 so far, 
  and that’s probably just a starting point. 
   If you ever talk 
  with the Gate-
  keeper, you’ll get 
  the feeling he knows 
  a helluva lot more 
  than he’s letting on. 
  I mean, all the time. 
  Like, if you asked 
  him what he wanted 
  on his pizza, he’d nod 
  sagely, then say 
  something cryptic 
  that only makes 
  sense in retrospect.
  
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  Who's Who (lucius glau)
  The ex-Mrs. Genosas—Madge Shelly, Lucille 
  Delarossa, and Trixie Vixen—formed the Evil 
  Eye Franchise, under the watchful eye of Lord 
  Raith. The Franchise then began lobbing ritual 
  entropy curses at all of the women around 
  Genosa.
  Luckily, Harry Dresden with the aid of 
  Thomas Raith stopped the madness, permitting 
  Genosa to marry his fourth wife: his friend and 
  long-time associate filmmaker, Joan Dallas.
  Lucius Glau
  If you didn’t know Lucius Glau was a jann, 
  you’d probably think he was just a very ugly 
  man—small, pasty-skinned, frog-faced with 
  a grotesquely wide blubbery mouth, limp and 
  stringy black hair (in a bowl cut, no less!), extra 
  large wide-rimmed glasses, and a wheezy, nasal 
  voice. But once those rubbery lips stretched 
  wide—wider than they should—you’d see his 
  teeth: solid serrated triangles, like a shark.
  Glau would never win any beauty contests, 
  but in the courtroom, he was a star: brutal, thor-
  ough, confident, sharp. A shark, indeed. And, as 
  personal advisor and legal council to Madrigal 
  Raith (and his alter-ego, Darby Crane) and his 
  father before him, Glau put in plenty of court 
  time.
  During the Proven Guilty case, Glau 
  hit Mouse with a van, helped Madrigal Raith 
  kidnap Harry Dresden and auction him off on 
  eBay, and shot Detective Rawlins. He was later 
  ripped apart by the Scarecrow, chosen as the 
  first target of opportunity. Harry suspects that 
  Glau was a cut-out man, killed to cover the trail. 
  See page 79 for the scant additional stuff we 
  have to say about janns. Probably a touch of 
  Inhuman Speed, though that’s a maybe, and the 
  Claws ability to represent those nasty teeth.
  Gogoth
  Gogoth is a troll that lived under a bridge in 
  Chicago. He’s none too bright. Harry first met 
  Murphy while fighting Gogoth and rescuing 
  Faith Astor during the “Restoration of Faith” 
  case. Gogoth was split open and thousands of 
  miniature trolls ran out; it’s possible that they’re 
  still infesting that bridge. (It’s unknown if they 
  can recombine into one troll, or if they are each 
  on their own, in competition.)
  Stats-wise, Gogoth’s no different from your 
  garden-variety Bridge Troll (page 53).
  Detective 
  Sergeant Greene
  The best homicide detective in the state of 
  Illinois is Detective Sergeant Greene. You’d 
  never know to look at him: average height, late 
  40s, overweight, balding, no personality. But 
  look past that, and you see a steely and 
  dangerous man. 
  A born skeptic, he has little time for people 
  like Harry Dresden or those that associate with 
  him—like Karrin Murphy and her Special 
  Investigations Unit. Whether his distaste for 
  Murphy is solely due to this or to Greene’s 
  association with FBI agent Rick Boughton—
  Murphy’s ex—is unknown.
  This antipathy was probably not helped by 
  Harry verbally slapping Greene and Boughton 
  down for illegally interrogating a juvenile (Molly 
  Carpenter) without her parents’ consent during 
  the Proven Guilty case.
  Somebody 
  had Glau 
  killed to 
  cover up 
  elements 
  of the 
  PROVEN 
  GUILTY 
  case. But 
  who?
  Gogoth was Last seen at the  
  North Avenue Bridge. Some of  
  the mini-trolls might have  
  re-established themselves. Billy, 
  check it out if you have a minute. 
  Will do, boss.
  Chicago Cops
  (See What Goes Bump, page 67.)
    Commissioner Howard Fairweather 
  (NE)
    Grayson (NE)
    Detective Sergeant Greene
    Rudolph
  (For a list of SI cops, see Chicago PD: 
  Special Investigations Unit, page 202.) 
  NOteS FOr greeNe’S StAtS
  ASPeCtS — Chicago Police Detective; 
  Born Skeptic; Just the Facts
  tOP SKIllS — Intimidation at 
  good, Investigation at great.
  StuNtS — I’d give him a few 
  Investigation and Intimidation stunts.
  Combine with Police Detective on page 68.
  I don’t think 
  Arturo’s 
  movie is ever 
  gonna come 
  out. I mean, 
  we really 
  didn’t end up 
  filming that 
  much of it, 
  what with 
  the ritual 
  entropy 
  curse, the 
  Black Court 
  vampires, 
  and the 
  White Court 
  vampires.
  And you never 
  even took your 
  camera to the set 
  to take pictures 
  for me, boss. I’m 
  upset.
  Get used to 
  disappoint-
  ment, Bob.
  
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  Who's Who (Jenny greenteeth)
  Jenny Greenteeth
  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 success-
  fully 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. 
  Um, ew. TMI!
  Nah, we just gnawed on 
  her a lot. You ever taste 
  alligator meat? It tastes 
  like a cross between whitefish 
  and chicken. Jenny greenteeth 
  was like that, only with 
  this even weirder minty-rot 
  flavor underneath. Not very 
  appetizing, I must say.
  JENNY GREENTEETH
  High Concept: Maeve’s Nixie
  Other Aspects: Cruel; Sexy
  Skills
  Alertness: Fair (+2)
  Deceit: Great (+4)
  Athletics: Great (+4)
  Fists: Great (+4)
  Stealth: Good (+3)
  Most other physical skills default to Average, the rest 
  to Mediocre.
  Stunts
  At Home in the Water (Athletics): +2 when using 
  Athletics while swimming.
  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.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
  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. Rest in pieces, bitch.
  Total Refresh Cost: –10
  How to put this 
  delicately? Billy, 
  you and Georgia didn’t 
  actually, um, SWALLOW 
  when you chowed down 
  on Jenny, did you?
  
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  Who's Who (gregor)
  Gregor
  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. 
  Gregor’s Cult
  (See What Goes Bump, page 63.)
    Charity Carpenter
    Gregor
    (A dozen or two other kids.)
    Sirothrax 
  Grevane
  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.
  Grimalkin
  Grimalkin is a Sidhe of the malks (pages 51 
  and  49)  of faerie-kind and a member of the 
  Winter Court. He has been seen in the company 
  of Maeve, the Winter Lady, and Mab, the 
  Winter Queen. (During the Small Favor case, 
  he served as Mab’s “voice.”)
  While usually well-hidden in shadow, his 
  tortured catlike voice comes from near the 
  ground and, judging from the position of his 
  gleaming yellow-green feline eyes, he cannot 
  stand more than twenty inches tall. He serves 
  Maeve as hunter, watcher, and guide. He was 
  once bound to speak truth by Harry Dresden, 
  who forced him to repeat himself three times.
  GREGOR
  High Concept: Mad Sorcerer 
  Other Aspects: Curiosity Killed the 
  Summoner; Pawn of Siriothrax 
  Skills
  Conviction: Good (+3)
  Discipline: Good (+3)
  Endurance: Fair (+2)
  Lore: Good (+3)
  Presence: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Lawbreaker (First) [–1]
  Specializations
  Evocation: Elements (Water, Earth, Fire); 
  Power (Earth +1)
  Thaumaturgy: Control (Summoning +1)
  Stress
  Mental oooo  Physical ooo  Social oooo
  Notes
   
  Throws around 3-shift evocations pretty 
  easily, but really this is your average run of 
  the mill evil sorcerer. 
  Total Refresh Cost: –8
  Let’s not 
  delve on 
  this one. 
  I’m uneasy 
  as it is with 
  the level 
  of detail 
  going in here 
  about the 
  Carpenters. 
  We may need 
  to delete a 
  lot of this 
  stuff and 
  focus on 
  the bad guys 
  out there.
  
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  Who's Who (grimalkin)
  GREVANE
  High Concept: Master Necromancer 
  Other Aspects: Disciple of Kemmler; Never 
  Without My Zombies; Dead Calm
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Conviction: Superb (+5)
  Discipline: Superb (+5)
  Endurance: Fair (+2)
  Lore: Superb (+5)
  Presence: Superb (+5)
  Weapons: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Sponsored Magic (Kemmlerian 
  Necromancy) [–2]
  Refinement [–5] 
  Lawbreaker (First) [–2]
  Lawbreaker (Fifth) [–2]
  Specializations
  Evocation: Elements (Air, Earth, Spirit); Power 
  (Earth +1, Spirit +2, Air +1); Control (Spirit +2)
  Thaumaturgy: Control (Necromancy +2, 
  Summoning +1, Divination +1); Complexity 
  (Necromancy +2, Summoning +1, Divination +1)
  Stunts
  Finely Tuned Third Eye (Lore): Grevane has a 
  “sixth sense” for noticing the supernatural; he 
  gains a +2 to Lore checks when used in place 
  of Alertness to detect the presence of the 
  supernatural.
  Kusarigamajutsu (Weapons): Grevane gains a +1 
  to combat maneuvers made with his kusari 
  (a combination kama/chain weapon), espe-
  cially ones that put an opponent prone and 
  vulnerable.
  Stress
  Mental oooo, extra mild consequence  
  Physical ooo  
  Social oooo, extra mild consequence
  Notes
   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 5-shift evocations 
  (7 shifts 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.
  Total Refresh Cost: –20
  As with most powerful 
  spellcasters, this stat block is 
  speculative, but as something 
  of an exception with the 
  Kemmlerites, I felt I could 
  actually take a run at a full 
  write-up for grevane. the rest 
  of them were too... plot-devicey.
  Sure, Grevane 
  was smart, but 
  not smart enough 
  to realize I 
  wasn’t really 
  interested 
  in the whole 
  necromancy gig. 
  Moron > Smart!
  Where’s 
  his hat? 
  Whoops! 
  that’s what 
  I get for 
  not being 
  there at 
  the time.
  
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  Who's Who (Jake guffie)
  When Harry finally caught a good glimpse 
  of Grimalkin, he noted that the malk Sidhe is 
  unusually large and muscular for a malk—at 
  least 60 to 70 pounds of muscle and bone—and 
  has dark grey fur, dappled with black.
  See the Malk, page 49, for stats, and add a point 
  or two of extra abilities.
  Jake Guffie
  AKA “Jack Rockhardt”
  Jack Guffie is a former adult film actor who 
  worked under the name “Jack Rockhardt,” most 
  notably for porno-auteur Arturo Genosa. An 
  athletic man in his late 30s with disheveled 
  brown hair and round spectacles, he is calm, 
  confident, and strong. Jake tends to have good 
  relationships with co-workers—he served as a 
  sort of mentor for fellow actor Bobby and had 
  two kids with regular co-star Emma (although 
  the two of them couldn’t make the family thing 
  work out, they remained friends). After Emma’s 
  death during the Blood Rites case, Jake quit 
  acting to move to California with Bobby and 
  Inari Raith—and possibly his kids—to open a 
  feng shui business.
  Agatha 
  hagglethorn
  In life, Agatha lived in Chicago during the 1800s 
  and was married to Benton Hagglethorn, who 
  used to beat her. One day, she covered their 
  daughter’s mouth with her left hand, so as to 
  prevent her crying from instigating another 
  beating. Her daughter died, smothered to death. 
  Agatha went mad, took an axe, and gave Benton 
  20 whacks. Then she cut off her own left hand, 
  bled out and died.
  Agatha looked like a woman in her mid-30s, 
  pretty in a bony sort of way, wearing typical late 
  19th Century garb; plus she was translucent. She 
  had no left hand, but sometimes an axe head 
  appeared over her stump. 
  As a ghost, Agatha hung around the mater-
  nity/nursery ward of Cook County Hospital, 
  sucking the life out of babies with her missing 
  left hand; consequently, CCH was number 
  one in the country in SIDS deaths. She was 
  destroyed by Harry Dresden and Michael 
  Carpenter, the Fist of God, during the Grave 
  Peril case.
  Kelly hamilton
  A Red Court vampire who (like her brother) 
  favors tennis whites, Kelly Hamilton was part of 
  the inner circle of Bianca St. Claire. 
  Her sporty demeanor, blonde hair, athletic 
  build, and crystal blue eyes were useful in 
  attracting prey. With a simple lick, her narcotic 
  venom had the quarry under her spell. More of 
  a risk-taker than her brother, she reveled in the 
  strength and power of her vampiric nature. 
  In a fight with Harry Dresden at the aban-
  doned Sumner’s Textiles Manufacturing 
  building during the Grave Peril case, a few 
  droplets of her spittle hit him, and he started to 
  go under. Luckily for Harry (and unluckily for 
  Kelly), Harry’s habit of being “hard on build-
  ings” saved his bacon: an errant fire-blast of 
  his from earlier in the conflict brought down 
  a section of wall, allowing sunlight to flood in, 
  directly onto her. The sun messed her up pretty 
  bad—her flesh-mask couldn’t hide the damage. 
  Kelly was driven nearly insane with pain 
  and hatred, so much so that she tried to touch 
  Michael Carpenter—while he was in full Knight 
  of the Cross regalia at Bianca’s gala—burning 
  her even worse. She and her brother were killed 
  by Harry’s flame blasts after he had eaten the 
  power of Leonid Kravos.
  Use the basic Red Court stats on page 87 for 
  Kelly. Give her aspects like Bianca’s Inner 
  Circle, Crazy for a Fight, Sister of Kyle 
  Hamilton, and Sunburned.
  Kyle hamilton
  A Red Court vampire who (like his sister) favors 
  tennis whites, Kyle Hamilton was part of the 
  inner circle of Bianca St. Claire. He served as a 
  Herald of the Red Court, delivering invitations 
  to Bianca’s masquerade gala during the Grave 
  Peril case.
  While only of average build, he moved with a 
  casual and dangerous grace. His carefully styled 
  blonde hair and crystal blue eyes no doubt made 
  him a popular fellow at the Velvet Room. He 
  and his sister were killed by fire blasts thought-
  fully provided by Harry Dresden.
  Like Kelly Hamilton, just use the basic 
  Red Court stats on page 87 for Kyle. Give him 
  aspects like Bianca’s Inner Circle, Herald 
  of the Red Court, and Brother of Kelly 
  Hamilton. 
  The name 
  of the girl 
  Michael and I 
  saved the night 
  we dispatched 
  Agatha was 
  Allison Anne 
  Summers. 
  I’ll always 
  remember 
  that; it’s a 
  small bright 
  point during 
  dark days.
  I honestly 
  don’t know 
  which flavor 
  of vampire is 
  crazier: the 
  Reds, the 
  Blacks, or 
  the Whites. 
  Don’t forget the 
  Jade Court, boss.
  They don’t 
  count. We 
  know zilch 
  about them.
  I got a 
  postcard 
  from them 
  last week 
  from Fresno. 
  I think I 
  should ask 
  Carlos to 
  swing by and 
  make sure 
  they’re 
  all right.
  
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  Who's Who (Agent roger Harris)
  hammerhands
  See page 43.
  Agent Roger harris
  AKA “Roj”
  An FBI agent serving under Agent Phil 
  Denton, Roger Harris was also one of the FBI 
  Hexenwolves. He’s the one who misled Harry 
  Dresden into looking into the Streetwolves 
  during the Fool Moon case. During a fight at 
  the Full Moon Garage with Harry, the Alphas, 
  and Tera West, Harry stole Harris’ talisman 
  belt, which he later used in fighting Denton.
  Harris accidentally shot his co-hexenwolf, 
  George Wilson, in wolf-form. When Wilson 
  returned to human form, they traded gunfire 
  and killed each other.
  AGATHA HAGGLETHORN
  High Concept: 
  Ghost of Deranged Mother
  Other Aspects: Hush Little Baby; one Hand, An Axe
  Skills
  Conviction: Great (+4)
  Fists: Good (+3)
  Intimidation: Great (+4)
  Presence: Good (+3)
  Most other skills default to Mediocre or Fair (especially 
  in circumstances involving children).
  Powers
  Demesne [–1]
  Spirit Form (Poltergeist) [–5]
  Swift Transition (No Mortal Home) [–1]
  Inhuman Strength [–2]
  Physical Immunity [–8]
  The Catch [+2] is that the ghost can only be hurt in 
  the mortal realm by those it has acknowledged. If 
  confronted in the Nevernever, the ghost still has 
  Armor:2 against attacks that aren’t specifically 
  structured as counter-measures against ghosts 
  (like ghost dust).
  Stress
  Mental oooo  Physical oo  Social oooo
  Notes
  Ghosts are tough due to that immunity they bring to 
  a fight. Manage to pull the trick necessary to confront 
  her physically, and she’ll still bat you around pretty 
  bad—and Harry went one worse, confronting her on 
  familiar ground.
  Total Refresh Cost: –15
  JAkE GUFFIE
  High Concept: Former Porn Star
  Skills
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Empathy: Fair (+2)
  Endurance: Great (+4)
  Intimidation: Fair (+2) 
  Might: Fair (+2)
  Performance: Good (+3)
  Rapport: Good (+3)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Tireless (Endurance): Guffie’s Endurance 
  is considered Fantastic whenever 
  Endurance might restrict, complement, 
  or otherwise modify another skill. This 
  has no effect when Endurance is rolled 
  directly, however.
  Sex Appeal (Rapport): Guffie receives a +2 
  to the roll on any seduction attempts he 
  makes with Rapport, provided that the 
  target is someone who could be receptive 
  to his advances.
  Stress
  Mental ooo  Physical oooo  Social oo
  Notes
  Jake doesn’t, um…fight. 
  Total Refresh Cost: +0 (Pure Mortal)
  ROGER HARRIS
  High Concept: FBI Hexenwolf
  Notes
  Use Agent Deborah Benn’s stat block, 
  aside from the aspects; while there 
  may be a skill point or two of differ-
  ence, it’s easier on the bookkeeping 
  that way! In human form, Roger Harris 
  should have the best Deceit skill of the 
  crew—he fooled Harry really well.
  Total Refresh Cost: –8
  
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  Who's Who (mister Hendricks)
  Mister hendricks 
  AKA “Cujo”
  Picture a gigantic (300 lbs. of muscle) guy, with 
  a bright red buzz cut and no neck framing a 
  face that looks like it’s been smashed flat with 
  a board; his furtive, beady blue eyes peer from 
  under jutting eyebrows. Basically, a shaved, red-
  haired gorilla. With a gun. 
  That’s “Cujo” Hendricks: driver, bodyguard, 
  and right-hand man to John Marcone. When 
  Tommy Tomm died, someone had to step in as 
  Marcone’s Number Two. The story of how he 
  went from all-star collegiate lineman to gangster 
  capo are unknown at this time; Harry Dresden 
  has theorized that it was because Hendricks 
  wasn’t smart enough to get into the pros, but he’s 
  shown smarts enough to wear Kevlar. He’s also 
  demonstrated intense loyalty to his boss, as well 
  as aplomb when dealing with the supernatural 
  (i.e., “shoot it until it stops moving, or run away”).
  Interestingly, when Sigrun Gard was gravely 
  injured, he was surprisingly gentle with her and 
  stuck close by her to protect her.
  ”CUJO” HENDRICkS
  High Concept: Marcone’s Enforcer
  Trouble: I’d Follow Marcone to Hell
  Other Aspects: Built Like a Gorilla; Keep it 
  Simple; Remorseless; Smart Where I Need to 
  Be; Unflappable
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Discipline: Good (+3)
  Driving: Good (+3)
  Endurance: Good (+3)
  Fists: Great (+4)
  Guns: Great (+4)
  Intimidation: Good (+3)
  Lore: Average (+1)
  Might: Good (+3)
  Rapport: Average (+1)
  Weapons: Fair (+2)
  Any unmentioned physical skills probably start 
  at Average, before considering aspects. Assume 
  other skills are Mediocre.
  Stress
  Mental oooo  Physical oooo  Social oo
  Notes
  In terms of purely mundane folks, Hendricks is one 
  of the scarier guys out there, with or without a 
  gun at hand.
  Total Refresh Cost: –6 (Pure Mortal)
  Stunts
  Killer Blow (Fists): 1 fate point to add 3 to the 
  damage of a Fists attack on a successful hit, 
  once per scene.
  Collegiate Lineman (Might): In combat, Hendricks 
  gains a +1 to Might-based rolls where his size 
  would prove an advantage.
  I Got a Job To Do (Discipline): Hendricks uses his 
  Discipline rather than Conviction to determine 
  his mental stress track.
  Target-Rich Environment (Guns): Hendricks 
  gains a +1 to attacks with Guns whenever 
  personally outnumbered in a firefight.
  Like the Back of My Hand (Driving): +2 to 
  Driving when using it for street knowledge and 
  shortest-path navigation.
  Bend and Break (Might): When Hendricks 
  successfully breaks an object using Might, 
  increase the effect by two steps.
  Mighty Thews (Might): When determining 
  approximate lifting capacity, Hendricks may 
  consider his Might to be 2 steps higher than its 
  actual rating.
  Shoot First (Guns): Hendricks may use Guns 
  instead of Alertness for initiative in the first 
  exchange of a fight, provided that he commits 
  to opening fire immediately. He doesn’t need 
  to specify the target at the time he makes this 
  decision.
  Hendricks doesn’t like 
  me much. The feeling 
  is mutual, untempered 
  by the modicum of 
  respect—the modicum, 
  mind you—I have for 
  Marcone. Hendricks is 
  a gorilla. However, in 
  extremis, he is willing 
  to work with me.
  Cujo may 
  look dumb, 
  but he was 
  the first 
  to realize I 
  intended to 
  trade the 
  coins we’d 
  collected 
  from the 
  Denarians 
  in return 
  for Ivy.
  
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  Who's Who (Justine)
  he Who 
  Walks Behind
  See page 76.
  Justine
  Gorgeous, slender, scrumptious, Justine was the 
  smart and sexy long-time companion (and erst-
  while food) of White Court vampire Thomas 
  Raith. 
  Harry Dresden first met her during the 
  Grave Peril case, when she couldn’t have been 
  much more than nineteen. Justine was a bone 
  of contention between Thomas and Bianca St. 
  Claire, for both wanted her. She chose Thomas, 
  and the ramifications of that choice are great.
  First, Thomas feeding on her minimized her 
  emotional problems (possibly manic or schizoid 
  ones). Second, Bianca’s desire to have her (eat 
  her? turn her?) brought Thomas into Harry’s 
  circle of acquaintances. Third, over the years of 
  feedings, she has developed a psychic bond with 
  Thomas—something that’s come in handy on 
  more than one occasion—and this bond allowed 
  Thomas to feed with merely a caress.
  Unfortunately, she ended up falling in love 
  with Thomas, and Thomas with her—poison to 
  a White Court vampire. Now he’s burned when-
  ever they touch. Star-crossed lovers, indeed. 
  However, there may be an up-side to the situa-
  tion—in dire straits, Thomas once fed on Justine 
  intensely, past the point of no return. Neither 
  Thomas nor Justine died, even though he pulled 
  away after the last second.
  This caused her to be trapped in a near cata-
  tonic euphoria for some time; however, she 
  seems to have recovered. Currently, she’s medi-
  cated (because Thomas cannot feed on her), not 
  nearly as mind-fried as she pretends, and her 
  hair has turned silver-white. She is serving as an 
  assistant to Thomas’ half-sister, Lara Raith—a 
  role that puts her in the position to learn a lot of 
  White Court business.
  She has inexpertly crocheted a white scarf for 
  Thomas, which he wears very gingerly (because 
  as an artifact of True Love, it could harm him). 
  The scarf smells of vanilla and strawberries.
  These stats reflect Justine at the start of the 
  Grave Peril casefile. For later casefiles, toss in 
  Recovering from Thomas’ Kiss and boost 
  her Lore. Other changes may have come about 
  from that, too. 
  I’ll never look at my 
  bowl of lucky Charms 
  quite the same way again. 
  thanks a lot, Harry.
  Their relationship 
  always bothered 
  me—she’s his 
  girlfriend and she’s 
  his dinner. Plus, 
  she once showed up 
  at my apartment 
  wearing nothing 
  but a red bow, 
  as some sort of 
  “thank you.” The 
  fact that they are 
  in love makes it 
  all the weirder.
  Justine seems to be 
  “magically delicious” 
  to several vampires—
  Bianca, Thomas, 
  and Madrigal all 
  wanted her. What’s 
  up with that?
  JUSTINE
  High Concept: Thomas Raith’s True Love
  Trouble: Prey and Lover
  Other Aspects: I Know What I’m Doing; Drop Dead 
  Gorgeous
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Good (+3)
  Empathy: Great (+4)
  Lore: Fair (+2)
  Rapport: Fair (+2)
  Most other skills default to Average or Mediocre.
  Stunts
  The Social Graces (Empathy): +2 to her Empathy 
  when determining initiative in social conflict.
  Won’t Get Fooled Again (Empathy): once she’s 
  discovered that a particular person’s lied to her, 
  Justine gains a +2 on any future Empathy rolls 
  when dealing with that liar.
  Occultist (Vampires, Lore): Justine gains a +1 to 
  Lore rolls dealing with vampires, and an addi-
  tional +1 for White Court vampires.
  Stress
  Mental oooo  Physical oo  Social oo
  Notes
  Justine is really good at looking like the victim, not 
  the threat, in a conflict. Unfortunately, often this 
  matches reality. Still, you can’t spend as much time 
  around the White Court as she has without learning 
  how to pull the wool over someone’s eyes...
  Total Refresh Cost: –1 (Pure Mortal)
  I’m not settled on the 
  below as the sum total 
  of her stunts. She hangs 
  with the raiths—she’s 
  hiding something.
  
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  kINCAID
  High Concept: 
  Supernatural Mercenary
  Trouble: The Job Comes First
  Other Aspects: The Hellhound; Ebenezar 
  McCoy Has It in for Me; As Human As You Are; 
  Technology Is The Great Equalizer; Protect 
  The Archive 
  Skills
  Kincaid has demonstrated at least a passable 
  competency in every skill we have in this game, to 
  one degree or another. All of his combat-related 
  skills (Guns, Weapons, Fists, Alertness) are at 
  Superb, all of his other physical skills are at Great, 
  all of his mental and social skills (including Lore) 
  are at Good, and all other skills default to Fair. 
  Notes
   
  Don’t let Kincaid’s completely theoretical refresh 
  total fool you; his skills are far beyond what most 
  mortals could hope to accomplish. He might also 
  have Inhuman Toughness and/or Recovery, and 
  Supernatural Senses of some stripe, but we’re not 
  sure. This is a pretty conservative estimate overall, 
  mainly because we know he has to have a positive 
  refresh, but consider that he’s lived long enough 
  to be able to “safely” spend a lot more than this. It 
  wouldn’t surprise me if he were actually way more 
  amped up. Basically, he’s like that PC that never 
  stopped adventuring—he’s been actively accumu-
  lating milestones for a century or more.
  Total Refresh Cost: –9
  Stunts
  Shoot And Move (Guns): When using small fire-
  arms (handguns, submachine guns, etc.), penal-
  ties to rolls due to him moving are reduced by 
  up to two.
  Sniper (Guns): With a properly equipped and 
  adjusted rifle, and something to brace it against 
  or a turn to take aim, Kincaid suffers no penal-
  ties to rolls due to range.
  Target-Rich Environment (Guns): +1 to attacks 
  with Guns whenever personally outnumbered 
  in a firefight.
  Occultist (Magical Countermeasures) (Lore): 
  Kincaid gains a +2 to Lore rolls made involving 
  his knowledge of magical defenses and 
  countermeasures.
  Swift and Silent (Stealth): When skulking, any 
  difficulty increases due to fast movement are 
  reduced by 2.
  Powers
  Inhuman Speed [–2]
  Inhuman Strength [–2]
  Stress
  Mental oooo  Physical oooo Social oooo
  this is so, so speculative. He seems 
  to be good at a ton of things, so I 
  gave him a mountain more skill points 
  than normal. I guess I could always 
  trim down his skill points and make 
  up the difference with a passel of 
  stunts... which might better reflect 
  his “real” refresh cost. Anyway, Kincaid 
  gave me headaches, so I’m done.
  
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  Who's Who (Jared Kincaid)
  Kalshazzak
  See page 36.
  heinrich Kemmler
  The name of Heinrich Kemmler is still whis-
  pered in the meetings of the White Council. A 
  majorly-powerful necromancer, he’s died and 
  returned more than a few times. However, his 
  last death (in 1961) involved the Merlin, the 
  Senior Council, the brute squad from Archangel, 
  all the Wardens, and every wizard and ally that 
  could be called up against Kemmler’s army of 
  necromancers, demons, vampires, evil fae, mortal 
  thugs, and every other sort of nasty critter in 
  Europe.
  Kemmler is best known for the following: 
  his brilliance, madness, and evil; a hundred and 
  fifty years of meddling in politics that led to 
  World War I; reanimating mass graves in World 
  War II; rampaging through Eastern Europe 
  with an undead army; his penchant for coming 
  back from the dead; and the White Council’s 
  extremely careful killing of him in ‘61. 
  He also self-published several books on necro-
  mantic theory—The Blood of Kemmler, 
  The Mind of Kemmler, The Heart of 
  Kemmler, and The Word of Kemmler—
  all dealing with scary, scary necromantic magical 
  theory. The recipe for the Chicago Darkhallow 
  used by the Disciples of Kemmler (page 66) 
  was found in The Word of  Kemmler. It 
  is unknown if Kemmler himself managed a 
  Darkhallow (though it would explain his resil-
  ience). It is mentioned that he knew how to 
  rend ghosts asunder and devour them, feeding 
  his own power, much like the Nightmare (AKA 
  Leonid Kravos) did. For forty years, he owned a 
  skull-spirit, twisting it to his evil will (see Bob 
  the Skull).
  Jared Kincaid
  AKA “the hound of hell,” 
  “The hellhound”
  A big man with a swimmer’s build, the magical 
  mercenary/assassin known as Kincaid is a 
  picture of leonine power and grace. He has 
  shoulder-length, dark golden hair and a short 
  white scar above his cleft chin. His grey-blue 
  eyes reveal little, if anything. 
  Kincaid’s ruthless practicality is intensely 
  frightening. He is trained in occult counter-
  measures useful for taking down wizards, 
  vampires, fae, and other supernatural beasties. 
  He has successfully hunted Denarians in the 
  past. Kincaid has a knack with those weapons 
  and technologies which are particularly handy 
  for taking down mystical foes. He also has a 
  deadpan sense of humor.
  He claims to be a vanilla mortal, but this is 
  a lie.
  Kincaid can fire a dozen shots on the move 
  while dodging wildly, never missing once, every 
  shot a killing one. He’s an expert sniper, able to 
  drop two supernatural targets almost simulta-
  neously. He can see into the infrared. He can 
  identify chemical explosives by their smell. He’s 
  remarkably stealthy and strong. 
  He has a history with Ebenezar McCoy 
  and knows that McCoy is the Blackstaff of the 
  White Council—and their falling out happened 
  a century ago in Istanbul. He was the attack 
  dog of Vlad Drakul for centuries before that. It 
  is probable that Kincaid, like Drakul, is a half-
  demon scion (page 79).
  Which is only one of the reasons that Harry 
  Dresden is uncomfortable with Kincaid’s rela-
  tionship with Karrin Murphy. 
  Still, Kincaid seems unswerving in his devo-
  tion to his mercenary code and has worked for 
  the Archive for the lifetimes of at least three 
  of its hosts. He has even worked for Harry 
  Dresden on occasion.
  While the White Council is fairly sure that 
  Kemmler is really most sincerely dead, he’s 
  come back a bunch of times. Like with 
  Corpsetaker and Cowl, if you have any hint 
  that Kemmler is back, do NOT approach him. 
  Contact your regional Warden commander 
  and then RUN THE HELL AWAY.
  It’s just not worth statting up Kemmler. 
  He would present anywhere from a Superb 
  to a legendary challenge for any direct 
  action taken against him, minimum.
  To my Sight, 
  Kincaid looks 
  enormous, 
  malformed, 
  silent, 
  merciless, 
  deadly. He 
  has horns 
  curling from 
  his head, bat-
  like wings, 
  and a hideous 
  double-image 
  behind him that 
  looks like 
  the corpse-
  spectre of 
  Death himself 
  (Drakul?).
  I don’t know 
  if he can be 
  soulgazed, 
  but I really 
  don’t wanna 
  find out. Just 
  a glimpse with 
  the Sight 
  was enough 
  for me.
  There’s 
  some sort 
  of deeper 
  story here—
  Nicodemus 
  made some 
  kind of 
  reference 
  to Kincaid 
  re: “Cross 
  my heart” 
  at Shedd 
  Aquarium 
  during the 
  SMALL 
  FAVOR 
  case.
  Technically 
  he said he’s 
  as human as I 
  am…I wonder 
  what he meant 
  by that.
  If Kemmler comes back, it’ll make the Vampire War 
  & the Circle skulduggery look like a frickin’ picnic.
  Even if you ARE a Senior 
  Council member, a Sidhe Knight, or 
  a Knight of the Cross, you MIGHT 
  slow Kemmler down enough for 
  everybody—and we mean everybody!—
  to get called in to help take him 
  down. And there’s still a good chance 
  a lot of us will die (or worse).
  
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  Who's Who (Kirby)
  Kirby
  Other than Will and Georgia Borden, the other 
  Alpha that we know most about from the case-
  files is Kirby…and we don’t know much.
  Kirby is a college student, originally from 
  Texas. His arms and his legs are bigger than 
  they should be for his body, and he has an 
  untidy mop of black hair. Close friends with 
  Will, he was slated to be the best man at the 
  Bordens’ wedding, but, just prior to the events 
  of the “Something Borrowed” case, a run-in with 
  a ghoul after Will’s bachelor party put him in a 
  full body cast and traction with two broken legs 
  and a cracked vertebrae (necessitating Harry 
  stepping into the role).
  And he’s an awesome GM.
  Korrick
  Korrick is a broad-chested, bearded, heavy-
  browed 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.
  The Ghost of 
  Leonid Kravos
  AKA “The Nightmare”
  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 illu-
  sions, 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’.
  kIRBY
  High Concept: Member of the Alphas
  Other Aspects: Texan; Almost Billy’s 
  Best Man
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Conviction: Average (+1)
  Discipline: Average (+1)
  Endurance: Good (+3)
  Investigation: Fair (+2)
  Fists: Great (+4)
  Stealth: Fair (+2)
  Unlike some of the other Alphas, Kirby’s skills 
  don’t change too much from form to form—
  he’s pretty much the same guy, no matter 
  how you meet him.
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Pack Instincts [–1]
  Stress
  Mental ooo  Physical oooo  
  Social ooo
  Notes
   
  Claws and Strength give him Weapon:4 with 
  his bite & claw attacks, which are made at 
  Great. Initiative in wolf form is Epic, dodging 
  at Superb.
  Total Refresh Cost: –7
  georgia — 
  Kirby left 
  his cell phone 
  at our place 
  again—we need 
  to remember 
  next time 
  he’s over.
  I wonder if the rope made from hair from a unicorn’s mane 
  that Fix once gave me was actually from Korrick.
  
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  Who's Who (the ghost of leonid Kravos)
  kRAVOS’ GHOST
  High Concept: Sorcerer’s Ghost
  Other Aspects: Something to Prove; The 
  Nightmare; Minions; In Your Dreams
  Skills
  Conviction: Great (+4)
  Deceit: Good (+3)
  Discipline: Good (+3)
  Empathy: Good (+3)
  Fists: Good (+3)
  Intimidation: Good (+3)
  Lore: Superb (+5)
  Presence: Great (+4)
  Most other skills default to Fair or Mediocre, but 
  he’s a ghost, so his physical skills are more or less 
  irrelevant.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  Refinement [–6] 
  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 
  Armor:2 against attacks, except for those from 
  specific countermeasures against ghosts (like 
  ghost dust).
  Specializations
  Evocation: Elements (Spirit); Control (Spirit +1)
  Thaumaturgy: Control (Psychomancy +3, 
  Summoning +3, Necromancy +2, Ectomancy +2); 
  Complexity (Necromancy +1, Ectomancy +1)
  Stress
  Mental oooo  Physical oo  Social oooo
  Notes
  As a ghost, Kravos tapped into even nastier stuff 
  than when he was alive. When he consumed the 
  power of Harry Dresden, he was able to modify his 
  ectoplasmic appearance to match (since he was, 
  in part, Harry). He used ritual knowledge to attack 
  people through their dreams. Though flinging spells 
  was more his speed, he manifested in the real 
  world—immune to nearly everything—and actu-
  ally strangled his target (his Conviction stood in for 
  his Might thanks to his Poltergeist upgrade). Harry 
  hit him the only way he could—ghost-on-ghost 
  violence, eating some of his power back and using 
  that to bring Kravos down. 
  Total Refresh Cost: –24
  these stats are for Kravos 
  the Nightmare, not Kravos the 
  Sorcerer, so I’ve ignored things 
  like lawbreaker that he 
  would have had if he hadn’t 
  assumed room temperature.
  Kravos’ Cult
  (See What Goes Bump, page 63.)
    Leonid Kravos
    Lydia
    (A dozen or two other kids.)
  kORRICk
  High Concept: 
  Summer Court Centaur
  Other Aspects: Sometimes Merry, 
  Sometimes Furious; Betrayer of 
  Summer
  Skills
  Athletics: Fair (+2)
  Craftsmanship: Good (+3)
  Deceit: Good (+3)
  Endurance: Good (+3)
  Fists: Good (+3)
  Intimidation: Fair (+2)
  Might: Great (+4)
  Rapport: Fair (+2)
  Weapons: Good (+3)
   
  Most other skills default to Mediocre or 
  Average.
  Stunts
  Blacksmith (Craftsmanship): +2 when 
  working metal.
  Powers
  Claws [–1] Hoof-kicks, really.
  Glamours [–2]
  Echoes of the Beast [–1] Korrick gains +1 
  to Athletics 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.
  Stress
  Mental oo  Social oo
  Physical oooooo(oo), Armor:1
  Notes
  Korrick acts with Great Initiative, and 
  his hoof-kick strikes made at Good are 
  treated as Weapon:2. While rolls to hit 
  Korrick are at +1 if his size is a factor, don’t 
  let that fool you; he’s fast, getting a +1 to 
  his Athletics (increasing it to Good) for 
  dodging, and +3 to it for sprints, making 
  it much too easy for him to run a target 
  down.
  Total Refresh Cost: –10
  
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  Who's Who (Kumori)
  Kumori
  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 enuncia-
  tion 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.
  The White Council
  (See Old World Order, page 17.) 
  These are wizards not also on the Senior 
  Council, page  17, or with the Wardens,  
  page 62.
    “Bluebeard” (NE)—a balding 
  wizard with bristling white eyebrows 
  and a bushy blue beard, his scalp 
  covered in flowing blue tattoos
    Etienne the Enchanter (?) (NE)
    Peabody
    Klaus Schneider
  It’s not the sort of thing 
  I’ve wanted to look into.
  By the way, boss, “kumori” means “cloudy” in Japanese.
  kUMORI
  High Concept: Cowl’s Apprentice
  Other Aspects: Death Must Be Conquered; 
  No Reason We Can’t Be Civilized
  Skills
  Conviction: Good (+3)
  Discipline: Good (+3)
  Empathy: Fair (+2)
  Investigation: Fair (+2)
  Lore: Great (+4)
  Rapport: Fair (+2)
  other skills are 
  probably in the Mediocre to Fair range.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  Refinement [–1]
  Wizard’s Constitution [–0]
  The Sight [–1]
  Soulgaze [–0]
  Specializations
  Evocation: Elements (Spirit, Air, Water); 
  Control (Spirit +1); Power (Spirit +1)
  Thaumaturgy: Control (Summoning+1, 
  Necromancy +1); Complexity 
  (Necromancy +1)
  Stress
  Mental oooo Physical oo Social oo
  Notes
  It’s not clear if Kumori has full access to 
  Kemmlerian necromancy—which would make 
  her refresh total higher—or if she just knows a 
  few unusual rituals that can, for example, pull 
  someone back from the just past the brink of 
  death.
  Total Refresh Cost: –8
  the usual mantra — 
  we don’t know much 
  about Kumori, so this 
  is largely speculation. 
  It’s probably 
  underpowered.
  Boss, any clue what kind of 
  magic laFortier slings around? 
  I haven’t given him a stat 
  block because I can’t find much 
  more about him aside from 
  name and physical description.
  Billy, I don’t know if Etienne was 
  on the White Council. Remind me 
  to check with Bob. Or Peabody.
  
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  Who's Who (Arthur langtry)
  Aleron LaFortier
  Of average build, Aleron LaFortier looks 
  normal until you see his face: emaciated features, 
  grotesque cheekbones, bulging eyes. The bald 
  head just adds to the skeletal effect. Which 
  makes the resonant basso voice that issues from 
  his lips all the more surprising.
  LaFortier is one of the Senior Council of the 
  White Council of Wizards, and thus one of the 
  most powerful wizards on Earth. He may or 
  may not be part of the Merlin’s faction, and he 
  has some sort of relationship with the Venatori 
  Umbrorum. He received Don Paolo Ortega’s 
  missive requesting a duel with Harry Dresden; 
  Ortega claimed (almost certainly falsely) that 
  killing Dresden in this way would end the 
  Vampire War.
  Jason Lamar
  Jason Lamar and his partner (Gary Simmons) 
  were the EMTs that brought Marcone’s man 
  into the ER during the Dead Beat case. 
  (This would be the man who Kumori used 
  necromancy on to stave off death from mortal 
  wounds.) 
  A former Marine medic, Lamar has dark 
  black skin, a flat top haircut, and large but 
  slender hands. He’s a big guy, and comfortable 
  with his size. He remembers Harry Dresden 
  breaking into the maternity ward and doing…
  something during the Grave Peril case that 
  caused the Cook County Hospital’s SIDS rate 
  to drop from the highest in the nation to zero, 
  and he respects that.
  No statblock here—use the EMT sheet from 
  page 68. Lamar’s time in the service might have 
  him prepared for a fight, but the real reason you 
  want him around is afterward.
  Arthur Langtry 
  AKA “the Merlin”
  Arthur Langtry, the Merlin of the White 
  Council, certainly looks the part: tall, broad-
  shouldered, 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.
  Sheesh. I collect 
  powerful enemies 
  like some 
  people collect 
  baseball cards.
  
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  Who's Who (Polonius lartessa)
  TESSA
  High Concept: Powerful Denarian 
  Other Aspects: Small and Wily; 
  Short-Tempered; Must Destroy Whole 
  and Healthy Things; Host of Imariel; Wife 
  of Nicodemus 
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Great (+4)
  Contacts: Fair (+2)
  Deceit: Great (+4)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Investigation: Fair (+2)
  Lore: Great (+4)
  Presence: Fair (+2)
  Rapport: Fair (+2)
  Resources: Good (+3)
  Weapons: Great (+4)
  Powers
  Evocation [–3]
  Refinement [–6]
  Inhuman Toughness [–2]
  Mythic Recovery [–6]
  The Catch [+2] for both: Blessed swords, 
  holy water, faith magic, that sort of thing.
  Specializations
  Evocation: Elements (Air, Fire, Spirit); 
  Control (Air +3, Fire +2, Spirit +1); Power 
  (Air +3, Fire +2, Spirit +1) – These are 
  speculative…
  Stress
  Mental oooo   Social ooo
  Physical oooo(oo), Armor:1
  Notes
  Tessa tosses around 6-shift evocations 
  pretty easily, and she’s almost impossible 
  to kill. Worse, we’re probably seriously low-
  balling her abilities here.
  Total Refresh Cost: Explicitly, –15. 
  Implicitly, far more.
  ARTHUR LANGTRY
  High Concept: The Merlin 
  Other Aspects: Plans Within Plans; Necessary 
  Measures; No Compromises on The Laws; Politics 
  Is My Favorite Game; Practicing Wizard When the 
  Hills Were Young; Power Beyond Measure
  Skills
  Alertness: Good (+3)
  Athletics: Average (+1)
  Conviction: Fantastic (+6)
  Contacts: Great (+4)
  Deceit: Good (+3)
  Discipline: Epic (+7)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Great (+4)
  Investigation: Fair (+2)
  Lore: Fantastic (+6)
  Presence: Great (+4)
  Rapport: Good (+3)
  Resources: Great (+4)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–12] – at least!
  Specializations
  Evocation: Elements (Air, Earth, Spirit, Fire); Control 
  (Air +3, Earth +1, Spirit +2, Fire +2); Power (Air +4, 
  Earth +1, Spirit +2, Fire +1 )
  Thaumaturgy: Complexity (Divination +2, Wards +4), 
  Control (Divination +1, Wards +3) 
  Focus Items
  Staff (+2 defensive control for spirit) – This is (as always) 
  speculation…
  Stress
  Mental oooo, extra mild consequence  
  Physical ooo  Social oooo
  Notes
  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 politi-
  cally, 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 6 and 9 shifts of effect 
  without breaking a sweat, but his bonuses put that as 
  high as 10 or more in his preferred elements. Do not fight 
  Happy Fun Merlin. Back away slowly.
  Total Refresh Cost: –19 
  
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  Who's Who (lasciel)
  Polonius Lartessa
  AKA “Tessa”
  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 symmet-
  rical 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 membra-
  nous 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 reas-
  semble. 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. 
  Lasciel 
  AKA “The Seducer,” “Lash,” 
  “Webweaver,” “Sheila Starr” 
  Lasciel is not just one of the Fallen—the 
  Seducer, Webweaver, and Temptress are among 
  her epithets. Her sigil is formed by three lines, 
  vaguely suggestive of an hourglass. A rebel angel 
  among rebel angels, she doesn’t follow Anduriel’s 
  lead (or that of his host/partner Nicodemus). 
  During the Death Masks case, Harry refused 
  Nicodemus’ offer of Lasciel’s coin. We do not 
  know what her demonic form looks like.
  What we do know is confined to the mental 
  copy/shadow imprinted on Harry’s mind—a 
  sub-personality that Harry named “Lash.” 
  When Harry snatched Lasciel’s denarius away 
  from the toddler Harry Carpenter, Lash came 
  into being…though Harry did not realize it for 
  years. During the Blood Rites case, he began 
  noticing his fire spells were more powerful, 
  enhanced by Hellfire. His temper tended to get 
  the best of him. And when he injured his hand 
  during that case, a small unburned patch of 
  skin in the shape of Lasciel’s sigil appeared on 
  his palm. This is all despite the denarius being 
  immured in concrete under the summoning 
  circle in his lab.
  During the Dead Beat case, Lash finally 
  revealed herself to Harry (after he consciously 
  accessed Hellfire), first as a woman named 
  “Sheila Starr” that ostensibly worked at Bock 
  Ordered Books. Later, he discovered she was 
  a mental projection that only he could see. 
  Claiming to respect Harry, she began to offer 
  him knowledge and memories of her 2000 years 
  on earth and infinite thousands outside of it, as 
  well as raw power. After all, she wished him no 
  harm. If she wanted to just kill him, her ability 
  to create illusions only he could see would 
  have made that a snap. She desired a mutual 
  partnership of possession, like Anduriel and 
  Nicodemus. 
  Harry refused…for awhile. However, over 
  time, he began to utilize her abilities more 
  and more: her lore, her talent for languages, 
  her ability to see what he saw and feel what he 
  felt, her eidetic memory, and even her ability to 
  control his senses. Harry often used his disre-
  gard for his own life—threatening suicide which 
  would also kill the “Lash” reflection within 
  him—as leverage. 
  Over the years, Harry learned that Lasciel 
  had witnessed the birth of time and the 
   I have the 
  worst luck 
  with dating 
  EVER.
  Tessa’s trans-
  formations 
  are pretty 
  gross to see 
  in person.
  Billy, I told 
  you about 
  Lash off 
  the record. 
  This entire 
  entry needs 
  to go. If the 
  wrong people 
  find out, I’m 
  in serious 
  trouble.
  Sure thing, 
  next edit I’ll 
  remove it.
  
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  168
  Who's Who (lasciel)
  formation of the mortal coil from darkness. That 
  she thought the chapel of St. Mary of the Angels 
  was beautiful, and that she missed her brothers 
  and sisters. And also, since her Fall, she could 
  not write original music any more.
  All the while, Lash was speaking to Harry’s 
  subconscious, tempting him and changing him. 
  And Subconscious Harry was doing the same to 
  her. All three of them had discussions about free 
  will and the potential for change. Harry pointed 
  out that Lash was not Lasciel; any changes to 
  her would vanish if Harry took up the coin and 
  Lash merged back into the whole self—that is, 
  Lash would die, just as if Harry died. He urged 
  her to consider that maybe she didn’t have to 
  be Lasciel. Was Lash a separate entity with a 
  choice? No other shadows had ever lasted more 
  than a few weeks, much less 3 years.
  During the White Night case she aided 
  Harry repeatedly—with information, with 
  analysis, with languages, with dangerously 
  accelerating the processes of his brain, with 
  shielding his mind from Vitto Malvora’s mega-
  mental attack. After begging him to take up the 
  denarius, just to survive, he again refused—and 
  told her that she could continue to help him, 
  if she only chose to. She was confused by this, 
  saying her aid could give him permanent brain 
  damage…and then she realized that he was 
  doing it for his brother (Thomas Raith) and his 
  friends. Something dawned inside her, and she 
  said, “I…She doesn’t deserve you.” 
  Lash took a psychic bullet for Harry that day; 
  the brain damage caused by the mental shielding 
  and acceleration burned out the part of his brain 
  that held the Lash construct. 
  Boss, do you think she’s the one that fixed 
  Little Chicago the first time you tried to use 
  it?
  Bob the Skull also claims that Harry gave 
  Lash a piece of his soul, gave her a name, loaned 
  her his free will. Perhaps Harry’s actions led 
  to some small part of a Fallen angel being 
  redeemed? We may never know.
  Harry dug up her coin and had Father 
  Forthill come over to get it. 
  Lash usually appeared in Harry’s mind as a 
  tall, beautiful, athletic woman in a Greek tunic. 
  Her eyes were the deep dark blue of a sunny 
  October sky; she skin glowed wholesomely 
  with vibrant life. Initially blonde, she switched 
  her hair to auburn because there were too many 
  blondes in Harry’s life.
  LASCIEL
  This stat block is supposed to represent 
  challenges provided by having a demon’s 
  shade in your noggin, but I don’t really 
  know what that means in game terms. 
  I think I’m inclined to treat Lash like 
  Bob—a powerful ally, just one without 
  a body, and one which Harry has to 
  negotiate with in order to get her help. 
  Yes, her presence in his head meant 
  he got to tap into Hellfire magic, which 
  was represented on his sheet—she was 
  essentially the “sponsor” behind that bit 
  of Sponsored Magic. But the other tricks 
  she enabled him to do were really her 
  doing the tricks—and more to the point, 
  done in an effort to bring Harry closer to 
  making a choice he ultimately didn’t.
  
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  Who's Who (leanansidhe)
  LEA
  High Concept: 
  Harry’s Faerie Godmother
  Other Aspects: Cruel and Vindictive; 
  Power is my Drug of Choice; Loves to 
  Win
  Skills and Powers
  This is another one of those plot device 
  characters. You get around Lea, not 
  through her. Assume she presents chal-
  lenges of Superb or better to social 
  conflict; in mental, magical, or physical 
  conflict, most mortals outside of 
  Senior Council wizards don’t stand a 
  chance. She stands second in power to 
  Mab herself, probably rivaling or even 
  outclassing the Winter Lady.
  Total Refresh Cost: Second in power 
  to Mab? Call this incalculable.
  Lawrence
  AKA “Gimpy”
  One of Marcone’s Mafia, Gimpy (as Harry 
  always called him) stood as tall as Harry 
  Dresden, but he was heavier and had a limp. 
  During the Storm Front case, he clocked 
  Harry with a baseball bat to warn him off of the 
  Tommy Tomm case; later, he roughed up the 
  wizard outside his apartment and snipped off a 
  lock of his hair. This was his mistake—Harry 
  tracked him to the Varsity club and confronted 
  John Marcone over this theft. Only Marcone 
  hadn’t asked Gimpy to get some of Harry’s hair; 
  this let Marcone know that Gimpy was the 
  traitor feeding information to the ThreeEye cult 
  of Victor Sells. On Marcone’s orders, Gimpy 
  was killed by Hendricks for this blindingly 
  stupid double-cross.
  Leanansidhe 
  AKA “Lea”
  The Leanansidhe is very tall, slender, and 
  inhumanly beautiful, with perfect breasts and 
  reddish ringlets of hair that fall past her hips. 
  Her flawless skin shows no signs of age. She 
  has golden feline eyes, high cheekbones, and 
  lush red lips. She moves with lithe, sensuous 
  grace. She smells intoxicating, like wildflowers 
  and musky earth. She has a thousand years of 
  experience and knowledge, plus she was born 
  to magic. She feeds on blood and power from 
  mortal artists and poets, giving inspiration in 
  return. She may have a connection to the Wild 
  Hunt. She is the most vicious creature of the 
  Winter Court, more than equal to the cruelty 
  of Maeve. She is second only to Queen Mab 
  in power—perhaps even stronger than the 
  Winter Lady.
  She is also Harry Dresden’s faerie godmother. 
  It is unknown how Margaret LeFay Dresden 
  first came in contact with Lea, or what debts and 
  bonds lay between them, but Maggie somehow 
  focused Lea’s attention on Harry. According to 
  Aurora, Lea is a teacher and guide to Harry. The 
  challenges she puts before him are teaching him 
  to be stronger, smarter, and willing to act—for 
  the strong conquer, and the weak are conquered. 
  Aurora claims that Lea is teaching Harry to be 
  a destroyer.
  GIMPY
  High Concept: Marcone’s Enforcer
  Other Aspects: Loyalty For Sale; 
  Not Real Smart; Trick Knee
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Discipline: Average (+1)
  Driving: Fair (+2)
  Endurance: Good (+3)
  Fists: Good (+3)
  Guns: Fair (+2)
  Intimidation: Fair (+2)
  Stealth: Good (+3)
  Weapons: Fair (+2)
  Assume other skills are Mediocre to Average.
  Stunts
  Send a Message (Weapons): When using 
  the Weapons skill to perform a maneuver 
  (such as applying Brained Upside the 
  Head to an unsuspecting target) Gimpy 
  gains a +2 to the roll.
  Thief’s Retreat (Athletics): Gimpy gains +2 
  to Athletics rolls used to make his way 
  away from the scene of a crime.
  Stress
  Mental oo  Physical oooo  Social oo
  Notes
  Gimpy waits to get the drop on a victim, then 
  strikes. He’s an opportunist.
  Total Refresh Cost: +0 (Pure Mortal)
  
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  Who's Who (Nelson lenhardt)
  As a teenager, Harry made a pact with Lea for 
  the power to defeat Justin DuMorne; he himself 
  was the price—his service and loyalty to Lea. In 
  a cave with walls of translucent crystal, Lea did 
  something to Harry involving a cauldron, silver 
  thorn manacles, his blood, the dark of the moon, 
  and earthen bowls. When it was finished, he 
  was indeed granted more power. Unfortunately, 
  Harry has broken this deal, as well as a later 
  similar deal, and this gives Lea power over him, 
  even outside the Nevernever.
  During the events of Grave Peril, Lea 
  was involved with capturing Amoracchius 
  from Michael Carpenter and she received a 
  dark-handled athame from Bianca St. Claire. 
  Intriguingly, Lea kissed Thomas Raith and 
  burned him…implying she was in love with 
  someone (or someone was in love with her, or 
  both)—a very odd situation for a faerie. She 
  also took a year of Susan Rodriguez’s memo-
  ries to give Harry relief from pain. After a self-
  poisoning stratagem of Harry’s, she promised 
  not to do any harm to him or his freedom for a 
  year and a day.
  During the Summer Knight case, she sold 
  the debts he owed her to Queen Mab, because 
  the athame has somehow unbalanced the power 
  of Winter. She nevertheless managed to aid 
  Harry in numerous tricky ways, conveying him 
  to the Stone Table and informing him of the 
  gravity of what he faced…all without payment 
  (though payment may have already been made 
  by his mother). She also warned him to never let 
  Mab bring him to the Stone Table; a being who 
  is sacrificed upon it yields his, her, or its power 
  to the Court who controls the Table.
  When Harry called upon Lea in Dead 
  Beat, Mab showed up instead, bearing the 
  dark-handled athame. Lea had been impris-
  oned—in some discomfort but no danger—for 
  challenging Mab’s authority; once Lea acknowl-
  edges who rules Winter, she’ll be restored to 
  her station. In the mean time, Lea’s oaths and 
  bargains are now binding upon Mab, as long as 
  she’s stopping Lea from fulfilling them. Since 
  Lea “knows some little” about the Erlking, Mab 
  shared this information with Harry.
  When Harry and company assaulted Arctis 
  Tor during the Proven Guilty case, Harry 
  used Summer fire—and Lea was found, half-
  mad, imprisoned in the frozen fountain of the 
  garden of ice. She told Harry of Mab’s torturing 
  of the Winter Knight, Lloyd Slate, and started 
  to tell him of her mistaken belief that she could 
  overcome “what stalks us all”—but Mab taught 
  her the error of her ways. As Winter’s forces 
  returned to the fortress, Lea began to change: 
  she told Harry not to free her, for she could not 
  yet be trusted and would violate her promise to 
  Maggie to protect him…and then she changed 
  her tune abruptly—disturbingly abruptly—to 
  all sweetness and light.
  Her current fate is unknown.
  It occurs to me, boss, that Lea might mean 
  that Mab badly wants your ability to take on 
  Outsiders head-on. Yikes!
  Nelson Lenhardt
  A friend (ex-boyfriend) of Molly Carpenter, 
  Nelson Lenhardt has had a rough life. An 
  orphan, he’s been in trouble with the law several 
  times and used to be a heavy drug user. He’s two 
  years older than Molly. They met when Molly 
  was studying martial arts at a dojo that Nelson 
  attended. Of course, all this together meant that 
  Molly’s parents—especially Michael—didn’t 
  like him much. Molly also became friends with 
  Rosie Marcella and Sandra Marling around the 
  same time.
  Nelson stands about 6’ tall, with a long 
  narrow face and sharp cheekbones, accentu-
  ated by his silver-rimmed spectacles. His mop 
  of black hair is usually in artful disarray. Whip-
  cord thin, he moves well and his martial arts 
  training shows. 
  During the Proven Guilty case, Molly 
  called Harry Dresden to help bail Nelson 
  out of jail, because he’d been arrested for the 
  assault on Clark Pell. In charge of security 
  for SplatterCon!!!, he overheard Pell getting 
  NELSON LENHARDT
  High Concept: 
  Spell-Bound Ex of Molly Carpenter
  Other Aspects: Former Drug User; 
  Father of Rosie Marcella’s Baby
  Notes
  Um… Not much to say about Nelson. 
  Shouldn’t need stats, really—he’s just plain 
  Jane mortal, nothing special about him—I 
  usually sketch that sort of character up with 
  broad strokes, pure aspects, so that’s what 
  I did here. Assume skills of Mediocre or 
  Average.
  That athame 
  is gonna be 
  important 
  someday. If 
  we just had 
  more info 
  to go on 
  other than 
  “ritual knife, 
  dark handle, 
  possesses 
  great power, 
  not due to 
  WHAT it is 
  but WHOSE 
  it was, 
  provided by 
  Cowl and 
  Kumori to 
  Bianca to 
  give to Lea.” 
  Oh, and it’s 
  apparently 
  an equal 
  exchange for 
  Amoracchius, 
  according 
  to Bianca 
  and Lea!
  
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  Who's Who (martha liberty)
  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.
  pounded in the bathroom and got pinched by 
  the cops because he was only other person in 
  there. After being sprung from jail, he went to 
  pick up Darby Crane (AKA Madrigal Raith) 
  from O’Hare Airport. 
  After the phobophage attacks on the conven-
  tion that night, Nelson called Harry, almost 
  incoherent, claiming to have seen something. 
  Nelson was agitated and terrified, so Harry 
  looked at him using the Sight and saw that 
  Nelson had “bore holes” in his temples, just like 
  Rosie—a sign of mind-control magic. It became 
  clear that Molly had used mind control magic 
  on him to make him fear drugs; unfortunately, 
  her spell was twisted by her anger—turns out 
  Nelson is the father of Rosie’s baby, having 
  cheated on Molly while under the influence. 
  His mind started to fracture under the strain 
  of Molly’s spell. Currently, Father Forthill is 
  helping Nelson—there’s a chance that, with the 
  proper care, he can recover from the drug with-
  drawal and the psychic damage.
  Li Xian
  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 espe-
  cially 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 (page 96) stomped him. Sue 
  later ate Li Xian.
  Apparently, JURASSIC PARK 
  wasn’t big amongst the ghoul set.
  Martha Liberty
  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 expe-
  rienced wizard, battle-tested and solid. She 
  appears to be fair-minded. She is close friends 
  LI xIAN
  High Concept: Undercover Ghoul
  Other Aspects: Moves Like a Ninja; Paid In 
  Meat
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Deceit: Good (+3)
  Endurance: Good (+3)
  Fists: Great (+4)
  Guns: Good (+3)
  Intimidation: Good (+3)
  Presence: Fair (+2)
  Stealth: Fair (+2)
  Weapons: Good (+3)
  Most other skills default to Mediocre, with 
  any physical ones defaulting to Fair.
  Stunts
  Good Arm (Weapons): Thrown weapons can 
  travel 2 zones.
  Flying Pointy Bits (Weapons): +1 to attack 
  with throwing knives and shuriken.
  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.
  Stress
  Mental oo  Physical oooo
  Social ooo  Hunger oo
  Notes
  A nasty, but not particularly remarkable, 
  ghoul. Epic initiative, Superb defense, Great 
  attacks with Weapon:4 “bare” hands and 
  some ranged capability via throwing blades.
  Total Refresh Cost: –8
  
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  Who's Who (Nelson lenhardt)
  LILY
  High Concept: The Summer Lady
  Other Aspects: Curvy and Lovely; 
  Gentle and Sweet; Manipulative
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Good (+3)
  Conviction: Superb (+5)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Fair (+2)
  Intimidation: Fair (+2)
  Lore: Superb (+5)
  Presence: Good (+3)
  Rapport: Good (+3)
  Resources: Superb (+5)
  Powers
  Greater Glamours [–4]
  Seelie 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 Winter.
  Stress
  Mental oooo (extra mild consequence)  
  Physical ooo (oooo)  Social oooo
  Notes
  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.
  Total Refresh Cost: –14…?
  MARTHA LIBERTY
  High Concept: Senior Council Wizard 
  Other Aspects: Friend of “Joseph”; 
  Friend of McCoy; Combat Wizard
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Conviction: Superb (+5)
  Contacts: Good (+3)
  Deceit: Average (+1)
  Discipline: Superb (+5)
  Empathy: Fair (+2)
  Endurance: Great (+4)
  Intimidation: Great (+4)
  Investigation: Fair (+2)
  Lore: Superb (+5)
  Presence: Great (+4)
  Rapport: Fair (+2)
  Resources: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–9]
  Specializations
  Evocation: Elements (Air, Water, Spirit, 
  Fire); Control (Air +2, Water +1, Spirit +3, 
  Fire +1); Power (Air +2, Water +1, 
  Spirit +3, Fire +1 )
  Thaumaturgy: Complexity (Divination +2, 
  Ectomancy +1), Control (Divination +1, 
  Wards +1, Ectomancy +2)
  Focus Items
  Staff (+1 complexity, +1 control for veils) — 
  Just a guess... 
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo  Social oooo
  Notes
  All completely theoretical. other than a 
  very effective veil, we haven’t seen Martha 
  Liberty do anything yet. Like all Senior 
  Council members, due to a lack of solid 
  data this is quite possibly a very underpow-
  ered version.
  Total Refresh Cost: –16 
  The Senior Council
  (See Old World Order, page 17.)
    Ancient Mai
    The Gatekeeper
    Aleron LaFortier
    Arthur Langtry—the Merlin
    Martha Liberty
    Listens to Wind (“Injun Joe”)
    Ebenezar McCoy—the Blackstaff)
    Simon Pietrovich (deceased) 
  (Also see the White Council, page 17, and 
  the Wardens, page 62.)
  like many of 
  the Senior 
  Council that 
  we’ve written 
  up, she may be 
  underpowered 
  here. I totally 
  pulled the 
  elements and 
  specializations 
  out of the air. 
  revise when 
  we learn more 
  about her.
   Works 
  for me—
  though if 
  I’m reading 
  things right, 
  this would 
  make her a 
  tough but 
  beatable 
  opponent 
  for me. I’m 
  not sure 
  that’s true 
  about any 
  of the 
  Senior 
  Council 
  members.
  
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  Who's Who (lily)
  Lily
  The Summer Lady
  (See “The Changelings of Summer Knight” on 
  page 99 for more details.) 
  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 profes-
  sional 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 admira-
  tion of Summer—Donald Morgan and Harry 
  Dresden—inducting them into the Order of the 
  Silver Oak.
  At the end of the Summer Knight case, 
  Lily thought she was still mortal—not 
  having consciously made the Choice—
  and that this was the first time a mortal 
  had become the Summer Lady. 
  But as I understand things, in becoming the 
  Summer Lady, Lily effectively Chose 
  to be Sidhe (and in becoming the Summer 
  Knight, Fix Chose to be mortal). I don’t 
  think they realized that at the time, but 
  that’s the way these things seem to work. 
  Perhaps it’s better said that a CHANGELING 
  has never been the Summer Lady.
  
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  Who's Who (mortimer lindquist)
  Mortimer Lindquist
  AKA “Morty”
  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 intersec-
  tion 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.
  He started making his living faking séances 
  and running fortune-telling related cons. 
  (Hey, it’s better to get the cops’ attention than 
  the White Council’s!) He’s appeared on The 
  Larry Fowler Show a number of times as 
  a “local psychic.” Over the decades, from lack 
  of use, he began to lose faith in his powers, and 
  they started to fade.
  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 oper-
  ates 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.
  MORTY LINDQUIST
  High Concept: Spiritualist
  Other Aspects: Paranormal Investigator; 
  “Ghosts of Chicago”; Intimidated by the White 
  Council 
  Skills
  Alertness: Average (+1)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Great (+4)
  Discipline: Good (+3)
  Empathy: Fair (+2)
  Investigation: Great (+4)
  Lore: Great (+4)
  Scholarship: Fair (+2)
  Rapport: Average (+1)
  Unlisted skills usually default to Average or Mediocre.
  Stunts
  Séance Spiritualist (Deceit): +2 to Deceit checks to 
  conduct a fake séance; add an additional +1 if he 
  prepares a table, props, and the like. 
  Study the Mark (Deceit): When preparing a “con,” 
  Morty may use his Deceit instead of Empathy to 
  read his mark.
  Spirit Contacts (Lore): Morty can use his Lore 
  instead of Contacts to find and make contacts in 
  the spirit world. Spirits gain a +1 on their Contacts 
  rolls to find Morty, too.
  Powers
  Supernatural Senses (Ghosts, Mostly-Invisible 
  Spirits, Influences of the Nevernever) [–2]. Uses 
  Lore.
  Ritual (Ectomancy) [–2]
  Stress
  Mental ooo  Physical oo  Social oo
  Notes
  Morty has little in-combat potency from what we can 
  tell—though you never know what he might be able 
  to cook up with his rituals. 
  Total Refresh Cost: –7
  Harry, I was going to write morty up 
  as a fairly low refresh guy, but you 
  keep talking about how he’s pretty 
  powerful within his own area of focus. 
  He is. And whether or not you 
  approve of it, his years doing fakery 
  rather than real magic means he’s 
  got some mundane skills of real use. 
  I think this is a fair write-up, man.
  Should I give him Spirit 
  Channeling? Nothing I’ve 
  found suggests he’s good 
  at the speedy stuff.
  People, you should read 
  Morty’s books. They are 
  remarkable…and more 
  than just a little useful 
  when you’re tangling 
  with weird stuff.
  
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  Who's Who (listens to Wind)
  Listens to Wind 
  AKA “injun Joe”
  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 inscru-
  table 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.
  LISTENS TO WIND
  High Concept: Senior Council Wizard 
  Other Aspects: Little Brother; Illinois Medicine 
  Man; Patient and Quiet; I See Ley Lines; Friend of 
  the Blackstaff; Friend of Martha Liberty
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Conviction: Superb (+5)
  Contacts: Good (+3)
  Discipline: Fantastic (+6)
  Empathy: Good (+3)
  Endurance: Great (+4)
  Intimidation: Fair (+2)
  Investigation: Good (+3)
  Lore: Superb (+5)
  Presence: Great (+4)
  Rapport: Good (+3)
  Resources: Average (+1)
  Scholarship: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–10]
  Specializations
  Evocation: Elements (Earth, Water, Spirit, Fire); 
  Control (Earth +2, Water +1, Spirit +3, Fire +1); 
  Power (Earth +2, Water +1, Spirit +3, Fire +2)
  Thaumaturgy: Control (Divination +1, Biomancy +2), 
  Complexity (Divination +1, Biomancy +2)
  Focus Items
  Staff (+1 defensive power to... something) – He prob-
  ably has way more…
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo  Social oooo
  Notes
  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 straight 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 as Harry Dresden... only he’s in 
  full control of it.
  Total Refresh Cost: At least –17 
  Is Little Brother a 
  familiar? I don’t know. The 
  White Council looks down on 
  that sort of thing, usually, 
  but it seems Listens to Wind 
  was raised in a tradition of 
  magic that existed here before 
  the White Council showed up.
  Or maybe Little Brother 
  just likes hanging around 
  because it’s a good way 
  to score candy bars.
  Harry, you’re more familiar 
  with Injun Joe than 
  any other senior council 
  members except mcCoy… 
  Did I get him right?
  Just because I’ve met 
  the man doesn’t mean 
  I know him that well. 
  But I CAN tell you 
  that anyone who calls 
  him “Injun Joe” and 
  is not himself named 
  “Ebenezar McCoy” 
  does so at his own peril.
  
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  Who's Who (Captain Anastasia luccio)
  Captain 
  Anastasia Luccio
  The Commander of the Wardens of the White 
  Council, Captain Luccio is a skilled and experi-
  enced 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 (page 66). 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 body-
  switch 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, 
  ANASTASIA LUCCIO
  High Concept: Captain of the Wardens
  Other Aspects: Swordswoman Beyond Compare; 
  Born Teacher; Swordsmith; This Is Not My Body; 
  Combat Wizard
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Conviction: Superb (+5) (maybe; see the notes)
  Contacts: Good (+3)
  Deceit: Average (+1)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Great (+4)
  Fists: Average (+1)
  Intimidation: Good (+3)
  Lore: Superb (+5)
  Presence: Great (+4)
  Rapport: Good (+3)
  Weapons: Superb (+5)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Refinement [–7]
  Specializations
  Evocation: Elements (Air, Fire, Spirit); Control (Air +2, 
  Fire +3, Spirit +1); Power (Air +2, Fire +3, Spirit +1)
  Thaumaturgy: Strength (Crafting +1); Frequency 
  (Crafting +1); Control (Wards +1); Complexity 
  (Wards +1)
  Enchanted Items
  Warden Sword: Cuts through anything (it counts as a 
  Weapon:3 sword at minimum in all circumstances); 
  3 times/session acts as either a Fantastic (+6) coun-
  terspell or a Weapon:6 item; uses two slots. 
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo  Social oooo
  Notes
  Luccio’s new body lacks the physiology of a full wizard 
  (thus no Wizard’s Constitution for her) and can’t 
  summon up quite as much power as her original. This 
  may mean that her actual Conviction score at this point 
  should be several steps lower. She can still wield her 
  Warden Sword but is unable to make new ones.
  Total Refresh Cost: –14 
  In her youth (and in her original 
  body), Anastasia posed for 
  painters and sculptors.
  In the fight with Kemmler, 
  they didn’t get Bob, though. 
  Justin saw to that.
  Wardens of the 
  White Council
  (See What Goes Bump, page 62.)
    Chandler (NE)
    Harry Dresden
    Justin DuMorne (deceased)
    Kostikos (NE)
    Kowalski (NE)
    Captain Anastasia Luccio
    Donald Morgan
    Bill Meyers (NE)
    Carlos Ramirez
    Yoshimo (NE) 
  (Also see the White Council, page 17, and the 
  Senior Council, page 17.)
  Not Shiro!
  
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  Who's Who (Captain Anastasia luccio)
  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 exac-
  erbating 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.
  Luccio has some sort of unknown history 
  with Mac; they appear to be friends. Donald 
  Morgan is her right arm and star pupil; he has 
  taken over field command of the Wardens since 
  Luccio’s body-switch. Despite this relationship, 
  Luccio was willing to listen to Harry when he 
  told her of Morgan’s attempt to provoke Harry 
  into killing him during the Summer Knight 
  case. She respects Harry’s abilities and motiva-
  tions, which seems to be enough for her to not 
  automatically support Morgan’s fears and preju-
  dices about Harry. (However, she is concerned 
  with Harry’s closeness with the Archive.)
  Warden Swords 
  A Warden Sword is a mighty weapon. 
  Enchanted by Captain Luccio to cut 
  through anything (it counts as at least a 
  Weapon:3 sword in all circumstances), and 
  can be used as either a Weapon:6 item or a 
  Fantastic (+6) counterspell 3 times/session. 
  A Warden Sword uses two enchanted 
  item slots of the Warden that adopts it. 
  Individual Wardens may also expend one or 
  more focus item slots in order to “attune” his 
  sword as a focus item for his evocations—
  though many prefer instead to rely on other 
  foci for that task, given the Warden Sword’s 
  strong anti-magic enchantment.
  In her former body, Luccio’s stat block 
  would include several extra enchanted item 
  slots where she could “stash” extra Warden 
  Swords as she manufactured them, until 
  other Wardens “adopted” them as magic 
  items taking up their own slots.
  Her new body, while it still allows her 
  to wield her own Sword, doesn’t have the 
  power necessary to manufacture new ones. 
  Therefore, the production of the Warden 
  Swords has ceased. It will be a long and 
  laborious process for anyone who tries to 
  pick up where Luccio was forced to leave off.
  I like 
  Anastasia—I 
  mean Captain 
  Luccio.
  She said 
  the whole 
  Warden 
  thing was a 
  chance to 
  set aside past 
  differences. I 
  believe her.
  She had the 
  proper—I 
  think—
  response to 
  my animation 
  of Sue the 
  Zombie 
  Dinosaur: “an 
  abomination, 
  necessary, 
  hideous, 
  amazing.”
  
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  Who's Who (lucifer)
  Luccio is running boot camps for new 
  Wardens, training them for the Vampire War. 
  Inevitably, these encampments are dubbed 
  “Camp Kaboom.” 
  Though there are a lot of new warlocks to kill, 
  Luccio refuses to assign any of that sort of thing 
  to Harry (unfortunately, the other Wardens 
  need to take up that slack).
  Indeed, a romantic (or at least, sexual) rela-
  tionship seems to be developing between Harry 
  and Luccio. The Captain gave herself a sponge 
  bath in front of Harry, and there was a checking 
  out while each was dressing, with a focus on 
  various scars acquired in the good fight. They 
  have gone out on at least one (wildly successful) 
  date, to a Japanese steakhouse.
  Lucifer
  “The Prince of Darkness”, 
  “the Adversary”
  It is entirely possible that Lucifer himself 
  provided Hellfire to help power the gigantic 
  Signs used by the Denarians (page 55) to capture 
  Marcone and the Archive during the Small 
  Favor case.
  See also Archangels (page 30) and the Fallen 
  (page 55).
  Lydia
  “Barbara”
  Lydia is a slight girl with dyed matte black 
  hair, a soft and sweet face, skin pale as chalk, 
  warm eyes, firm breasts, and pretty legs with a 
  tattoo around one of her ankles. She also has 
  lengthwise razorblade scars on her arms, has 
  bartered sex for things before, and has the signs 
  and habits of being mentally and emotionally 
  abused. 
  Lydia claimed to possess Cassandra’s Tears: 
  the gift/curse of true prophecies no one is 
  inclined to believe. However, this could have just 
  been a stratagem; turns out Lydia is one of the 
  former members of the Cult of Kravos. Her real 
  name is Barbara.
  During the Grave Peril case, Lydia told 
  Harry Dresden that she had a vision of a coming 
  war and that Harry was at the center of it. 
  Later in the case, she was found unconscious 
  and beaten, as bait to entrap Harry. At the 
  masquerade, Lydia was part of Bianca St. Claire’s 
  gift to Mavra—the Holy Sword Amoracchius 
  (page 125) would be unmade it if shed the blood 
  of an innocent. However, she was saved from 
  this fate.
  Still later in the case, she was possessed by 
  the Nightmare (AKA Leonid Kravos). Luckily, 
  her body was still affected by the powers of 
  Thomas Raith, and Harry was able to exorcise 
  the ghost from her. 
  She is currently in the Church’s “Supernatural 
  Protection Program.” Someone like Lydia would 
  be an interesting choice for a character: a former 
  cult member, now out to make good.
  This is close to a set of playable PC stats; to 
  play someone like Lydia, add another aspect 
  or two and a couple of stunts and you’re nearly 
  ready to go. You’d also need to fill out her 
  Average tier of skills; she has only spent 20 skill 
  points out of 25, so she needs 2 Average skills 
  to be kosher, leaving room to pick up another 
  Good as well.
  Kissing was 
  involved. 
  I say no 
  more, as a 
  gentleman. 
  And on that 
  point, I’m not 
  real sure the 
  particulars 
  of my 
  relationship 
  with her need 
  to be in this 
  game, Billy.
  Satan’s a 
  jerk.
  Stat the 
  devil? 
  Hahahaha. 
  that’s funny.
  LYDIA
  High Concept: Former Cultist
  Other Aspects: Supernatural Witness 
  Protection; Cult of Kravos; Haunted by 
  the Nightmare
  Skills
  Alertness: Fair (+2)
  Conviction: Fair (+2)
  Contacts: Fair (+2)
  Deceit: Good (+3)
  Discipline: Average (+1)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Lore: Great (+4)
  Presence: Average (+1)
  Powers
  Cassandra’s Tears [–0]
  Stress
  Mental ooo  Physical ooo  Social oo
  Notes
  During the events of the Grave Peril case, 
  Lydia was a messenger and a vessel for 
  several dark forces, most notably Kravos’ 
  ghost, the Nightmare. But over 7 years have 
  passed since she last crossed Harry’s path; 
  she may have cleaned up and gotten a grip 
  on the latent power that her Cassandra’s 
  Tears gift/curse suggested...
  Total Refresh Cost: +0
  The whole 
  Cassandra’s Tears 
  thing COULD 
  have been a lie, 
  even though the 
  prophecy came 
  true…but that 
  may just have been 
  Lydia revealing 
  Kravos/Bianca/
  Mavra’s plans.
  
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  Who's Who (mab)
  Mab
  the Winter Queen  
  (AKA “Ms. Sommerset,” “The 
  Queen of Air and Darkness”)
  The Winter Queen is as starkly beautiful as the 
  season she embodies: hair that’s white as snow, 
  even paler skin set off by lips like frozen mulber-
  ries and deep green-blue Sidhe eyes. Flawless, 
  ageless, gorgeous, with a cruel smile like barbed 
  wire. And powerful—incredibly powerful. 
  Her first direct interaction with Harry 
  Dresden happened during the Summer 
  Knight case, where she engaged Harry as 
  Winter’s Emissary to look into the death of 
  Ronald Reuel, the Summer Knight. She took 
  over some (perhaps all) of Harry’s debts to the 
  Leanansidhe due to the strange athame that Lea 
  received at the masquerade of Bianca St. Claire; 
  later, she took on even more of those debts, 
  when she claimed the athame as her own and 
  imprisoned Lea. 
  Harry discharged at least one of these debts 
  by rescuing Marcone from the hands of the 
  Denarians during the Small Favor Case. 
  Interestingly, Mab showed up on Lea’s behalf 
  when Harry called on his faerie godmother 
  during the Dead Beat case; Lea’s oaths and 
  bargains are binding upon Mab, as long as she’s 
  stopping Lea from fulfilling them. This is partic-
  ularly interesting since Lea promised—probably 
  to Maggie Dresden—to “do what I might to 
  preserve [Harry’s] life.”
  Mab does not trust technology (which 
  she calls “mortal ferromancy”). She values 
  freedom—anyone who doesn’t have it, wants it. 
  She seems to be friendly with the Gatekeeper, 
  wants to destroy Bob for some slight, knows of 
  Kemmler and reacts poorly to his name, and 
  likes Uriel the best out of the Archangels.
  Though Mab doesn’t tolerate challenges 
  to her authority (and has involved herself in 
  events where people have violated her Unseelie 
  Accords, see page 14), she has offered Harry the 
  position of Winter Knight on at least three occa-
  sions. (Though she has mentioned recently that, 
  if Harry falls, she can always recruit his half-
  brother, Thomas Raith; asked about his fitness 
  to be Winter Knight, she said only that being in 
  love is mortal enough for her.)
  Mab is one of the most powerful beings 
  in Creation, matched or exceeded only by the 
  Fallen, Old Gods, Old Ones, Faerie Mothers, 
  the Archangels, and the Almighty. The weather 
  of the mortal realm often conforms to her 
  whim—she has hastened, deepened, and 
  extended winter weather in support of her aims. 
  She can freeze the water in your eyes. She has 
  no compunction about playing around with 
  another’s mind, either by sheer power or by the 
  threads of debt and obligation. 
  While not erratic by nature, Mab has been 
  acting quite strangely of late. For example, she has 
  not moved against the Red Court of vampires, 
  despite their violation of Winter’s territory in 
  Faerie—indeed, she’s given specific orders not to 
  attack them, instead readying her forces against 
  Summer. She’s taking her time imprisoning and 
  torturing Lloyd Slate, the Winter Knight, rather 
  than just killing him and restoring access to his 
  power to her. Maeve, the Winter Lady, thinks 
  she might be in love, as perhaps Aurora was as 
  well, and this drove them both insane. 
  She made 
  me forget 
  about my 
  blasting rod 
  and using fire 
  evocations. 
  Grr!
  I also wonder 
  if she messed 
  with my head 
  during the 
  discussion 
  we had in 
  the hospital 
  chapel after 
  I talked with 
  Jake.
  MAB
  High Concept: 
  The (Winter) Queen of Air and Darkness
  Other Aspects: Summer, My oldest Enemy; 
  Dresden owes Me, But Also Fascinates Me; 
  Lea’s Athame; Winter’s Pity; Countless 
  Minions
  Skills, Powers, etc.
  Pointless to list them. If you need numbers, 
  assume Mab is Superb at worst, Legendary 
  at most things, and even better at others 
  (Contacts, for example). If you go up against her 
  directly in social, martial, or magical conflict, you 
  lose. However, like most powerful entities, she 
  can be outmaneuvered if you’re very good or 
  very lucky; make sure you see the Faerie Queens 
  entry (page 41) for a list of her specific weak-
  nesses and limitations.
  Winter Fae
  (See What Goes Bump, page 40.)
    Jenny Greenteeth
    Grimalkin
    Leanansidhe
    Mab, the Winter Queen
    Maeve, the Winter Lady
    Mother Winter 
    Lloyd Slate 
  
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  Who's Who (mac)
  During the Proven Guilty case, there were 
  attacks on her stronghold of Arctis Tor, which 
  rained down mass destruction and bore the stink 
  of Hellfire. (In the course of the Small Favor 
  case, the evidence for this assault begins to point 
  toward the Denarian Thorned Namshiel, who 
  may be part of the Black Council, see page 63.) 
  Why, at the end of the conflict at Arctis Tor, 
  did her eyes appear on one of Sidhe statues 
  in the garden of ice and wink at Harry as he 
  escaped after rescuing Molly Carpenter? Why, 
  during the Small Favor case, was Grimalkin 
  deputized as her “voice”? 
  Only time will tell.
  Mac
  Laconic. That’s the best word to sum up what 
  we know of the proprietor of McAnally’s Pub. 
  Of course, running such an establishment has 
  made him used to wizards and their prob-
  lems—the whole design of the place is focused 
  on dispersing the day-to-day weirdness that the 
  typical practitioner suffers (thanks to the liberal 
  use of the number thirteen and some other 
  architectural features). 
  What we know about Mac: he opened his 
  pub a few years before Harry Dresden came 
  to Chicago; nobody knows where he’d been 
  before that or what he’d done. He’s a bit taller 
  than average, with a medium build. He is of 
  indeterminate age, is bald, has squinty eyes, and 
  possesses a rare but mischievous smile. He gives 
  off a sense of wisdom and strength. He always 
  seems to have a good idea of what’s going on and 
  maintains decent relationships with much of the 
  supernatural community of Chicago. He is most 
  pointedly not part of the White Council…or 
  any other organization we know of.
  He owns a white ’89 TransAm, with an 
  8-cylinder engine. He is a microbrewer of beers 
  and ales of extreme quality; he’s a good short-
  order cook. He can handle a short-barreled 
  shotgun and a pair of Colt 1911s. He can speak 
  Japanese (monosyllabically, but hey, that’s how he 
  speaks English, too). Morgan pointedly avoids 
  looking at him using the Sight. He is friendly 
  with Captain Luccio; they have some sort of 
  history. He knows who Kemmler was. He knows 
  of the Ordo Lebes and points Harry towards 
  Anna Ash. He calls Harry in on the mysterious 
  disappearance of Elizabeth Braddock during 
  the Night of the Living Beers, as detailed in the 
  “Heorot” casefile. He rewards Karrin Murphy 
  with the statement “Bravely done,” and a bottle 
  of “God’s own brew” after her face-down of Tiny 
  during the Small Favor case.
  harley MacFinn
  AKA “The Loup-Garou”
  One of the backers of the Northwest Passage 
  Project (and thus opposed to John Marcone 
  and his associate, James Harding III), Harley 
  MacFinn was one of the ten richest men in the 
  United States. The heir to a coal-mining and 
  railroad fortune, he divested himself of most of 
  his business interests to acquire capital once he 
  People You Might Have 
  Met at McAnally’s
   AnnaAsh(deceased)
   ArtemisBock
   KimDelaney(deceased)
   HarryDresden
   MortimerLindquist
   Mac
   ThomasRaith
   SusanRodriguez
   LydiaStern
  MAC
  High Concept: Mysterious Bartender
  Other Aspects: “Yeah, I know him”; “Mac, 
  Beer Me”; Accorded Neutral Ground; 
  Not Just a Bartender; Monosyllabic
  Skills, Powers, etc.
  He’s best saved as a plot device, if you use 
  him in your game. It’s not that Mac is some 
  sort of superman (as far as we can tell), 
  it’s just that we don’t know much about 
  him. If you REALLY need stats, start with 
  the occult Proprietor on page 72 and work 
  from there.
   I keep wondering if Mac was—
  or is—part of the Venatori 
  Umbrorum…doesn’t seem 
  likely, though. But he’s done 
  SOMETHING interesting 
  in his past that I haven’t 
  quite puzzled out yet.
  
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  Who's Who (magog)
  MacFinn was a monster, 
  but it wasn’t his fault. Who 
  the hell lays a hereditary 
  curse, anyway? How is 
  that fair to the innocent, 
  unborn children who will turn 
  into ravening monsters?
  returned from the Vietnam War. He was also a 
  monster, through no fault of his own.
  An Irish-American, he suffered from a 
  hereditary curse laid by Saint Patrick himself—
  that of the loup-garou. Every month at the 
  full moon, MacFinn would become a killing 
  machine of almost demigod-like power. At 
  these times, he confined himself to a triple circle 
  specifically designed to hold him. Unfortunately, 
  this circle was broken purposefully by the FBI 
  Hexenwolves led by Agent Phil Denton, leading 
  to a rampage that led to the deaths of numerous 
  people, including Detective Ron Carmichael and 
  Kim Delaney. 
  As a man, MacFinn was big, broad, and 
  middle-aged. He had stark and handsome 
  features, burning green eyes, and a rugged 
  physique—a hairy chest, beard, and long hair, 
  all of grey. In loup-garou form, he was a gigantic 
  matte black wolf (5 1/2’ tall at the shoulder), 
  more than a quarter ton of compact muscle, 
  with ragged ears and glowing green eyes, giving 
  off a sense of total wrongness. 
  As detailed in the Fool Moon casefile, 
  MacFinn was used as a pawn in Denton’s 
  attempt to take down Marcone. Only through 
  the efforts of his fiancée Tera West, her protégés 
  the Alphas (page 93), and Harry Dresden was he 
  stopped, permanently. Harry killed him using 
  magic plus his inherited silver pentacle amulet; 
  the whole thing was caught on film by Susan 
  Rodriguez.
  Unless Tera West was pregnant with a child, 
  the MacFinn family curse has finally ended.
  Maeve
  the Winter Lady
  The Winter Lady appears as a tall teenaged girl, 
  pale, radiant, with perfect, exotic features and 
  canted Sidhe eyes of brilliant green. Her dread-
  locked 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 terri-
  tory 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
  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.
  HARLEY MACFINN
  High Concept: Accursed Loup-Garou
  Other Aspects: Fiancée Tera West; 600 
  Pounds of Rage
  Skills, Powers, etc
  For the rest of his stats, take a look at the 
  loup-garou on page 94, which is based on 
  MacFinn.
  
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  Who's Who (magog)
  MAEVE
  High Concept: The Winter Lady
  Other Aspects: Cruel and Vindictive; Party 
  Girl; My Whim Is Your Command; More 
  Power Than Smarts
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Great (+4)
  Conviction: Superb (+5)
  Deceit: Great (+4)
  Discipline: Good (+3)
  Empathy: Fair (+2)
  Endurance: Fair (+2)
  Intimidation: Great (+4)
  Lore: Superb (+5)
  Might: Good (+3)
  Presence: Fair (+2)
  Rapport: Fair (+2)
  Resources: Superb (+5)
  Weapons: Great (+4)
  Unlisted skills mostly default to Average.
  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.
  Stress
  Mental oooo  Physical ooo (oooo)  
  Social ooo
  Notes
   
  Maeve usually attacks and defends with 
  Weapons at Great. Her initiative is “always 
  first” unless she meets someone else with 
  Supernatural Speed. She can fling about 
  Unseelie Magic at a power level of 3–5 shifts 
  with relative ease.
  Total Refresh Cost: –15 …But this is just 
  what she’s done “on-screen.” As with Aurora 
  the Summer Lady, she’s probably a lot more 
  powerful than this (her Unseelie Magic prob-
  ably operates several steps above what her 
  Conviction and Discipline would imply). Still, 
  she might allow herself to “act like” this lower-
  powered version of herself, if it amused her...
  By my reading of 
  Harry’s accounts 
  of maeve, she 
  thinks she’s a 
  lot more socially 
  skilled than 
  she really is.
  MAGOG
  High Concept: Denarian Bruiser
  Other Aspects: Thug; Quick to Anger; 
  Dependent Upon My Host
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Discipline: Average (+1)
  Endurance: Great (+4)
  Fists: Great (+4)
  Intimidation: Great (+4)
  Lore: Good (+3)
  Might: Superb (+5)
  Unlisted skills usually default to Average.
  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.
  Stress
  Mental oo  Physical oooo (oooooo)  
  Social oo
  Notes
  Acts on Fantastic initiative, defends at Great, 
  attacks at Great, and with his claws & strength 
  he essentially hits as though he’s a Weapon:8 
  beast. If Magog closes with you, you’re dead. 
  Making him dead is tough, too: Armor:2 
  against physical punishment, plus the listed 
  extra stress boxes, and like most Denarians 
  he’s a fast healer. Not that this kept him from 
  getting laid low by the Eldest Gruff. 
  Total Refresh Cost: –17
  this isn’t really a complete stat 
  block for magog; keep in mind that a 
  Denarian is powerless without a host. If 
  the host has any unique skills, stunts, 
  or powers, those get tossed into the 
  mix. the coin isn’t considered an Item of 
  Power—since it can only be separated 
  from the host voluntarily or on death, 
  it isn’t really worth any “sell back.”
  
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  Who's Who (elaine lillian mallory)
  Elaine Lillian 
  Mallory
  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 night-
  mares—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), Elaine and Harry were once 
  again brought face-to-face. Elaine was serving 
  as Summer’s Emissary, and Harry as Winter’s, 
  both investigating the death of the Summer 
  Knight and his missing mantle of power. After 
  betraying Harry at the Faerie Mothers’ cottage, 
  she attempted to flee the War Over Chicago. 
  However, she returned at the end, helping Harry 
  penetrate the wall of thorns around the Stone 
  Table, so that he could confront Aurora. When 
  Aurora died, Elaine was free of her debt.
  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 move-
  ments, 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 prac-
  tices), 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. 
  After the events of White Night, Elaine 
  is tied even more closely to the Ordo Lebes 
  network; she has used the “weregild” (the 
  compensation paid to the family of a murder 
  victim) garnered from Lara Raith for the 
  “suicides” to expand the Ordo to encompass 
  more mid-level magical practitioners. With 
  Harry she developed the “Paranet”—an early-
  warning system for mid-level practitioners to 
  inform others (especially representatives of the 
  White Council) of weirdness going down or the 
  need for potent mystical aid in their local areas.
  So poetic, boss!
  Elaine is 
  cute, no 
  disputing that. 
  But attend 
  to the MIND 
  there—
  that’s what’s 
  dangerous.
  At this point 
  in time, I 
  think I trust 
  Elaine with 
  my life…
  but not my 
  heart.
  
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  Who's Who (micky malone)
  ELAINE MALLORY
  High Concept: Independent Wizard
  Trouble: Hiding From the White Council
  Other Aspects: DuMorne’s Ex-Thrall; Harry Dresden’s 
  First Love; Precision Trumps Power; Under the Radar; I 
  Must Look out For Myself First
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Good (+3)
  Discipline: Superb (+5)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Investigation: Great (+4)
  Lore: Great (+4)
  Rapport: Fair (+2)
  Stealth: Fair (+2)
   
  Unlisted skills usually default to Average or Mediocre.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–1]
  Specializations
  Evocation: Elements (Air, Fire, Spirit); Control (Air +1)
  Thaumaturgy: Control (Divination +1)
  Focus Items
  Thorn Wand (+1 offensive Power for Air)
  Shield Ring (+2 Defensive Power, +1 Defensive Control 
  for Air)
  Rote Spells
  Fulminaris: Lightning strikes! Incorporates the wand to dish 
  out 4 shifts of highly controlled power (Elaine’s roll to 
  control, and therefore aim and attack, is at Fantastic).
  Stress
  Mental oooo  Physical ooo  Social oo
  Notes
  Elaine has high Discipline, lower Conviction, so she has an 
  excess of control when she’s doing most spellcasting (her 
  Conviction gives her 3 shifts, which she can master easily)—
  so if she can tap into an available external source, she’s still 
  in good shape. Her focus items, not all of which are listed 
  here, manifest as rings and earrings and other subtle forms, 
  likely providing her a little extra power to throw around.
  Total Refresh Cost: –8
  Micky Malone
  Micky Malone is an energetic man with a broad 
  smile and a limp. He’s medium height, balding, 
  with very fair skin. A detective with Chicago’s 
  Special Investigations Unit, he was hamstrung 
  by the loup-garou in the Fool Moon case. 
  Despite this, he still came along to help Harry 
  Dresden, Michael Carpenter, Karrin Murphy, 
  and the rest of his SI buddies take down the 
  sorcerer Leonid Kravos. Because of his limp, 
  Malone retired on disability and lives in a resi-
  dential neighborhood in West Armitage called 
  Bucktown with his wife Sonia.
  During the Grave Peril case, the “barbed 
  wire spell” drove him nearly to the edge of 
  insanity. Luckily, Harry was able to provide 
  some relief and eventually end his torment.
  His wife Sonia teaches elementary school. 
  She’s of medium height and comfortably over-
  weight. The beauty of her youth is still evident, 
  though it’s now due to her self-confidence as 
  much as her features. Malone is the uncle of 
  another SI cop—Officer O’Toole. Malone’s 
  brother-in-law sells track lighting (but we don’t 
  know if this is Sonia’s brother, or the husband of 
  one of Malone’s sisters.)
  Lady Cesarina 
  Malvora
  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 
  (page 59) 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”
  Vittorio Malvora is a White Court vampire of 
  House Malvora. During the White Knight 
  case, he worked with Madrigal Raith on dupli-
  cating—or bettering—the Skavis’ plan to cull 
  the mortal wizard population by killing magi-
  cally-talented females. 
  However, Vitto is also the apprentice—or 
  catspaw—of the wizard known as Cowl and is 
  thus associated with the mysterious Circle. This 
  has made him even more dangerous.
  elaine has slightly more 
  skill points than a starting 
  ”Submerged” character. 
  makes sense, given that 
  she has a few adventures 
  under her belt. She might 
  even spend another point of 
  refresh on a second level 
  of refinement, probably 
  for more focus items.
  That spell was NASTY.
  
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  Who's Who (Vittorio malvora)
  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.
  House Malvora
  (See What Goes Bump, page 91.)
    Lady Cesarina Malvora (deceased)
    Vittorio Malvora (deceased?) 
  CESARINA MALVORA
  High Concept: Head of House Malvora
  Other Aspects: Pitiless; Politician
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Great (+4)
  Conviction: Great (+4)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Endurance: Good (+3)
  Fists: Great (+4)
  Intimidation: Superb (+5)
  Lore: Good (+3)
  Presence: Superb (+5)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  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.
  Stress
  Mental oooo  Physical oooo  Hunger oooo
  Social oooo (1 extra mild consequence)  
  Notes
   
  Lady Malvora could act first in a fight (Supernatural Speed), 
  with an alpha strike (rolling her Superb Intimidation) that could 
  drive an opponent to his knees in quivery fear (Weapon:4 
  attack doing mental stress) up to a zone away. She could 
  dish out punishment in the physical realm as well, even if that 
  wasn’t her style, but no amount of healing could help her when 
  the uber-ghouls ripped her apart too fast to recover.
  Total Refresh Cost: –14
  MICkY MALONE
  High Concept: Retired SI Detective
  Other Aspects: Murphy’s Got My Back; 
  Nobody Else For The Job But Us; Loving 
  Family; I’ve Felt the Cold Touch of Evil
  Skills
  Alertness: Good (+3)
  Contacts: Fair (+2)
  Discipline: Fair (+2)
  Empathy: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Fair (+2)
  Investigation: Good (+3)
  Lore: Average (+1)
  Presence: Fair (+2)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Weird Informants (Contacts): +2 with 
  Contacts when looking into “weird” cases.
  Hard Boiled (Discipline): +2 to Discipline 
  rolls defending against mental attacks and 
  maneuvers.
  Corner of My Eye (Alertness): When 
  passively picking up on details success-
  fully, Malone gains an additional 2 shifts.
  Scene of the Crime (Investigation): 
  At a crime scene, Malone gains +1 to 
  Investigation roll and arrive at findings one 
  step faster than usual on the time table.
  Stress
  Mental oo  Physical ooo  Social ooo
  Total Refresh Cost: –2 (Pure Mortal)
  If need be, I’m 
  happy to kill 
  his vampiric 
  ass again.
  
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  Who's Who (rosanna marcella)
  Rosanna Marcella 
  AKA “Rosie”
  Rosie is a tiny, cute, teenaged brunette with pale 
  skin and thin, frail features. She’s a long-time 
  friend of Nelson Lenhardt and Sandra Marling, 
  and a more recent friend of Molly Carpenter.
  When Rosie discovered that she was preg-
  nant, Molly tried to help her kick the drugs by 
  using mind control magic to make her feel fear 
  whenever she approached them. This worked, 
  more or less, as aversion therapy, but it made 
  her a target for nasty things. (Molly was less 
  successful with using the same spell on her 
  boyfriend Nelson, due to her anger at Nelson 
  being the father of Rosie’s baby, conceived when 
  they fooled around with each other while high; 
  for more info see Molly and Nelson’s entries.)
  During the Proven Guilty case, Rosie 
  was watching one of the Suburban Slashers 
  movies at the SplatterCon!!! convention with 
  her boyfriend Ken and her friend Drea Becton. 
  When Drea took out her compact to check her 
  make-up, a fetch (page 43)—one of the nasty 
  things attracted to Molly’s use of fear magic—
  came out through her mirror in the form of 
  the monster of that movie, the Reaper. In the 
  mayhem, Rosie’s collarbone was broken, Drea 
  went catatonic, and Ken died.
  While the damage to her psyche from Molly’s 
  spell is visible to the Sight, the spell still holds—
  Rosie is dedicated to staying off of drugs for 
  the sake of her baby. The spell reinforces that, 
  and it’s likely that she’ll recover from the mental 
  damage caused by it. 
  We hope.
  Of course, it’s unknown how she’ll deal with 
  seeing her boyfriend killed in front of her.
  VITTO MALVORA
  High Concept: 
  Spellcasting White Court Noble
  Other Aspects: Cowl’s Apprentice; Quick Draw
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Conviction: Great (+4)
  Contacts: Fair (+2)
  Deceit: Good (+3)
  Discipline: Fair (+2)
  Endurance: Good (+3)
  Guns: Great (+4)
  Intimidation: Good (+3)
  Lore: Good (+3)
  Presence: Fair (+2)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  Emotional Vampire [–1]
  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 
  Weapon:6 attack with his Incite Emotion ability.
  Specializations
  Evocation: Elements (Air, Spirit); Power (Spirit +1)
  Thaumaturgy: Complexity (Summoning +1)
  Stress
  Mental oooo  Physical oooo  Social ooo  Hunger ooo
  Notes
  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 undisci-
  plined, 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.
  Total Refresh Cost: –17
  ROSIE MARCELLA
  High Concept: Spell-Bound Friend of 
  Molly Carpenter
  Other Aspects: Former Drug User; 
  Single Mom; Molly and Drea and Me, 
  BFFs
  It seems a little useless to 
  stat her out beyond aspects; 
  assume a mediocre or Average 
  challenge if anyone winds up 
  in direct conflict with her.
  
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  Who's Who (John marcone)
  John Marcone
  “Gentleman Johnny” 
  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 polit-
  ical donor. He’s also the top boss of Chicago, a 
  gangster extraordinaire. Furthermore, he’s physi-
  cally 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 method. His rapid rise in 
  the organization made him enemies—especially 
  Marco Vargassi, the son of the boss of bosses, 
  Tony Vargassi.
  Seeing Marcone as a threat to his position in 
  the family, Marco laid a trap for Marcone—a hit 
  in a public park, done personally. Unluckily for 
  the Old Man’s son, Marcone survived. However, 
  there was a casualty from the hit, one that has 
  haunted Marcone ever since: he saw ten year old 
  Amanda Beckitt take a bullet intended for him. 
  Tony Vargassi—unwilling to let people know 
  that his own kid tried to hit one of his own 
  capos, and failed (lose-lose, there)—put pres-
  sure on the Medical Examiner, the police, and 
  the papers to declare the girl dead and throw 
  the blame onto the Jamaican gangs trying to 
  muscle into Chicago at the time. He also spir-
  ited the comatose girl away and hid her in a 
  nursing home, in case Marco ever came to trial 
  for murder; if Tony could produce the girl, the 
  incipient murder case would go away. 
  The Jamaicans started pushing back, hard, 
  and Tony was busy dealing with the repercus-
  sions of his son’s actions. Marcone capitalized 
  on the instability and started building his own 
  organization. In the near free-for-all in the 
  underworld due to these conflicts, he wound up 
  overthrowing the Vargassis while successfully 
  repelling the Jamaicans (by means probably best 
  left unconsidered). This established his reputa-
  tion as a dangerous man and paved his path to 
  power. (Tony and Marco Vargassi have, alas, 
  been “lost” somehow.)
  While Marcone tolerates no excuses or free-
  lancers in his territory, he’s been a strangely civi-
  lizing influence on organized crime in Chicago. 
  Malcontents like Torelli are allowed to exist so 
  that he can use them as decoys to draw out other 
  usurpers. While the crime rate has gone down 
  overall, the profits from his criminal activities 
  have skyrocketed. He has brought order to the 
  chaos. His criminal enterprises are all just as 
  profitable and efficient as his above-board ones.
  An example would be Lake Michigan 
  Ventures, a subsidiary of Mitigation Unlimited, 
  which is currently building plan-homes in the 
  greater Chicago area, such as the new subdivi-
  sion called Sunset Point. The CEO of Mitigation 
  Unlimited is, of course, Marcone (who has 
  secreted a safehouse in the suburban plan).
  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 supernat-
  ural—through run-ins with Harry Dresden, 
  a loup-garou (page 94), werewolves (page 92), 
  hexenwolves (page 93), and the Order of the 
  Blackened Denarius (page 55)—Marcone has 
  applied himself to learning as much as he 
  Part of me 
  wants to say 
  “while I don’t 
  like Marcone, 
  I respect him,” 
  but he’s still a 
  crook. Maybe 
  “respect” in 
  the sense of 
  respecting a 
  rattlesnake 
  or a tiger.
  But, then I 
  found out 
  about Amanda, 
  and he came 
  through for 
  me—well, all 
  of us—at the 
  Deeps during 
  the WHITE 
  NIGHT case 
  (and Ivy & 
  Michael, during 
  SMALL 
  FAVOR) 
  … I don’t 
  know what 
  to think. It’s 
  difficult to 
  simply chalk 
  him up as mere 
  criminal scum.
  
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  Who's Who (John marcone)
  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 enter-
  prises. (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’s path has crossed Harry’s many 
  times and he appears throughout the casefiles. In 
  the Storm Front case, his bodyguard Tommy 
  Tomm was taken out by the ThreeEye Cult to 
  get at Marcone, and one of his men—Lawrence, 
  AKA “Gimpy”—double-crossed him on behalf 
  of the ThreeEye Cult. In the Fool Moon case, 
  his business partner against the Northwest 
  Passage Project, James Harding III, was killed; 
  the FBI Hexenwolves managed to set Marcone 
  against the Streetwolves, the Alphas, and Harry 
  Dresden. In the Death Masks case, he hired 
  the Churchmice to steal the Shroud of Turin, 
  in the hopes that it could help heal Amanda; he 
  later joined with Harry and the Knights of the 
  Cross in taking on the Order of the Blackened 
  Denarius. During the Dead Beat case, he 
  saved Harry from the ghoul Li Xian, not caring 
  that it was Harry’s destiny to die in that alley 
  (according to Ms. Gard), and he shared some 
  details of his association with Bony Tony. 
  Before the beginning of the White Night 
  case, he hired “Ms. Demeter” (Helen Beckitt) to 
  work at Executive Priority Health (AKA “The 
  New Velvet Room”), though he hasn’t told her 
  of the survival of her daughter. All of his estab-
  lishments have been ordered to give Harry red 
  carpet treatment (less hard on the buildings—
  and insurance premiums—that way). He served 
  as Harry’s backup in the Deeps, led men into 
  direct battle against supernatural creatures, and 
  was responsible for bringing the cavern down 
  with demolitions. 
  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, chauffer, 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.
  During the Small Favor case, the 
  Denarians performed a mystical assault on 
  his panic room. It fell in the face of their sheer 
  power. (The Denarians were using Marcone as a 
  test-case before taking on the Archive.) Marcone 
  was swept up as a mere “target of opportu-
  nity” for Denarian recruitment. (The Faerie 
  Queen Mab expressed an interest in seeing him 
  rescued…but perhaps this was simply a ploy 
  to involve Harry deeper in the fight against the 
  Denarians.) He was tortured and abused by 
  the Denarians—he’s now missing the top of his 
  left ear.
  Marcone’s Mafia
  (See Old World Order, page 22.)
    “Ms. Demeter” (AKA Helen Beckitt)
    Mr. Franklin
    Ms. Sigrun Gard
    Lawrence (AKA Gimpy; deceased)
    “Cujo” Hendricks 
    Eduardo Anthony Mendoza (AKA 
  “Bony Tony”; deceased)
    “Spike” (deceased)
    Tommy Tomm (deceased)
    (Workers at his businesses)
    (Some mercenaries) 
  
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  Who's Who (John marcone)
  JOHN MARCONE
  High Concept: Clued-In Crime Lord
  Trouble: Everyone Wants a Piece of Me
  Other Aspects: A Cold Tiger’s Soul; 
  I’m Loyal to Those who are Loyal To Me; 
  No Mercy But No Cruelty; Freeholding Lord; 
  Bring order to Chaos
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Burglary: Fair (+2)
  Conviction: Good (+3)
  Contacts: Great (+4)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Fists: Great (+4)
  Guns: Great (+4)
  Intimidation: Good (+3)
  Lore: Good (+3)
  Presence: Great (+4)
  Rapport: Good (+3)
  Resources: Superb (+5)
  Stealth: Fair (+2)
  Weapons: Fair (+2)
  Stunts
  Paranoid? Probably. (Alertness): Gains +2 to 
  Alertness when rolling against surprise
  I Know Just The Guy (Contacts): When Gathering 
  Information, Marcone’s efforts are at a +1, and 
  are 1 time increment faster.
  Nose For Competence (Contacts): Marcone gains 
  a +2 to Contacts when hiring competent and 
  knowledgeable employees and contractors.
  Calm Blue Ocean (Discipline): +2 to Discipline 
  when rolling to keep emotions under control.
  The Social Graces (Empathy): Marcone gains +2 
  to Empathy for social conflict initiative.
  Subtle Menace (Intimidation): When the context 
  of power is absent, or Marcone’s victim is actu-
  ally in a superior position, Marcone’s victim 
  does not get any advantage bonus.
  Leadership (Presence): When using Presence 
  to command a group, Marcone gains +1 on the 
  effort. His efforts to coordinate a group happen 
  one time increment faster than normal.
  Filthy Lucre (Resources): Marcone gains a +2 to 
  Resources whenever using it for illicit purposes.
  Taking Aim (Guns): Marcone may use his Guns 
  skill rather than Weapons for thrown weapons.
  Trick Shot Artist (Guns): When attacking with 
  Guns, +2 on the roll for shots taken at things 
  (not characters), such as ropes holding chande-
  liers, etc. (Particularly effective when used with 
  Taking Aim.)
  Stress
  Mental oooo  Physical oooo  Social oooo
  Notes
  Marcone can make you ten kinds of dead, most 
  of them subtle. Don’t worry about those. Worry 
  about his plans for you while keeping you alive.
  Like Kincaid, don’t let Marcone’s refresh of 
  “only” –8 fool you. He is one of the most skilled 
  and competent people on Earth; confront him at 
  your extreme peril. Marcone’s write-up here has 
  a ridiculous number of skill points (explicitly or 
  implicitly, over 70 have been spent)—a PC would 
  have to be active in a very long-term campaign to 
  assemble this many. 
  Another way to stat Marcone would be to 
  decide he’s past the point of free will; instead of a 
  mountain of skill points, give him a bunch of stunts 
  to provide comparable bonuses. You might even 
  consider him a “plot device” character, despite his 
  status as a normal mortal.
  Total Refresh Cost: –8 (Pure Mortal) 
  He’s a gangster, 
  a murderer, a 
  ruthless bastard—
  but he’s better 
  than creepshow 
  freaks like Cowl 
  or Nicodemus, any 
  day. He cares 
  (at least) about 
  little girls.
  Stars and stones, 
  I’m almost starting 
  to like the guy. 
  Almost.
  
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  Who's Who (Sandra marling)
  Yeah, when I was writing up my 
  casefile notes, I noticed that, 
  too, and I started thinking 
  about the homeless shelter 
  connection—you know, like 
  Mavra’s in the BR case?—so 
  I tried to look into Marling’s 
  history. Guess what I found?
  Nothing. The trail dead-ends after 
  SplatterCon!!! As far as I can 
  tell, Sandra has left the building. 
  So, yeah, you’re onto 
  something—but the trail is cold 
  as the garden in Arctis Tor.
  Sandra Marling
  Sandra Marling is a brown haired woman in 
  early middle age. A part-time volunteer at home-
  less shelters, she befriended Nelson Lenhardt 
  and Rosie Marcella in their troubled youths. 
  Later, when Molly Carpenter was sentenced 
  to community service, she befriended her, too. 
  (In fact, she’s the one that clued-in Molly to 
  the recent studies on the use of fear to bypass 
  psychological barriers like addiction.)
  Sandra was also the convention chair of 
  SplatterCon!!!, a horror-movie themed conven-
  tion, which became the focus of supernatural 
  mayhem (detailed in the Proven Guilty case-
  file). She was the one who told Harry Dresden 
  that the police came to talk to Molly and that 
  they had been interrogating her for hours.
  Her current whereabouts are unknown.
  Martin
  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 transforma-
  tion 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.
  SANDRA MARLING
  High Concept: Volunteer Do-Gooder
  Other Aspects: Horror Fan
  Notes
  We just don’t know enough to stat her 
  out beyond aspects; until we learn more, 
  assume a Mediocre or Average challenge if 
  there’s conflict involving her.
  SplatterCon!!!
   DreaBecton—attendee
   MollyCarpenter—attendee;
  conventionstaff
   DarbyCrane(AKAMadrigal
  Raith)—GuestofHonor(deceased)
   NelsonLenhardt—headofsecurity
   RosieMarcella—attendee;
  conventionstaff
   SandraMarling—conventionchair
   ClarkPell—conventionsupporter
  Harry, you mentioned the set-up in Pg 
  made you think madrigal raith was 
  the big bad, right? glau was just a 
  cut-out man, killed to cover a trail? 
  Well, look at this—according to your 
  notes, marling was the one who gave 
  molly the fear spell idea (making her 
  a phobophage magnet) AND as con-
  chair she would have been the one 
  responsible for bringing Darby Crane, 
  AKA madrigal raith, to the con…
  making him the obvious responsible 
  party for all the fear-freakiness.
  The Fellowship 
  of Saint Giles
  (See What Goes Bump, page 89.)
    Martin
    Susan Rodriguez
  
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  Who's Who (mavra)
  Mavra
  Mavra first appeared in the casefiles during the 
  events of the Grave Peril case, working with 
  Bianca St. Claire and Leonid Kravos to stir up 
  trouble for both Harry Dresden and Michael 
  Carpenter. And, as an old and powerful Black 
  Court vampire, she can stir up a lot of trouble.
  She hates Michael for destroying her “chil-
  dren” and “grandchildren” over 20 years ago, so 
  she planned to use the blood of an innocent 
  (Lydia) to unmake his Sword Amoracchius. 
  Thwarted in this, she disappeared for a time. 
  She popped up again in the Blood Rites 
  case, creating Renfields (page 86) in a homeless 
  shelter. She was taken down by the efforts of 
  Harry, Kincaid, Karrin Murphy, and Ebenezar 
  McCoy. 
  During the events of the Dead Beat case, 
  she showed up again, forcing Harry to find The 
  Word of Kemmler for her, under threat of 
  sending blackmail photos of Murphy—taken 
  while Murphy was working on the Blood 
  Rites case—to the authorities. When Harry 
  provided the book, he threatened her, and she 
  initially laughed it off—until Harry outlined the 
  lengths he’d go to just to get her, if she persisted.
  In addition to the vast Black Court vampire 
  powers she has, Mavra seems to be skilled in 
  magic. She is ridiculously adept at using Veils 
  and is responsible for the “barbed wire” spells 
  that afflicted Agatha Hagglethorn and Micky 
  Malone. Furthermore, her command of mind 
  magic is extensive. 
  Mavra is slender and pallid, with blue lips 
  and hair like dried straw and bread mold. She 
  looks exactly the same to the Sight as she does 
  to normal vision.
  Black Court Vampires
  (See What Goes Bump, page 84.)
    Vlad Tepesh (AKA Dracula) (NE)
    Drulinda (deceased)
    Mavra
  MAVRA
  High Concept: Ancient Black Court Sorceress
  Other Aspects: My Hatred Is Boundless; 
  Scheming; Cruel and Vengeful
  otherwise, use stats for Master Black Court 
  Vampires (page 86), but add Evocation and 
  Thaumaturgy, and possibly Kemmlerian 
  Necromancy—assume a Great challenge to counter 
  necromantic thaumaturgy (like the barbed wire 
  spell), and Superb to counter her spirit evocation-
  driven veils.
  Ebenezar says she killed a friend 
  of his in the Venatori Umbrorum.
  REMINDER: 
  update Mavra’s 
  Warden dossier.
  Ah, Mr. Excitement.
  MARTIN
  High Concept: St. Giles Fellow
  Other Aspects: Bland and 
  Unobtrusive; Watches Susan’s Back; 
  Sudden Violence
  Skills
  Alertness: Good (+3)
  Discipline: Good (+3)
  Driving: Good (+3)
  Endurance: Good (+3)
  Guns: Great (+4)
  A mix of Fair and Average skills round 
  him out.
  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]
  Stress
  Mental ooo  Physical oooo  
  Social oo  Hunger oooo
  Notes
  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 Weapon:2 
  punches with his bare hands.
  Total Refresh Cost: –7
  
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  Who's Who (ebenezar mcCoy)
  Ebenezar McCoy 
  AKA “The Blackstaff”
  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 surpris-
  ingly 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. 
  McCoy taught Harry patience, peace, and the 
  value of creating something worthwhile. He has 
  soulgazed Harry and has faith in the younger 
  wizard. Those on the White Council still argue 
  over how successful he was with his problematic 
  student. Notably, he is one of the few people 
  that Harry ever shows respect to.
  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. 
  In the past, McCoy has tangled with other 
  entities who were “in the trade” representing 
  other supernatural nations, such as Paolo Ortega 
  as well as Kincaid—who he has promised to 
  kill for crossing the boundaries of professional 
  courtesy and respect a century ago in Istanbul. 
  He has tried to kill Lord Raith three times for 
  killing Maggie Dresden with a ritual entropy 
  curse—and failed every time. He is responsible 
  for the eruption of Krakatoa, the Tunguska 
  Blast (a comet?), the New Madrid earthquake, 
  and the destruction of Casaverde (where he 
  pulled an old Soviet communications satellite 
  out of orbit to smash Ortega’s stronghold). 
  McCoy was only allowed to accept the Doom 
  of Damocles for Harry on the condition that 
  he’d kill the boy if Harry showed any signs of 
  backsliding into dark magic. The discovery of 
  this condition—as well as the hypocrisy of not 
  following the very rules he impressed upon his 
  apprentice—has understandably put a strain on 
  McCoy and Harry’s relationship.
  McCoy wears plain steel rings on his index 
  fingers; his staff and Harry’s come from the 
  same lightning-wounded tree on his farm.
  I think that stuff with the Old 
  Man is improving a bit. But it’s 
  tough to get over all the lies, of 
  commission and omission, with him 
  being the Council’s Blackstaff.
  Billy, we 
  need to go 
  over this 
  entry with 
  the black 
  marker too. 
  Ixnay on the 
  ackstaff-
  blay, 
  capiche?
  
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  Who's Who (eduardo Anthony mendoza)
  Eduardo Anthony 
  Mendoza 
  AKA “Bony Tony”
  A former carnival sword-swallower, Eduardo 
  Anthony “Bony Tony” Mendoza turned his skills 
  to smuggling. A “ballooner,” he’d place small 
  items—jewels, drugs, microchips, etc.—into a 
  balloon tied off with some string. Swallowing 
  the balloon, he’d wedge the string between his 
  back teeth, thus permitting him to smuggle 
  small, high-ticket items covertly. Tony’s contacts 
  included workers at the Field Museum in 
  Chicago, which allowed him to acquire, appraise, 
  and dispose of valuable artifacts easily. However, 
  it didn’t help him avoid doing a dime in a federal 
  penitentiary for smuggling narcotics. 
  A long-term employee of Marcone, Mendoza 
  was a loyal member of Marcone’s Mafia. Finally 
  ready to retire, he found an old storage locker 
  sealed since 1945 full of art, jewels, and cultural 
  artifacts. Wisely, he gave Marcone first pick 
  of the goods, then asked his advice on how to 
  dispose of the rest. 
  When he found a buyer (Grevane) for one of 
  the antique books in the cache and discovered 
  that Grevane’s resources were far beyond the 
  ordinary, he again went to Marcone for counsel. 
  Marcone advised Mendoza of the difficulty 
  wizards have with modern technology. Mendoza 
  hid the book (The Word of Kemmler) and 
  swallowed a balloon containing a jump-drive 
  with a single empty computer file on it—the 
  filename was a 16 digit string of numbers (a set 
  of GPS coordinates).
  Tiring of the runaround, Grevane—or his 
  assistant “Liver Spots” (Quintus Cassius)—
  killed Mendoza in a head-on collision on the 
  expressway…with Mendoza as a pedestrian.
  When Dr. Brioche passed Mendoza’s corpse 
  on to Waldo Butters, Harry Dresden became 
  involved in the case he called Dead Beat.
  EBENEZAR MCCOY
  High Concept: Senior White Council Wizard
  Trouble: God Help Me, I’m The Blackstaff
  Other Aspects: Master of Harry Dresden; An 
  Honest Day’s Work; Brawler; Patient Teacher; 
  Respected Scholar; No Time for Bullies
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Superb (+5)
  Contacts: Good (+3)
  Deceit: Good (+3)
  Discipline: Fantastic (+6)
  Empathy: Good (+3)
  Endurance: Great (+4)
  Fists: Fair (+2)
  Intimidation: Good (+3)
  Lore: Fantastic (+6)
  Presence: Great (+4)
  Rapport: Good (+3)
  Scholarship: Good (+3)
  Survival: Good (+3)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–9]
  Specializations
  Evocation: Elements (Air, Earth, Fire, Spirit); 
  Control (Air +1, Earth +1, Fire +2, Spirit+3); 
  Power (Air +1, Earth +1, Fire +2, Spirit +3 )
  Thaumaturgy: Control (Divination +3); Complexity 
  (Divination +2); Strength (Crafting +1)
  Focus Items
  The Blackstaff (see below)
  Rings (+1 offensive power for spirit evocation)
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo  Social oooo
  Notes
  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.
  Total Refresh Cost: –16 is the starting point; 
  likely, much more.
  
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  194
  Who's Who (meryl)
  Meryl
  (See “The Changelings of Summer Knight” on 
  page 99 for more details.) 
  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 on page 53. 
  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.
  Mike the Mechanic
  The mechanic of Harry Dresden, the diminu-
  tive Mike has been called the “automotive repair 
  equivalent of Jesus Christ (or Dr. Frankenstein)” 
  on more than one occasion. He’s the only reason 
  that Harry’s car—the Blue Beetle—can still run 
  at all. He also doesn’t seem to be fazed by damage 
  to the Beetle from mold-demons exploding 
  out of the upholstery or from ramming into a 
  rampaging zombie or chlorofiend. 
  Mike’s Garage is about halfway between 
  Harry’s apartment and the Bordens’ place. 
  George the Tow-Truck Guy works there, driving 
  a wrecker for Mike.
  I don’t know how he does it, 
  honestly. It’s real magic.
  BONY TONY
  High Concept: Retired Ballooner
  Other Aspects: Loyal to Marcone
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Burglary: Good (+3)
  Contacts: Fair (+2)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Rapport: Fair (+2)
   
  Most other skills default to Mediocre, 
  with a few at Average.
  Stunts
  Keep Your Eyes Open (Burglary): 
  Mendoza may use his Burglary rather 
  than Alertness for initiative rolls.
  In Over My Head (Contacts): Mendoza 
  gains a +2 to Contacts rolls when 
  seeking advice or assistance.
  Stress
  Mental oo  Physical ooo  Social oo
  Total Refresh Cost: +0 (Pure Mortal)
  MERYL
  High Concept: 
  Half-Troll Scion of Winter
  Other Aspects: Soft-Spoken; 
  Abused by Maeve
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Deceit: Average (+1)
  Fists: Good (+3)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Might: Good (+3)
  Weapons: Good (+3)
  Most other skills default to Average, 
  the rest to Mediocre, with a few Fair 
  standouts.
  Powers
  Inhuman Strength [–2]
  Inhuman Recovery [–2]
  The Catch [+1] is cold iron and the like.
  Stress
  Mental oo  Physical oooo  Social oo
  Notes
  Even partially transformed, Meryl isn’t 
  someone you’d want to cross, with 
  Weapon:2 fists swung with Good skill.
  Total Refresh Cost: –3
  I’ll always 
  remember 
  that, for 
  such a large, 
  rough woman, 
  Meryl had 
  the softest, 
  quietest 
  voice.
  No need for stats for mike. He 
  fixes stuff real good – that’s 
  all the game needs to know. From 
  one perspective, he’s simply the 
  result of a good Contacts roll.
  
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  Who's Who (moe)
  Mister
  Found in a dumpster, Mister is an enormous 
  grey cat owned by Harry Dresden. He’s at least 
  25 to 30 pounds, is missing his tail (other than 
  a tiny stump), and is bigger than some dogs. 
  Mister hates cars and dogs—well, all dogs other 
  than Mouse, who he’s “managed” since Mouse 
  was a puppy. He craves Coca-Cola and has a 
  complicated, unpredictable ramble schedule. He 
  tends to make lots of noise then leave whenever 
  there’s supernatural danger around.
  Mister is occasionally possessed by Bob if 
  Bob needs to go out secretly or during the day; 
  Mister tolerates this because he gets to see new 
  things when Bob’s on a mission. He seems to 
  like Harry, Bob, Molly, Karrin Murphy, Thomas 
  Raith, the Archive, Carlos Ramirez, and Mouse.
  During the Small Favor case, Mister was 
  used to great effect in a thaumaturgical spell. 
  When Harry became aware that the Summer 
  Court was using the pin to track him and send 
  gruffs after him, he combined some catnip, the 
  pin, a long rubber band, and his construct of 
  “Little Chicago” to mystically link the pin to the 
  matrix around Little Chicago. As Mister batted 
  the catnip-wrapped pin around, the “beacon” 
  sent out false positives for his location to the 
  gruffs. 
  Moe
  Moe was a suspect in the killing of Maurice 
  Sandbourne, a security guard at the Lincoln 
  Park Zoo, as detailed in the “Welcome to the 
  Jungle” casefile. The catch? Moe is a lowland 
  mountain gorilla, a silverback, weighing around 
  450 pounds.
  For an ape, he is rather perceptive and a good 
  judge of character. Living at the Regenstein 
  Center of the Zoo, he was closest to Doctor 
  Reese and Willamena Rogers. Indeed, Moe 
  spent a lot of time in an enclosure attached to 
  Reese’s office. The protective patriarch of his 
  family, Moe seemed to count Reese and Rogers 
  as part of that family (he appeared to mourn 
  Reese’s murder).
  Doctor Dana Watson was responsible for the 
  murders of Sandbourne and Reese (which Moe 
  witnessed). She also took blood from Moe—a 
  totemic beast—for use in an Ascension Ritual.
  When Watson (in her Hag form) started 
  choking Rogers in Reese’s office, Harry Dresden 
  released him from his enclosure. Moe leapt 
  forward, grabbed the Hag, freed Rogers, and 
  started tearing Watson limb from limb.
  TO GET 
  -
  3 bottles Coke
  cat food (canned and 1 bag dry)
  dog food (50 lbs. bag)
  cat ass-sand
  paraffin
  Cheerios
  mothballs
  plastic sealable tubs
  shower curtain
  grass rake
  lawn gnome
  lawn gnome?
  I promise not to tell Mister that you said I own him. 
  He thinks it’s the other way around.
  Not going to stat mister 
  (maybe a great challenge 
  to spot him if he’s skulking 
  around), but believe me 
  — he could take down a 
  whole bunch of commoners.
  MOE
  High Concept: Moe the Gorilla
  Other Aspects: Falsely Accused
  Skills
  Alertness: Fair (+2)
  Athletics: Great (+4)
  Endurance: Good (+3)
  Fists: Superb (+5)
  Intimidation: Good (+3)
  Might: Superb (+5)
  Survival: Good (+3)
  Stunts
  Bend and Break (Might): When successfully breaking an 
  object using Might, increase the effect (stress, usually) by 
  two steps.
  Mighty Thews (Might): When determining approximate 
  lifting capacity, consider Moe’s Might to be 2 steps higher.
  Wrestler (Might): Moe gains +1 to his Might when main-
  taining a grapple.
  Defend My Tribe (Fists): When fighting in the defense 
  of another ape (or person) that Moe considers to be a 
  part of his tribe, he may deal an additional 2 stress on a 
  successful hit with his Fists.
  Stress
  Mental oo  Social oo Physical oooo, +1 mild consequence
  Total Refresh Cost: –2 (pure mortal)
  moe knew who to trust, and 
  when to kill. the hag never 
  knew what hit her—but we 
  do: Superb attack, Weapon:2 
  fists—super nasty. (good thing 
  she was skin-free, though.)
  That’s the 
  Ape House.
  Don’t mess 
  with the 
  monkey!
  
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  Who's Who (Warden Donald morgan)
  I used mine recently, but I think Morgan still has his.
  Warden 
  Donald Morgan
  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 anal-
  retentive 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.
  His biggest flaw, one could say, is his unrea-
  soning distrust and paranoia about Harry 
  Dresden. Morgan despises Harry because Harry 
  is the exception to every rule. It is suspected that 
  this distaste—and the loss of someone Morgan 
  cared about at Archangel—led to his role in the 
  Merlin’s plan during the Summer Knight 
  case; Morgan was to taunt Harry into taking 
  a swipe at him so Morgan could kill Harry 
  in self-defense and the White Council could 
  offer Harry’s body to the Red Court to end the 
  Vampire War.
  In the Dead Beat case, he almost killed 
  Harry after seeing Harry shoot Luccio in 
  the head. Luckily, the real Luccio—in a new 
  body, courtesy of Corpsetaker—appeared and 
  convinced Morgan of the truth. After this, the 
  relationship between Morgan and Harry eased 
  slightly: Morgan still doesn’t like Harry and 
  still thinks he’s dangerous, but he is no longer 
  convinced Harry does things out of malice. 
  Although Harry lacks discipline and discre-
  tion, he regularly puts himself in harm’s way 
  to protect others. Morgan believes that Harry 
  has no evil intentions—just arrogance and 
  poor judgment. For that reason, Morgan has 
  not put any Wardens under Harry’s command, 
  requiring only that Harry cooperate with the 
  other regional commander in North America. 
  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.
  
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  Who's Who (mother Winter)
  Mother Summer
  Mother Summer appears as an old fae woman, 
  stooped with age—this alone makes her and 
  Mother Winter unique among the fae who 
  rarely show any signs of age. Green eyes glitter 
  from her weathered, rosy face. She speaks in a 
  crisp tone and is more active during the season 
  of summer. She is a maker and creator.
  She lives in a cottage somewhere in deep 
  Faerie with Mother Winter, presumably main-
  taining the natural order of things.
  Mother Winter
  Mother Winter appears as an old fae woman, 
  stooped with age—this alone makes her and 
  Mother Summer unique among the fae who 
  rarely show any signs of age. While most of 
  her features are veiled by the hooded cloak 
  she usually wears, her teeth are yellowed and 
  her hands are withered. She speaks with a 
  raspy, whispery voice and is more active during 
  the season of winter. She is an unmaker and 
  destroyer.
  She lives in a cottage somewhere in deep 
  Faerie with Mother Summer, presumably main-
  taining the natural order of things. During 
  the Summer Knight case, she gave Harry 
  Dresden an Unraveling that could undo any 
  enchantment. It was used by Aurora, the 
  Summer Lady, to turn the statue of the change-
  ling Lily back into living flesh.
  DONALD MORGAN
  High Concept: Acting Captain of the 
  Wardens
  Other Aspects: Mercy Has No Place in the 
  Law; Combat Veteran; Children Must Be 
  Protected; Zealotry in the Cause of Justice 
  Is No Vice; Student of Luccio; Merlin’s Ally
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Superb (+5)
  Contacts: Fair (+2)
  Deceit: Fair (+2)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Intimidation: Great (+4)
  Lore: Great (+4)
  Presence: Good (+3)
  Rapport: Good (+3)
  Weapons: Superb (+5)
  Stress
  Mental oooo, extra mild consequence  
  Physical oooo  Social oooo
  Total Refresh Cost: –13
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–6]
  Specializations
  Evocation: Elements (Earth, Fire, Spirit); Control 
  (Earth +3, Fire +2, Spirit +1); Power (Earth +2, 
  Fire +1, Spirit +1)
  Thaumaturgy: Control (Divination +1, Wards +2); 
  Strength (Crafting +1)
  Enchanted Items
  Warden Sword: Cuts through anything (it counts 
  as a Weapon:3 sword at minimum in all circum-
  stances); 3 times/session acts as either a 
  Fantastic (+6) counterspell or a Weapon:6 item; 
  uses two slots. 
  Notes
  Morgan can toss out thunderous earth-shaking 
  evocations at an Epic (7-shift) level with ease, 
  and can go higher if he needs to. There’s a reason 
  he got within 20 feet of the Red King. If he has 
  no time for evocation, he’ll at least have time to 
  swing that sword—as a Superb swordsman.
  Morgan’s always 
  been looking for 
  an opportunity 
  to lop my head 
  off. Blames me 
  for everything 
  that goes wrong, 
  even when it isn’t 
  my fault. Plus, 
  he’s buddy-buddy 
  with the Merlin. 
  Two crappy 
  tastes that go 
  crappy together.
  Personified Forces 
  of Nature
  The Faerie Mothers (and possibly the Erlking 
  when he’s leading the Wild Hunt) are effec-
  tively forces of nature so powerful they 
  beggar the imagination. See “Supernatural 
  Heavyweights,” page 28.
  Read it. 
  Learn it. 
  Live it. 
  Be as 
  polite as 
  possible when 
  interacting 
  with entities 
  that CAN 
  DESTROY 
  YOU WITH 
  A STRAY 
  THOUGHT.
  MOTHER SUMMER
  High Concept: Mother Summer
  And that’s about all you need to know.
  MOTHER WINTER
  High Concept: Mother Winter
  Yep, that about wraps it up.
  
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  Who's Who (mouse)
  Mouse
  When Harry Dresden recovered some stolen 
  puppies for Brother Wang at the beginning of 
  the Blood Rites case, one of those puppies 
  was braver (or stupider) than his littermates. 
  The notch-eared little guy stowed away under 
  the driver’s seat of the Blue Beetle, and thus 
  became Harry’s dog.
  Because the puppy was, at first, quiet and 
  grey and small enough to fit in his duster pocket, 
  Harry named him “Mouse.” Of course, Mouse 
  has grown since then. A lot. A whole lot.
  Mouse is a Temple Dog (page 79) and has 
  supernatural powers of a protective and 
  guarding nature. He can sense evil magic 
  (including demons, maleficent fae, the use of 
  vampiric powers, and the stink of black magic 
  and necromancy). He can see, bite, claw, and 
  physically strike ghosts and spirits—this is 
  often accompanied by a sort of St. Elmo’s Fire 
  around his head and forepaws. He can produce a 
  mystical “alarm bark” that carries for miles in the 
  real world and even into the Nevernever, though 
  this takes a lot out of him. Mouse’s collar has a 
  single shield charm on it, so Harry can always 
  track him. At Harry’s side, Mouse has fought 
  necromancers, evil wizards, vampires, undead, 
  ex-Denarians, and other nasties, and he has 
  killed some of them. 
  During the Small Favor case, both the 
  Archive and Nicodemus were surprised to see 
  Mouse in Harry’s company; in Nicodemus’ case, 
  this included…fear? 
  Physically, Mouse’s shoulder comes up past 
  Harry’s waist—and recall that Harry is very tall. 
  He’s broad-chested and powerful, with a strong 
  muzzle. Mouse’s coat is primarily a uniform grey 
  color, marked with black on the tips of his ears 
  (one is notched), tail, and lower legs; he also 
  has a little bit of a mane of fur around his neck. 
  When asked his breed, Harry’s called him every-
  thing from a “wooly chammoth” (half-chow, 
  half-wooly mammoth) to a “West Highlands 
  Dogasaurus.”
  Mouse is warm, loving, brave, and protec-
  tive of his master and his master’s friends. He 
  is extremely smart: Mouse can walk himself, 
  get Harry’s mail, and make plans to protect 
  people—like dragging Waldo Butters into 
  a linen closet during the Dead Beat case, 
  pushing Harry out of the way of the van driven 
  by Madrigal Raith during the Proven Guilty 
  case, or jostling the aim of Torelli’s goon during 
  the Small Favor case—all on his own. 
  Mouse has excellent people skills (for 
  example, he has an affectation of wagging his tail 
  a bit too much in order to seem friendly). Harry 
  has acquired a service dog apron for Mouse to 
  allow him walk around in public places with 
  his master. Mouse likes going places in the Blue 
  Beetle; of course, he fills up most of the backseat.
  Harry’s cat Mister is in charge of Mouse and 
  has been since Mouse was a puppy; Mouse takes 
  this with good humor. He gets along well with 
  Waldo Butters, Molly Carpenter, and Karrin 
  Murphy, tolerates Thomas Raith so long as he’s 
  not doing any freaky vampire stuff, and made a 
  fast friendship with Toto, the dog of Ordo Lebes 
  member Abby.
  Collin Murphy
  Collin Murphy was husband to Marion and 
  father to Karrin, Lisa, and an unknown number 
  of Murphy boys. Collin Murphy was also a cop. 
  Not just an ordinary cop, though: Collin was a 
  “black cat investigator” working out of Precinct 
  13. For 12 years, he specialized in weird cases—
  much like his daughter would later encounter 
  with Special Investigations. Thirty years ago, 
  Rawlins saw him kill something that was stran-
  gling a woman in an alley, using a shotgun 
  loaded with rock salt. Collin was also friendly 
  with Morty Lindquist. 
  When Karrin was 11, Collin died. The job 
  had started to get to him: he started to drink 
  and committed suicide at his desk. Lindquist 
  still counts him as a friend, so perhaps the ecto-
  mancer is interacting with Collin’s ghost?
  I wish I had a chance to meet 
  Murph’s dad. He sounds like he 
  was quite a character.
  Mouse is smarter than a lot of the people I know. No joke.
  Nicodemus 
  seemed 
  WORRIED 
  to see Mouse. 
  He put 
  his damned 
  freaky 
  shadow 
  between his 
  body and 
  Mouse. That 
  implies some-
  thing, I’m 
  sure. Mouse 
  went into 
  full combat 
  mode (low 
  growl, bared 
  fangs, hack-
  les) when he 
  saw Nico.
  Damned 
  good dog. 
  You know, 
  Billy, I bet 
  Mouse could 
  give you, or 
  maybe even 
  a couple of 
  the Alphas, 
  a good 
  workout.
  No bet.
  MOUSE
  High Concept: 
  Tibetan Temple Dog
  Notes
  See stats on page 79.
  
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  Who's Who (Karrin murphy)
  Karrin Murphy
  Detective Sergeant 
  Karrin Murphy
  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). 
  There is friction between Marion and Karrin, 
  stemming from four things: 1) the relative strict-
  ness with which Karrin was raised as compared 
  with her sister Lisa; 2) Karrin’s dedication 
  to her job and need to live alone; 3) Karrin’s 
  divorcing of hubby #2, Rick Boughton; and 4) 
  Karrin’s need to keep the “weird parts” of her 
  life from her mother. The friction between Lisa 
  and Karrin mostly comes from two things: 1) 
  Karrin’s perception that Lisa gets away with 
  murder and 2) the fact that Lisa is now married 
  to Karrin’s ex-husband Rick.
  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 collec-
  tion 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 
  COLLIN MURPHY
  High Concept: 
  Black Cat Investigator
  Other Aspects: 
  Father of Karrin Murphy
  Skills
  Alertness: Good (+3)
  Contacts: Fair (+2)
  Discipline: Fair (+2)
  Empathy: Fair (+2)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Fair (+2)
  Investigation: Good (+3)
  Lore: Good (+3)
  Presence: Fair (+2)
  Most other skills default to Mediocre, 
  with a few at Average. 
  Stunts
  Weird Informants (Contacts): +2 with 
  Contacts when looking into “weird” 
  cases.
  Occultist (Lore): +2 to Lore checks to 
  determine physical weaknesses of 
  supernatural bad guys.
  Corner of my Eye (Alertness): When 
  successfully rolling Alertness passively 
  to pick up on details, gain an addi-
  tional 2 shifts.
  Scene of the Crime (Investigation): At a 
  crime scene, gains +1 to Investigation 
  roll and arrives at findings one step 
  faster than usual on the time table.
  Stress
  Mental oo  Physical ooo  Social ooo
  Notes
  As expected, a capable cop: Good initia-
  tive, Good shot with a gun (Weapon:2 or 
  so). You might notice his stats are a lot 
  like Detective Malone above. We know 
  only a little, so It seemed right to use a 
  slightly upgraded SI cop to represent Mr. 
  Murphy.
  Total Refresh Cost: –2 (Pure Mortal)
  Murph is 
  probably my 
  best friend in 
  the world.
  Murph has 
  always 
  appeared as 
  an avenging 
  angel to my 
  Sight. Though 
  she’s gotten 
  psychically 
  bruised and 
  battered over 
  the years, she 
  still keeps 
  fighting.
  Tiny, but 
  FIERCE! 
  Karrin had 
  to sneak out 
  of the house 
  to go to her 
  own prom!
  
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  Who's Who (Karrin murphy)
  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 lieu-
  tenant 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. She’s been 
  beaten severely and poisoned by a giant magical 
  scorpion; she’s shot and killed a loup-garou 
  with bullets made out of a pair of silver earrings 
  inherited from Aunt Edna; she’s come under 
  at least two—possibly more—Internal Affairs 
  investigations; she was put into a brief coma by 
  a malevolent spell; she’s trained her SI compan-
  ions in self-defense; she’s earned a reputation of 
  not being particularly cooperative with other 
  cops outside of SI; and she’s taken down super-
  natural nasties without wizardly help. She’s also 
  been busted down to Detective Sergeant (losing 
  command of SI, alas)—though she’s still the one 
  her fellow officers listen to in the field. 
  During the Dead Beat case, Mavra black-
  mailed Harry with photos of Murphy partici-
  pating in the assault on Mavra’s lair, shooting 
  Renfields. It’s doubtful that IA would accept 
  the explanation that the people Murphy was 
  shooting in the pictures were mind-warped 
  thralls of a vampire. But this had nothing to do 
  with her demotion. While working on an active 
  case, she disappeared for a few days to partici-
  pate in the rescue of Molly Carpenter from 
  Arctis Tor. She called in every chip she had, 
  just to keep her job. She was successful in this, 
  but Murphy will almost certainly never hold 
  command status again—indeed, she may never 
  get another promotion.
  Most of this foofarah can be laid at the feet 
  of Harry Dresden. When Murphy became head 
  of SI, she started hiring Harry to consult on 
  weird cases. Murphy keeps hiring Harry, some-
  times even “off the books” out of her own pocket, 
  because his cases have a 90% likelihood of reso-
  lution. Early on, she had a more combative rela-
  tionship with Harry, even arresting him a few 
  times. Then, during the Summer Knight case, 
  he finally clued her in to the world’s supernature.
  Since then, they’ve worked as partners more 
  than at cross-purposes. Murphy’s even figured 
  out how to apply her limited knowledge of 
  magic and the supernatural to her policework. 
  She understands the wizards’ hexing effect on 
  technology and can prepare the proper weap-
  onry for the proper critter.
  She’s also shown skill at playing the 
  supernatural politics game, such as when 
  she faced down Tiny at McAnally’s during 
  the Small Favor case—she convinced 
  Tiny that attacking Harry while under her 
  protection would be a declaration of war on the 
  mortal authorities of Chicago, earning Tiny’s 
  grudging respect in the process. On one hand 
  that’s no small feat, but on the other perhaps 
  navigating the environment in the Chicago PD 
  has prepared her well for faerie politics. 
  There’s a 
  lot of infor-
  mation here 
  that CAN’T 
  make it out 
  to the public, 
  Billy— 
  especially 
  the blackmail 
  stuff. 
  
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  Who's Who (Karrin murphy)
  MURPH
  High Concept: 
  Special Investigations Lead Detective
  Trouble: Unbelieving Bureaucracy
  Other Aspects: Don’t Judge Me by My Size; 
  Avenging Angel; Aikido Master; Champion 
  Marksman; I Don’t Know if I Trust Dresden, 
  But He Gets Results
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Burglary: Average (+1)
  Contacts: Average (+1)
  Conviction: Fair (+2)
  Discipline: Fair (+2)
  Driving: Fair (+2)
  Endurance: Good (+3)
  Fists: Good (+3)
  Guns: Great (+4)
  Intimidation: Average (+1)
  Investigation: Great (+4)
  Presence: Average (+1)
  Lore: Fair (+2)
  Scholarship: Average (+1)
  Stealth: Fair (+2)
  Weapons: Average (+1)
  Stunts
  Hard Boiled (Discipline): +2 to Discipline rolls 
  defending against mental attacks and maneu-
  vers by criminals and suspects.
  Martial Artist (Fists): Murph can make assess-
  ments and declarations related to fighting 
  styles and fighting culture using her Fists skill 
  at +1. 
  Redirected Force (Fists): on a successful 
  defense roll using Fists against close-combat 
  attacks, Murphy may sacrifice her next action 
  to treat the defense as a successful maneuver, 
  placing a temporary aspect such as Thrown to 
  the Ground on her attacker.
  Extensive Training (Fists): Murphy may use her 
  Fists skill instead of Weapons to wield a variety 
  of close combat weaponry: short clubs, staves, 
  katana/bokken, and the like.
  Pin the Tail (Investigation): +2 to Investigation 
  rolls when trying to keep track of a target 
  during Surveillance. When Shadowing someone 
  using Stealth, she may use Investigation to 
  complement her Stealth skill.
  Scene of the Crime (Investigation): At a crime 
  scene, +1 to Investigation rolls. She arrives at 
  findings one time step faster than usual.
  Stress
  Mental ooo  Physical oooo  Social ooo
  Notes
  This stat block may not do her justice, but it does 
  show Karrin Murphy as a very capable cop with 
  a good balance of stunts and refresh potential. 
  Despite her extensive martial arts training, she 
  knows it’s a good idea to bring a gun (or some-
  thing more potent!) to a fight with a perp, whether 
  supernatural or mundane. Depending on your 
  notion of who Murphy is—and where she is in her 
  career—she may be missing a few other stunts. 
  Then again, maybe having a pile of fate points on 
  hand is why she’s so damned helpful for Harry 
  whenever she shows up in a case.
  Total Refresh Cost: –4 (Pure Mortal)
  So, Karrin Murphy has the dubious distinc-
  tion of having a presence in nearly every one of 
  Harry’s major casefiles. As such, she very likely 
  has experienced the same advances he has 
  throughout the course of the same events. We 
  chose to stat her as she was in the Storm Front 
  case, to provide a good example for players 
  looking to make strong, competent mortal 
  characters. Something closer to “present day” 
  Murphy would have five or six more points of 
  refresh and ten more skill points, making her 
  quite formidable.
  She also might have added any of the 
  following aspects at various points after this:
  • 
  I Trust Harry Dresden
  • 
  My Sister Makes Me crazy
  • 
  My Ex Makes Me Crazy
  • 
  I’ve Had Monsters In My Head 
  (possibly an extreme consequence)
  • 
  Busted to Det. Sergeant
  • 
  Partner: Rawlins
  • 
  Kincaid Gave Me This Gun
  More Well-Known Character Syndrome
  the stat block 
  represents murph during 
  the StOrm FrONt 
  casefile. like Harry’s 
  stats, they improve 
  as time goes on.
  
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  Who's Who (marion murphy)
  Despite their regard for one another, there is 
  no romance in the cards between her and Harry, 
  for a number of reasons: he couldn’t keep it 
  casual; Murph keeps relationships separate from 
  her job after Rick; she has significant profes-
  sional drive and ambition which conflicts with 
  her desire for a family and someone to grow 
  old with; Harry would outlive her significantly, 
  which also plays havoc with her desire for a 
  family and someone to grow old with; her failed 
  marriage to Rick wounded her more deeply than 
  she likes to admit; and it’s just never been “the 
  right time” for them to get together. Murph has 
  mentioned, however, that although she likes 
  Luccio on a personal level, Luccio is all wrong 
  for Harry.
  Still, 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. She pointed out when 
  Harry’s anger—exacerbated by Lasciel—was 
  getting the better of him. She also trusts him; 
  at his request, she called in a bomb threat to 
  O’Hare airport during the Death Masks case 
  to stop the Denarians. She entered Winter itself 
  and assaulted Arctis Tor with him to help save 
  Molly Carpenter, at the cost of her career. She 
  agreed not to call in the authorities when she 
  and Harry took out Lord Raith’s bodyguards; 
  Lara Raith now owes her a favor—a two-edged 
  sword indeed.
  Some of the big issues that Murphy has had 
  to deal with in recent years include: her need to 
  make her reports believable to those not clued-
  in; the death of her first ex-husband to cancer; 
  the re-marriage of her second husband to her 
  sister; her loss of rank and command of SI, plus 
  a psych eval, in the aftermath of Arctis Tor; the 
  attack of the loup-garou and her shooting and 
  killing of Agent Phil Denton; at least two IA 
  investigations; being magically tortured by the 
  Nightmare (Leonid Kravos); finding out about 
  the supernatural underbelly of the world; being 
  mentally/sexually whammied by Lord Raith; a 
  new relationship with the mystical mercenary 
  Kincaid after a dry-spell of several years; being 
  partnered with Rawlins, a cop who was friends 
  with her father; and her fear of growing old 
  alone.
  Murphy puts the good of others before 
  herself. She has said, unequivocally, that she will 
  bring in SI and the mortal authorities if inno-
  cent 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.
  Marion Murphy
  As the widow of Collin and mother to Karrin, 
  Lisa, and an unknown number of Murphy boys, 
  Marion Murphy is one of the matriarchs of the 
  Murphy clan. There is some friction between 
  her and her eldest daughter, mostly coming from 
  Karrin’s divorce from her second husband (Rick 
  Boughton), who Marion liked. Of course, Rick 
  is again her son-in-law, by virtue of marrying her 
  other daughter Lisa. 
  Somewhat taller than Karrin, Marion is 
  plumper and more matronly, her dark blond 
  hair threaded with grey, her blue eyes revealing 
  a flash of stubborn steel. Karrin believes that 
  Marion doesn’t approve of her daughter living 
  alone or being a cop; however, Marion knows 
  that Karrin is involved with creepy things (much 
  as her husband was) and gives her a hard time so 
  that Karrin can feel good about having a secret.
  Chicago PD: Special 
  Investigations Unit
  (See What Goes Bump, page 68.)
    Ron Carmichael (deceased)
    Micky Malone (retired)
    Karrin Murphy
    Rawlins
    John Stallings 
    O’Toole, Varetti, & Farrel (NE)
  (See also Chicago Cops, page 152.) 
  A player might 
  consider playing 
  one of murphy’s 
  brothers—
  might be an 
  interesting 
  character, 
  if his sister 
  clues him in to 
  what’s going 
  on with Special 
  Investigations!
  The Murphy Clan
   Lisa(Murphy)Boughton
   RickBoughton
   CollinMurphy(deceased)
   KarrinMurphy
   MarionMurphy
   GregoryTaggart(NE)(deceased)
   UnknownnumberofKarrinand
  Lisa’sbrothers
   Largenumberofaunts,uncles,
  cousins,andin-laws
  Well, I 
  assume that 
  Mrs. Murphy 
  knows how 
  many sons 
  she has. It’s 
  just that I 
  can’t keep 
  track of 
  them all.
  
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  Who's Who (Don Paolo Ortega)
  Nicodemus
  Last name “Archleone”. See page 102.
  “Obsidian Statue”
  Picture an androgynous, naked, bald statue 
  made of obsidian, with green glowing eyes over 
  human blue ones. This is the Denarian Obsidian 
  Statue (mortal and angelic names unknown).
  Part of Tessa’s faction, Obsidian Statue 
  restrained Harry Dresden at Shedd Aquarium 
  during the Small Favor case, until Kincaid 
  blew its head off.
  After becoming headless, Obsidian Statue 
  bled black sludge (much like hot asphalt) 
  and hammered at the concrete floor for some 
  minutes before falling over inert.
  Don Paolo Ortega
  Doctor Don Paolo Ortega, 
  Duke Don Paolo Ortega
  Doctor Paolo Ortega of the University of 
  Brazil at Rio de Janeiro has a worldwide repu-
  tation 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 audi-
  ence laughed, of course.
  They shouldn’t have—Ortega was a 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 (page 17), 
  spoke of Ortega’s abilities with respect. 
  Don Ortega was born in a savage time (at 
  least 600 years ago) as a grandee of Spain. He 
  was equally adept at using brutality or civility—
  whatever would be the best way to kill his target. 
  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 were too strong to hide. Ortega 
  was a member of a high-level faction of the Red 
  Court who want the Vampire War ended…
  mostly because they feel it started prematurely.
  Harry Dresden first met Ortega briefly 
  during the Grave Peril case at the 
  masquerade thrown in honor of the elevation of 
  Bianca St. Claire to the rank of Margravaine in 
  the Red Court. During the events of Summer 
  Knight, Ortega communicated with Senior 
  Council member Aleron LaFortier regarding 
  Harry’s involvement in the Vampire War. In 
  Death Masks, Ortega came to Chicago to kill 
  Harry in single combat: a duel of champions to 
  end the Vampire War, mediated by the Archive. 
  Ortega claimed to have a modicum of respect 
  for Harry’s abilities, so much so that he was 
  prepared to cheat in their duel (twice over). 
  First, he threatened Harry with the fact that 
  his vassals at Casaverde would hunt down and 
  kill Harry and his friends—Susan Rodriguez, 
  Karrin Murphy, Mac, Nick Christian, the 
  Carpenters, the Alphas, and Ebenezar McCoy—
  if Harry won the duel, contrary to their formal 
  agreement per the Unseelie Accords. Second, 
  he pulled a gun (hidden under his ectoplasmic 
  flesh-mask) when he began losing the duel. 
  This—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.
  OBSIDIAN STATUE
  High Concept: Denarian Thug
  Skills and Powers
  We don’t know much about this guy (gal? 
  object?); assume he presents a Superb 
  or better physical challenge. His social, 
  mental, and magical prowess is unknown. 
  Likely has Supernatural Toughness.
  Total Refresh Cost: Mid teens? High 
  twenties? Who knows?
  Methinks someone was compensating for something, with all those fancy titles in front of his name.
  I don’t know 
  whether 
  Ortega’s 
  cheating says 
  more about 
  his nature as 
  a ruthless 
  assassin for 
  the Red 
  Court or 
  his supposed 
  respect for 
  my abilities.
  
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  Who's Who (Don Paolo Ortega)
  Red Court Vampires
  (See What Goes Bump, page 87.)
    Kelly Hamilton (deceased)
    Kyle Hamilton (deceased)
    Duchess Arianna Ortega (NE)
    Duke Doctor Don Paolo Ortega 
  (deceased)
    Bianca St. Claire (deceased)
  (See also the Fellowship of St. Giles, page 89.)
  I’ve been thinking about the duel in 
  terms of system. It’s pretty much a pure 
  contest of Discipline vs. Discipline, and 
  Ortega’s is set one step above yours. 
  He had the upper hand, and that’s 
  how things started. But then he said 
  something that gave you a context 
  for invoking some of your aspects, and 
  you had fate points to spend at that 
  point in the story. Ortega didn’t. 
  Looks like 
  you’re really 
  starting to 
  clear the field 
  here, boss. 
  PAOLO ORTEGA
  High Concept: Duke of the Red 
  Court
  Other Aspects: a Liar and a Cheat; 
  Warrior; Arrogant
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Good (+3)
  Deceit: Superb (+5)
  Discipline: Great (+4)
  Fists: Great (+4)
  Endurance: Great (+4)
  Guns: Good (+3)
  Intimidation: Great (+4)
  Might: Good (+3)
  Presence: Great (+4)
  Rapport: Good (+3)
  Scholarship: Fair (+2)
  Stealth: Good (+3)
  Weapons: Good (+3)
  other social skills tend to be no worse 
  than Fair; others tend toward Average.
  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.
  Stress
  Mental oooo  Social oooo  
  Physical oooo(oooo), Armor:2
  Hunger oooo
  Notes
  Broadly competent in many fields, 
  and specifically deadly as a personal 
  combatant (always acts first, Great 
  attack rolls with Weapon:4 clawed 
  hands). Here, we’ve presented him as a 
  cut above a baseline Red Court Vampire, 
  but that might be lowballing it. He might 
  also have a few “mortal” stunts to repre-
  sent his political and financial power.
  Total Refresh Cost: –14
  
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  Who's Who (Peabody)
  Parker
  The leader of the lycanthrope biker gang known 
  as “the Streetwolves,” Parker was a large snaggle-
  toothed man with long, greying, greasy hair. 
  Thanks to a false lead from Agent Roj Harris 
  of the FBI Hexenwolves, Harry Dresden was 
  looking into Parker’s gang as a probable cause 
  of the “Lobo Killings.” Harry inadvertently 
  challenged Parker’s long-time but weakening 
  dominance over the other Streetwolves in this 
  confrontation, and then it was on.
  He was eventually killed and eaten by Agents 
  Denton and Benn when his usefulness to their 
  plans had been exhausted.
  For Parker, just borrow the Lycanthrope stats 
  on page 94.
  Peabody
  The secretary of the White Council, Peabody 
  is a prim-looking wizard—some compare him 
  to a “dried-up spider”—with a reedy voice; he is 
  rarely seen without a quill in his hand. He main-
  tains the minutes of various conclaves and other 
  important Council records, like the Registry of 
  Wizards. While not a member of the Senior 
  Council, he is often in the company—and confi-
  dence—of the Merlin. He was in attendance at 
  the conclave in the Summer Knight case as 
  well as the warlock hearing for Molly Carpenter 
  during the Proven Guilty case.
  The only other notable thing about Peabody 
  is that he compiled the book Die Lied der 
  Erlking early in the last century. Considered a 
  work of nearly pure speculation, it collected the 
  notes of a dozen crusty old wizards. Interestingly, 
  the third poem within is a viable summoning, 
  suitable for grabbing the attention of the Erlking 
  himself. Fewer than 1000 copies were printed, 
  and Cowl and Kumori claimed during the Dead 
  Beat case that they had accounted for all but 
  two of them: those belonging to Grevane and 
  to Harry Dresden. Harry’s copy was stolen by 
  Li Xian and Corpsetaker later, and that copy—
  along with Grevane’s—is assumed to have been 
  destroyed in the aftermath of the collapse of the 
  Chicago Darkhallow.
  PEABODY
  High Concept: White Council Secretary 
  Other Aspects: Prim and Proper; 
  Record Pack-Rat; That’s Highly Irregular…
  Skills
  Alertness: Good (+3)
  Athletics: Average (+1)
  Conviction: Good (+3)
  Contacts: Good (+3)
  Deceit: Good (+3)
  Discipline: Great (+4)
  Empathy: Fair (+2)
  Endurance: Average (+1)
  Investigation: Fair (+2)
  Lore: Superb (+5)
  Presence: Fair (+2)
  Rapport: Average (+1)
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–6]
  Specializations
  Evocation: Elements (Air, Earth, Spirit); 
  Power (Air +1, Earth +1, Spirit +1);  
  Control (Air +2, Earth +1, Spirit +1)
  Thaumaturgy: Control (Divination +2, 
  Summoning +2, Psychomancy +1),  
  Complexity (Summoning +1, Psychomancy +1)
  Focus Items
  Staff (+1 defensive control for air) – This is spec-
  ulation (surprise, surprise)... 
  Stress
  Mental oooo  Physical oo  Social ooo
  Notes
  Peabody’s abilities are speculative here, but as 
  a records-keeper it would make sense that he’d 
  put his Lore above his other arcane skills and 
  dabble more on the thaumaturgy side of things.
  Total Refresh Cost: –13 
  The Streetwolves
  (See What Goes Bump, page 94.)
    Parker (deceased)
    Lana (NE)
    Flatnose (NE)
  I can’t believe a meticulous twerp 
  like Peabody got his German 
  wrong. I’ll have to razz him about 
  that next time I run into him.
  
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  206
  Who's Who (Clark Pell)
  Clark Pell
  A regular supporter of SplatterCon!!!, Clark 
  Pell is the owner of Pell’s Theater, which is 
  conveniently located next to the downtown 
  Chicago hotel that hosts the horror convention. 
  Convention attendees can watch select horror 
  movies on the big screen at his theater.
  He’s a sour-looking cuss, a fighter and a 
  survivor, seemingly made out of shoe leather 
  and gristle. When Harry Dresden looked at 
  him with the Sight, he saw that under that shoe 
  leather and gristle was more shoe leather and 
  gristle…and iron. Therefore, it was suprising 
  when, during the Proven Guilty case, he 
  was attacked—and psychically mauled—in 
  one of the hotel bathrooms by a phobophage, 
  a creature that feeds on fear. It later came out 
  that the phobophage had appeared to him as 
  Hammerhands, the monster in the only movie 
  that ever scared him.
  Simon Pietrovich
  Simon Pietrovich was a Russian Senior Council 
  member of the White Council of wizards. He 
  was the Council’s expert on vampires. This 
  explains why he—and his heavily defended 
  tower fortress in Archangel, full of wizards and 
  apprentices—was the first target in the current 
  Vampire War. It is suspected that the compound 
  was taken by treachery.
  Interestingly, Pietrovich was the mentor to 
  Justin DuMorne, who was the first mentor of 
  Harry Dresden.
  We don’t know a lot about Pietrovich. If you 
  really need stats for him, choose a stat block for 
  one of the other Senior Council members, then 
  add Mentor of Justin DuMorne, high Lore, 
  and a Vampirologist stunt. 
  Rachel 
  (AKA “Paula”)
  An employee of Bianca St. Claire, Rachel worked 
  at the (old) Velvet Room. She was a young, 
  well-groomed woman with short straight hair. 
  Unfortunately, in the course of events recorded 
  in the Storm Front casefile, she was uninten-
  tionally sucked dry by Bianca after a tête-à-tête 
  with Harry Dresden that left Bianca weakened. 
  Rachel’s death sparked a deep enmity between 
  vampiress and wizard, leading to the proximate 
  cause of—or, if you prefer, the convenient excuse 
  for—the current Vampire War.
  CLARk PELL
  High Concept: Theater owner
  Other Aspects: Iron Will; Horror Fan
  Skills
  Alertness: Fair (+2)
  Contacts: Fair (+2)
  Discipline: Good (+3)
  Lore: Average (+1)
  Rapport: Fair (+2)
  Resources: Fair (+2)
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Unshakeable (Discipline): Pell’s aspects are 
  only worth a +1 when tagged by an attacker 
  inflicting social or mental stress.
  Stress
  Mental oo  Physical oo  Social oo
  Notes
  In the Proven Guilty case, Pell was a colorful 
  victim. In your game, he might be an interesting 
  contact for someone—or his theater might be a 
  base of operations.
  Total Refresh Cost: +1 (Pure Mortal)
  RACHEL
  High Concept: Red Court Prey
  Other Aspects: Addicted
  Skills and Powers
  Not much else to Rachel/Paula. Apply the 
  above aspects to a more specific stat block 
  and you’re good to go.
  Total Refresh Cost:?
  Harry, this person seems to be referred 
  to as “Paula” in the SF casefile, and 
  alternately “Paula” and “rachel” 
  in the gP casefile. What gives?
  “Paula” was her stage-name 
  at the Velvet Room; that’s 
  how I was introduced to her at 
  first, so that’s what I wrote. 
  Later, I found out that her 
  real name was “Rachel.”
  Plus, with everything that was 
  going on, Billy-boy, you’re 
  lucky those notes are typed 
  and not scrawled in crayon.
  Morgan said 
  something 
  about losing 
  someone that 
  he cared 
  about at 
  Pietrovich’s 
  tower in 
  Archangel, 
  but I don’t 
  know who 
  that could’ve 
  been.
  
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  Who's Who (lara raith)
  Her ghost was bound to Bianca’s mansion 
  and, during the Grave Peril case, stopped 
  Bianca from killing Harry. Rachel’s ghost may 
  have helped the other ghosts kill Bianca at the 
  climax of that case.
  inari Raith
  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 combina-
  tion 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”)
  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 descrip-
  tion 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 impotency during the events of 
  INARI
  High Concept: White Court Virgin
  Trouble: Unaware of My Heritage
  Other Aspects: In Love with Bobby 
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Deceit: Fair (+2)
  Discipline: Fair (+2)
  Fists: Fair (+2)
  Endurance: Good (+3)
  Intimidation: Fair (+2)
  Presence: Fair (+2)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  Most other skills default to Mediocre, with a few at 
  Average.
  Powers
  Emotional Vampire [–1]
  Human Guise [–0]
  Incite Emotion (Lasting Emotion, Lust) [–2]
  Stress
  Mental oo  Physical oooo  
  Social ooo  Hunger ooo
  Notes
  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—consider this to happen as a 
  compel on Unaware of My Heritage.  This is Inari as 
  a White Court virgin; once she consummates her rela-
  tionship with Bobby, take away the vampire powers.
  Total Refresh Cost: –3
  Huh. I never 
  realized 
  that Lara 
  was a grown 
  woman when 
  my mother 
  hooked up 
  with Lord 
  Raith. 
  Weird.
  
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  Who's Who (lara raith)
  LARA RAITH
  High Concept: 
  Secret Queen of the White Court
  Other Aspects: Dominating Daddy Dearest; 
  Dresden Will Be My Slave; Dead Sexy; 
  Thomas Is My Brother, Justine Is My Hostage; 
  Catspaws Make Good Politics; Assets Are 
  Expendable
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Contacts: Good (+3)
  Conviction: Good (+3)
  Deceit: Superb (+5)
  Discipline: Great (+4)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Great (+4)
  Investigation: Fair (+2)
  Lore: Good (+3)
  Presence: Great (+4)
  Rapport: Superb (+5)
  Resources: Superb (+5)
  Stealth: Great (+4)
  Weapons: Great (+4)
  Lara Raith has few skills below Fair.
  Stress
  Mental oooo  Physical oooo (oo), Armor:1  
  Social oooo  Hunger oooo
  Total Refresh Cost: –14
  Stunts
  Personal Magnetism (Presence): When rolling 
  Presence to establish a “passive” reaction to 
  her, Lara makes the roll at +2.
  Sex Appeal (Rapport): She receives a +2 to the 
  roll on any seduction attempts she makes with 
  Rapport, provided that the target is someone 
  who could be receptive to her advances.
  Subtle Menace (Intimidation): When the context 
  of power is absent, or Lara’s victim is actually in 
  a superior position, her victim does not get any 
  advantage bonus.
  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.
  Notes
  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 Epic initia-
  tive, defending with Superb Athletics, using her 
  Inhuman Strength to boost damage by 2. 
  By giving her the 
  Sex Appeal stunt, 
  I’m saying that lara 
  sometimes goes for 
  the more subtle, 
  “legitimate” way 
  of inciting lust in 
  a victim. thrill of 
  the hunt? A way 
  to draw someone in 
  without using an 
  overt (detectable) 
  supernatural power 
  on them? Could be. 
  
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  Who's Who (lord raith)
  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. 
  Married briefly, she acquired the last name 
  of “Romany” which she uses as a stage name 
  when she acts in kinky pornographic films for 
  Silverlight Studios (part of House Raith’s hold-
  ings). 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 acquain-
  tanceship—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 were-
  gild 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.
  I want to see one of her films!
  No. Just… no.
  Lord Raith
  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, expe-
  rienced, 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.
  Starting in the 16th or 17th Century, Raith 
  has painted pictures of the women who bear 
  his children. The first portrait in his gallery 
  (located at Chateau Raith in Chicago) is Emilia 
  Alexandria Salazar. 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 
  House Raith of the White 
  Court of Vampires
  (See What Goes Bump, page 91.)
    Lucius Glau (jann)
    Justine (human)
    Inari Raith (human, now)
    Lara Raith
    Lord Raith
    Madeline Raith
    Madrigal Raith (deceased)
    Thomas Raith 
    Lord Raith’s other daughters (NE)
    Lord Raith’s other sons (deceased) (NE)
  Wow, would you 
  look at Lara! So 
  this is why you 
  keep me cooped 
  up in the lab, 
  Harry. Do people 
  really end up 
  naked around 
  you as much as 
  these pictures 
  show? I'm missing 
  out!
  No...well, 
  kind of...I 
  guess when 
  your half-
  brother is a 
  White Court 
  vampire and 
  your mother 
  is an honest-
  to-goodness 
  faerie... 
  things are 
  bound to get 
  complicated. 
  My life 
  is really 
  messed up. 
  Thanks for 
  pointing 
  that out so 
  graphically, 
  Billy!
  I asked the 
  artists to 
  illustrate 
  scenes and 
  characters 
  from the 
  casefiles that 
  seemed the 
  most vivid 
  and, well, 
  this seemed 
  to fit that 
  requirement.
  You’re really playing with fire here, Billy. 
  The political ramifications of this information 
  getting out are big. We need to talk about this.
  
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  Who's Who (lord raith)
  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 (page 76). 
  LORD RAITH
  High Concept: King of the White Court
  Trouble: Cursed to be Impotent
  Other Aspects: Dominated by Lara Raith; 
  Stunningly Handsome; Father of Thomas and 
  Lara Raith; Ruthless S.o.B.
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Contacts: Good (+3)
  Conviction: Good (+3)
  Deceit: Superb (+5)
  Discipline: Superb (+5)
  Endurance: Great (+4)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Great (+4)
  Investigation: Fair (+2)
  Lore: Good (+3)
  Presence: Superb (+5)
  Rapport: Great (+4)
  Resources: Superb (+5)
  Stealth: Good (+3)
  Weapons: Great (+4)
  Lord Raith has few skills below Fair.
  Stunts
  Personal Magnetism (Presence): When rolling 
  Presence to establish a “passive” reaction to him, 
  Lord Raith makes the roll at +2.
  Stress
  Mental oooo  Physical oooo  
  Social oooo,  extra mild consequence  Hunger oooo
  Total Refresh Cost: –17
  Powers
  Emotional Vampire [–1]
  Human Guise [–0]
  Incite Emotion (Lust; Lasting Emotion, Potent 
  Emotion, At Range) [–4]
  Feeding Dependency [+1] affecting the following 
  powers:
  Supernatural Strength [–4]
  Supernatural Speed [–4]
  Supernatural Recovery [–4]
  The Catch [+0] is True Love.
  Notes
  Raith has a lot of power, but using it is a big problem. 
  Cursed to be Impotent always gets compelled 
  if he needs to Feed (it’s essentially an extreme 
  consequence), so he can’t ever recover from 
  Hunger consequences. In a practical sense, this 
  means that he is unwilling to use more than 4 to 
  6 refresh points’ worth of his dependent powers 
  (Supernatural Strength, Speed, Recovery) in any 
  given scene, because any higher means he faces a 
  particularly difficult Discipline roll to avoid taking 
  Hunger stress. This tends to mean that he doesn’t 
  push his strength or speed as far as he could, limiting 
  himself to Inhuman levels at best, and making sure 
  he can exercise his Supernatural Recovery if he 
  needs to.
  This stat block reflects Raith as he is under Lara’s 
  thumb; think hard before you tag his King of the 
  White Court aspect, and compel Dominated by 
  Lara Raith frequently to penalize his Presence.
  If killing 
  Raith wouldn’t 
  destabilize the 
  White Court 
  entirely, I’d 
  make a real 
  go at it.
  Billy, why is Lord 
  Raith missing his 
  "antimagick shield" 
  and having HWWB 
  as a sponsor?
  this is after he was 
  “tamed” by lara. 
  I'm not sure he still 
  has those on his 
  sheet. If need be, 
  treat the former 
  like madrigal's "ward 
  cloth" Item of Power.
  
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  Who's Who (madrigal raith)
  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.
  Madeline Raith
  A White Court vampire, Madeline is the 
  fraternal twin of Madrigal Raith and a cousin of 
  Lara, Thomas, and Inari Raith. We haven’t seen 
  much of her “onscreen” in Harry’s casefiles.
  What we do know: she once picked up a rose 
  that was a gift between lovers, and it poisoned 
  her so badly that she was in bed for a week. She 
  indulges her twin Madrigal’s tantrums. She 
  holds no particular animosity towards Thomas, 
  not caring much either way when he was cut off 
  from the rest of House Raith. She was present 
  during the White Court conclave at the Deeps 
  during the White Night case and irritated 
  Lara by Feeding—or just “chewing”—on one of 
  the human thralls that lined the red carpet path 
  to the cavern. She escaped the destruction of 
  the Deeps through the aid of the allies of Harry 
  Dresden.
  Madrigal Raith 
  (AKA “Darby Crane,” 
  “The Passenger”)
  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 addi-
  tion 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 unre-
  lated woman named Jessica simply because 
  MADELINE RAITH
  High Concept: White Court Vampire
  Other Aspects: Indulgent and Indulged; 
  Twin Sister of Madrigal Raith
  Notes
  Add the above aspects to the White Court 
  stats in on page 89.
  Vampires. 
  Sucking.  Jokes 
  beg to be 
  made here. 
  They positively 
  pine for your 
  attention. And 
  yet... silence. 
  Harry, I’m 
  disappointed.
  I leave the 
  leering from 
  the sidelines 
  to you, Bob.
  However 
  you slice it, 
  madrigal sucked 
  all right.
  See? William 
  knows how 
  to take care of 
  business. You 
  should hire him 
  for real, Boss.
  
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  Who's Who (thomas raith)
  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.
  Destroying an 
  Item of Power
  An item of power is usually unbreakable, 
  but Carlos’ Warden Sword sliced through 
  and destroyed Madrigal’s ward cloths. In a 
  long term system sense, the item is essen-
  tially permanent all the same—the cloths 
  can be replaced unless the player chooses to 
  trade in the item of power for something else. 
  As an alternative, the ward cloths might be 
  an enchanted item created by another spell-
  caster, counting against his or her allotment. 
  The mechanical implementation there would 
  be different (probably manifesting as a persis-
  tent Armor value against magic), but the end 
  effect in the cavern fight would be largely 
  the same.
  Thomas Raith
  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 hand-
  some 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 that he is also the 
  half-brother of Harry Dresden, through their 
  mother Margaret LeFay Dresden. 
  MADRIGAL RAITH
  High Concept: White Court Vampire
  Other Aspects: Twin Brother of Madeline Raith;  I Must 
  Have Justine; Darby Crane; Greedy; Fear and Lust
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Fair (+2)
  Deceit: Great (+4)
  Discipline: Fair (+2)
  Endurance: Good (+3)
  Fists: Good (+3)
  Guns: Good (+3)
  Intimidation: Great (+4)
  Presence: Good (+3)
  Rapport: Fair (+2)
  Resources: Good (+3)
  Stealth: Fair (+2)
  Weapons: Great (+4)
  other skills default to Mediocre or Average.
  Stunts
  Lunge (Weapons): Madrigal gains a +2 to attacks made when 
  he begins his turn in a different zone than his target. He 
  may only use this stunt once per exchange, and it doesn’t 
  cover thrown weapons.
  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 them-
  selves can be destroyed by physical and anti-magic attacks.
  Stress
  Mental ooo  Physical oooo  
  Social oooo  Hunger ooo
  Notes
  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 
  Fantastic initiative, defends with Great Athletics, and knows 
  his way around a spear (Weapon:2 in most cases, boosted to 
  Weapon:4 by his Inhuman Strength).
  Total Refresh Cost: –12
  Madrigal was 
  about as sharp as a 
  sackful of wet mice.
  Billy, ix-nay on the alf-brother-hay 
   bit in the next draft, okay?
  
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  Who's Who (thomas raith)
  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 actu-
  ally 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-to-
  day 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. Although he sees her as more than 
  food, he Fed exclusively from her for nearly 5 
  years, much longer than White Court vampires 
  generally keep a companion. This repeated, 
  long-term co-mingling of their energies led to 
  a psychic bond between them which permitted 
  Thomas to Feed with a simple caress; this bond 
  might also have been instrumental in allowing 
  Thomas to pull away after the “last moment” 
  during Feeding without killing them both. 
  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 inex-
  pertly crocheted scarf she made that Thomas 
  wears during the Small Favor case). Justine’s 
  relationship with Thomas was also a point 
  
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  Who's Who (thomas raith)
  of contention between him and two other 
  vampires: Bianca St. Claire and Madrigal Raith 
  both wanted Justine for themselves, and they 
  hated Thomas for having her. 
  Thomas first met his half-brother Harry 
  during the Grave Peril case, where he was 
  serving as the White Court’s emissary to Bianca’s 
  elevation in the Red Court. Interestingly, Lea—
  another attendee of the party and Harry’s faerie 
  godmother—kissed Thomas and burned him…
  implying she was in love with someone (atypical 
  for a faerie) or that someone was in love with 
  her. 
  His “gift” from Bianca was a thinly-veiled 
  threat: the deed to a condo in Hawaii and one 
  plane ticket, hinting that he should just leave 
  Justine and go. He actually sold out Harry, 
  Michael Carpenter, and Susan Rodriguez during 
  the battle, but later joined up with them in order 
  to recover Justine; he also returned the stolen 
  Amoracchius to Michael. His sexy vampire 
  powers distracted the Nightmare in the body of 
  Lydia, allowing Harry to exorcise it.
  In the Death Masks case, he served as the 
  second of Duke Ortega in his duel with Harry—
  another calculated insult from Lord Raith. 
  However, Thomas had his own plan: revenge 
  against the Red Court. As soon as Ortega 
  started cheating, Thomas began attacking 
  Ortega’s entourage, while Martin—a sniper and 
  member of the Fellowship of St. Giles—began 
  picking them off. 
  Thomas persuaded Harry to take on the 
  Blood Rites case, calling in his marker for the 
  favors he’d done Harry. In the course of trying to 
  protect Arturo Genosa and the women around 
  him, Harry discovered the truth of his mother’s 
  death and that he and Thomas are half-brothers. 
  He also learned that he and Thomas are the two 
  parts of a binary enchantment caused by their 
  mother’s death curse that stops Lord Raith from 
  gaining energy from Feeding. 
  Harry 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. After beggaring himself 
  to pay off Harry’s debt to the mystical merce-
  nary Kincaid, Thomas moved in with Harry.
  THOMAS
  High Concept: Fallen Prince of the 
  Raith Family
  Trouble: True Love in My Family’s 
  Hands
  Other Aspects: Loyal to my Brother; 
  Lara, My Sister, My Foe; Toe-Moss; 
  Justine Is My True Love; I Must Fight 
  My Demon
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Deceit: Superb (+5)
  Discipline: Good (+3)
  Driving: Average (+1)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Guns: Great (+4)
  Intimidation: Average (+1)
  Investigation: Great (+4)
  Presence: Average (+1)
  Lore: Average (+1)
  Resources: Superb (+5)
  Stealth: Average (+1)
  Weapons: Great (+4)
  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]
  The Catch [+0] is True Love.
  Stress
  Mental ooo  Physical oooo  
  Social ooo  Hunger oooo
  Notes
   
  If he’s armed, attacks are usually at 
  Great; Thomas tends to favor swords 
  (Weapon:2, 4 with his Strength) and 
  kukri knives (Weapon:1, 3 with his 
  strength), though he’ll also bring firearms 
  whenever the need arises. His initiative 
  is Fantastic when he’s using Speed, and 
  he dodges most attacks at Great. He can 
  incite lust in targets using Deceit; the 
  target defends with Discipline.
  Total Refresh Cost: –8
  Thomas is cool 
  beyond cool—
  but he’s still a 
  mind-bending 
  vampire. And 
  he could be one 
  of the strongest 
  of the White 
  Court, second 
  only to his sister 
  Lara, if he didn’t 
  constantly keep 
  his demon 
  underfed and 
  under control. 
  Take off those 
  kid gloves and 
  he’d be even 
  more frightening.
  Mouse seems 
  to like 
  Thomas, so 
  long as he 
  isn’t doing 
  any creepy 
  vampire 
  stuff.
  Is Lea Thomas’ faerie godmother, too?
  He 
  pronounces 
  “laboratory” 
  with five 
  freaking 
  syllables, 
  because he 
  knows I hate 
  that. Jerk.
  
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  Who's Who (Warden Carlos ramirez)
  The White Council can never know that 
  Harry and Thomas are friends (much less half-
  brothers!), for they would be suspicious of the 
  relationship. 
  During the Dead Beat case, Thomas 
  struggled with finding a normal job, with little 
  luck. He helped keep a protective eye on Waldo 
  Butters and got Lara to give Harry some infor-
  mation during the massive blackout that hit 
  Chicago leading up to the Darkhallow. During 
  the Darkhallow itself, however, he went MIA—
  only later did Thomas reveal to Harry that he 
  had actually been forced to join the Wild Hunt 
  (page 40).
  During the events of the Proven Guilty 
  case, Thomas was gone all day and night; he 
  seemed abrupt and distant, but surprisingly well-
  fed. Later, it was discovered that he had been 
  working nights as a security guard and taking 
  cosmetology courses during the day. Thomas 
  eventually moved out of Harry’s apartment (and 
  even paid his back rent!), got his own place in 
  the Gold Coast region, and opened a mysterious 
  business. He also managed to help save Harry 
  and Rawlins from Madrigal Raith, and helped 
  Harry, Murphy, and Charity Carpenter rescue 
  Molly Carpenter from Arctis Tor.
  In the course of the White Night case, 
  Harry discovered that Thomas was a suspect in a 
  series of strange serial abductions and killings of 
  women with magical talent. Thomas was actually 
  stalking and rescuing the targets, taking them to 
  a safe house, because he was aware of the culling 
  plan of the Skavis, though he had been enjoined 
  from telling Harry anything about it. He served 
  as part of Harry’s back-up for the assault on the 
  Deeps and helped rescue many from the uber-
  ghoul attacks and the collapse of the cavern. 
  Given this heroism in defending the White 
  King, Thomas is currently back in the White 
  Court’s good graces. Also, Harry discov-
  ered what Thomas’ mysterious business is: 
  the Coiffure Cup, a beauty salon/cafe, where 
  Thomas is camping it up as “Toe-moss,” a gay 
  French hairdresser. (The intimacy and trust 
  of washing, cutting, and styling hair permits 
  Thomas to Feed by “sipping,” as well.) 
  As a favor to one of his employees (a girl 
  named Sarah), Thomas accompanied her to the 
  Evernight LARP held in Woodfield Mall on 
  the night of his birthday, inadvertently placing 
  him in the middle of the “It’s My Birthday, 
  Too!” case.
  During the Small Favor case, Thomas 
  not only served as a decoy for Harry (using a 
  clay figurine that Harry enchanted to make 
  the bearer resemble him), but also put his boat 
  Water Beetle in Harry’s service.
  Warden 
  Carlos Ramirez
  The unofficial poster boy for the younger gener-
  ation 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.
  Carlos was present for Harry’s display at the 
  White Council Conclave during the Summer 
  Knight case (he was the older apprentice 
  who covered his mouth with his hand to avoid 
  laughing at something Harry did). 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 overconfi-
  dence—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 dino-
  saur 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. 
  Get this: 
  a straight 
  vampire 
  playing a 
  gay human 
  hairdresser 
  playing a 
  straight 
  vampire. 
  It was 
  INDEED 
  high comedy.
  Billy, I will 
  have you 
  know I am the 
  very model 
  of modesty 
  and decorum 
  in a wizard.
  HA!
  
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  Who's Who (Warden Carlos ramirez)
  CARLOS
  High Concept: Hot-Shot Warden 
  Other Aspects: I Am Not Food; Virginal Ladies’ 
  Man; That’s Going to Hurt Later; We Can 
  Take ’Em; I Make This Ego Look Good
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Great (+4)
  Discipline: Great (+4)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Guns: Fair (+2)
  Intimidation: Fair (+2)
  Lore: Good (+3)
  Rapport: Fair (+2)
  Stealth: Fair (+2)
  Weapons: Fair (+2)
  Most other skills default to Average or Mediocre. 
  Stunts
  No Pain, No Gain (Endurance): Ramirez may take 
  one additional mild physical consequence.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  The Sight [–1]
  Soulgaze [–0]
  Wizard’s Constitution [–0]
  Refinement [–1]
  Total Refresh Cost: –9
  Specializations
  Evocation: Elements (Earth, Force, Water ); Control 
  (Water +1), Power (Water +1)
  Thaumaturgy: Complexity (Entropomancy +1)
  Rote Spells
  Entropy Field: Ramirez must have his gauntlet in 
  order to cast this rote. Attacks that pass through 
  the field face Armor:3 in the form of disruption 
  and disintegration or can serve as a Fantastic (+6) 
  block. Ramirez sometimes devotes one or two 
  of his basic six shifts to persistence—reduce the 
  block or armor value accordingly when he does.
  Focus Items
  Staff (+1 offensive Power, +1 offensive Control +1 
  for water)
  Gauntlet (+1 Defensive Power, +1 Defensive 
  Control for water)
  Enchanted Items
  Warden Sword: Cuts through anything (it counts 
  as a Weapon:3 sword at minimum in all circum-
  stances); 3 times/session acts as either a 
  Fantastic (+6) counterspell or a Weapon:6 item; 
  uses two slots. 
  Stress
  Mental oooo  Social oo
  Physical oooo, +1 additional mild consequence  
  Notes
  Carlos is a capable spellcaster, using the flexibility 
  of water magic to produce chaotic, unpredictable 
  effects. In his element of specialty, he can throw out 
  4–6 shifts of effect strength with ease.
  ‘Los got game, for 
  such a young punk. But, 
  honestly, I think if he 
  chased after Molly, 
  she’d just destroy him 
  (in a romantic sense). 
  Ah, to be young and 
  stupid again. (Not.)
  “Again”? That makes it sound 
  like you stopped being stupid 
  somewhere along the line.
  
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  Who's Who (linda randall)
  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 char-
  acter. 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 instruc-
  tors at the Warden training camps set up by 
  Captain Luccio. However, Carlos has admon-
  ished 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.”
  Linda Randall
  Linda Randall was in her late twenties but 
  looked much younger; she was pretty, with beau-
  tiful eyes the color of rain clouds, Cupid’s-bow 
  lips, long shapely legs, and medium-brown hair 
  that she kept in a tight braid, except for bangs 
  which were tousled over her forehead. Her voice 
  was velvety, with a delicious laugh, and double-
  entendres were always on her lips. Her flirting 
  and sex-appeal, more than her appearance, is 
  what made her incredibly sexy. She may have 
  had a police record for narcotics and solicitation.
  She was a close friend/roommate/lover of 
  Jennifer Stanton, whom she met while they 
  both worked at the Velvet Room—a high-
  end bordello run by Bianca St. Claire. She had 
  slept with Tommy Tomm, Jennifer’s paramour 
  (sometimes alone, sometimes with Jennifer) and 
  claimed he was great in bed. She left the Velvet 
  Room—mostly because she felt Bianca was 
  “a prissy bitch”—to work for Greg and Helen 
  Beckitt, as a chauffer and “servant who’d do more 
  than windows” (wink-wink).
  That’s how she became involved with the 
  ritual sex cult of Victor Sells and the production 
  of the magical drug known as ThreeEye. Linda, 
  Sells, his wife Monica, Jennifer Stanton, and the 
  Beckitts would all have sex to generate energy 
  that Sells could use to create his drug. It was all 
  good (for certain values of “good”) until Linda 
  got greedy.
  She cut a deal with photographer Donny 
  Wise to take blackmail photos of their little 
  sex-parties out at the Sells’ lakehouse. This, 
  combined with the deaths of Jennifer Stanton 
  and Tommy Tomm (for other but related 
  reasons), led Victor Sells to use his “heart-
  explodey” spell on Linda, right before she had a 
  chance to spill what she knew to Harry Dresden 
  during the Storm Front case.
  LINDA RANDALL
  High Concept: ThreeEye Cultist
  Other Aspects: Bisexual; Secretly Insecure; 
  Jennifer Stanton and Tommy Tomm Are My 
  Friends
  Skills
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Average (+1)
  Deceit: Good (+3)
  Endurance: Fair (+2)
  Lore: Average (+1)
  Presence: Fair (+2)
  Rapport: Great (+4)
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Sex Appeal (Rapport): Randall receives a +2 
  to any seduction attempts she makes with 
  Rapport, provided that the target is someone 
  who could be receptive to her advances.
  Stress
  Mental oo  Physical ooo  Social ooo 
  Total Refresh Cost: +1 (Pure Mortal)
  
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  Who's Who (Detective Sergeant rawlins)
  Detective 
  Sergeant Rawlins
  Detective Sergeant Rawlins has been up and 
  down the promotion track at the Chicago PD 
  several times, being busted down from Detective 
  to Sergeant because of his “attitude problem” 
  (said problem seeming to be that he doesn’t take 
  much crap). He’s a black man in his late 40s, a 
  bit overweight, greying at his temples and in his 
  beard. He has a great sense of humor.
  When he was a young cop, he heard screams 
  coming from down an alley and ran to investi-
  gate. There he saw a woman being strangled by 
  something that still—nearly 30 years later—
  gives him nightmares. Collin Murphy showed 
  up and killed it with a shotgun loaded with 
  rock salt. Since that time, Rawlins was a friend 
  to Collin and watched his daughter, Karrin 
  Murphy, grow up to be a cop herself. Rawlins 
  admires and respects Murph as “a cast-iron 
  bitch,” but he knows that her attitude about 
  Special Investigations makes her less than 
  popular with other cops.
  During the Proven Guilty case, he aided 
  Harry Dresden and Murphy in trying to track 
  down the phobophages attacking SplatterCon!!!, 
  even going so far as carrying a wardflame candle 
  that Harry made. He was abducted with 
  Harry by Madrigal Raith and Lucius Glau, 
  and suffered several injuries. After Murphy got 
  busted down to Detective Sergeant, Rawlins 
  became her new partner.
  The Reaper
  See page 43.
  Doctor Reese
  Until his untimely murder at the hands of Dana 
  Watson during the “Welcome to the Jungle” case, 
  Doctor Reese was head of the gorilla program 
  of the Regenstein Center at the Lincoln Park 
  Zoo. He was especially close to Moe and was 
  ably assisted in his work by Willamena “Will” 
  Rogers. When Harry Dresden convinced Reese 
  that he didn’t believe that Moe was a murderer 
  and thus didn’t need to be destroyed, Reese 
  offered Harry a beer.
  Though Reese looked like a pint-sized, wacky 
  old grampa with white scraggly hair, he was a 
  firebrand when trying to protect his primate 
  charges. 
  His office looked more like a college profes-
  sor’s than a scientist’s lab: messy, overstuffed, and 
  homey. Notably, he had a small fridge stocked 
  with bottles of beer and a glass-paneled wall 
  leading to a small ape enclosure. 
  Reese was killed while protecting Moe from a 
  Hecatean Hag. He fought her tooth and nail—
  and a strand of hair caught by one of his nails 
  allowed Harry to track the Hag and eventually 
  end her murderous streak.
  The old guy tried to fight off a 
  Hag all by his lonesome, rather 
  than let her get to Moe! 
  Cool though he was, he doesn’t really 
  warrant his own stat block.
  RAWLINS
  High Concept: Special Investigations officer
  Other Aspects: Murphy’s Partner; Busted from 
  Detective—Twice; A Fine Line Between Cynicism and 
  Courage; More Agile Than He Looks; Nightmares
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Discipline: Fair (+2)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Good (+3)
  Investigation: Great (+4)
  Lore: Average (+1)
  Rapport: Good (+3)
  Presence: Fair (+2)
  Most other skills default to Mediocre, with a few at 
  Average.
  Stunts
  Weird Informants (Contacts): +2 with Contacts when 
  looking into “weird” cases.
  No Pain, No Gain (Endurance): Rawlins may take one 
  additional mild physical consequences.
  Killer Blow (Fists): Rawlins can add 3 to the damage 
  of a Fists attack on a successful hit, once per scene, 
  for a fate point. This stacks with any other damage-
  increasing stunts for Fists.
  Stress
  Mental ooo  Social ooo 
  Physical ooo, +1 additional mild consequence
  Total Refresh Cost: –1 (Pure Mortal)
  I’ve given him a good 40 
  skill points, implicitly 
  and explicitly. I figure 
  you’ve got to be 
  broadly competent if 
  you’re going to survive 
  as murphy’s partner.
  Rawlins is a 
  good guy to 
  have with you. 
  He respects 
  the spooky.
  
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  Who's Who (Susan rodriguez)
  Ronald Reuel, the 
  Summer Knight
  Ronald Reuel was a well-regarded visionary 
  American artist with frizzy white hair, living in 
  the Bucktown neighborhood. He was also the 
  Summer Knight, a mortal associated with the 
  Summer Court of Faerie. 
  As the Summer Knight, Reuel was entrusted 
  with great power and the ability to use it in 
  matters not directly pertaining to the fae. He 
  took several Winter Court changelings under his 
  wing (see “The Changelings of Summer Knight” on 
  page 99, for more details). 
  During the Summer Knight case, Lloyd 
  Slate killed Reuel on the orders of Aurora; 
  Reuel’s mantle of power was stolen and hidden.
  Susan Rodriguez
  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 
  RONALD REUEL
  High Concept: Summer Knight
  Trouble: Protective of the Weak
  Other Aspects: Artist
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Fair (+2)
  Discipline: Great (+4)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Intimidation: Good (+3)
  Performance: Good (+3)
  Rapport: Fair (+2)
  Weapons: Great (+4)
  Most other skills default to Mediocre, 
  with a few at Average.
  Stunts
  Art Historian (Performance): 
  Reuel gains a +1 whenever using 
  Performance as a knowledge or 
  perception skill to research or study a 
  work of art. He gains an additional +1 
  when considering paintings.
  Powers
  Seelie Magic [–4]
  Marked by Power [–1]
  Item of Power (Sword of Summer’s 
  Flame) [+2]: Creatures affiliated 
  with the Winter Court are especially 
  vulnerable to this blade when wielded 
  by the Summer Knight. Grants the 
  following abilities when wielded by 
  the Summer Knight:
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Inhuman Toughness [–2]
  The Catch [+1] is trappings of Winter.
  Stress
  Mental ooo  Social oooo  
  Physical oooo(oo), Armor:1
  Notes
  Reuel swings his sword (at least 
  Weapon:2) with magical strength 
  (increasing the weapon value by 2) and 
  Great skill. He’s able to act swiftly, and 
  can throw around some Summer-fueled 
  magic besides.
  Total Refresh Cost: –11
  totally 
  speculative, 
  but a fun 
  exercise.
  
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  Who's Who (Willamena “Will” rogers)
  It’s been years, but 
  I wonder if she still 
  works at the LPZ?
  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 (page 89), 
  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.
  Willamena 
  “Will” Rogers
  Cute as a button, smart, capable, with a rapid 
  mode of speech and a kind of “deer in the head-
  lights” look behind her glasses, Will worked tire-
  lessly with Doctor Reese on the gorilla program 
  of the Regenstein Center at the Lincoln Park 
  Zoo. Many have said she did most of the heavy 
  lifting around the Ape House. She worked 
  extensively with Moe and served as Reese’s right 
  hand woman. 
  Though naturally timid, she is calm and brave 
  when confronting injured or angry animals 
  (especially primates). She loves them, under-
  stands them, cares for them. 
  During the “Welcome to the Jungle” case, 
  she met Harry Dresden and was introduced to 
  the supernatural side of the street. She worked 
  with Harry in trying to clear Moe of the murder 
  of Maurice Sandbourne—as well as the later 
  murder of Reese. In this effort, she ran afoul 
  of big cats under a binding spell, a Black Dog, 
  and Dana Watson—a Hecatean Hag! She was 
  saved from dying at the Hag’s clawed hands 
  through the intervention of Moe, who ripped 
  the monster limb from limb. 
  uh, Harry, 
  there was a 
  whole bit in 
  the casefile 
  about when 
  you were 
  trapped in your 
  apartment 
  behind magical 
  defenses? 
  When you tied 
  her up with a 
  unicorn’s mane 
  rope, and then 
  the two of 
  you had kinky 
  bondage sex? 
  I, uh, left 
  that out.
  Merci beau 
  coups, Billy.
  I have tried, 
  I REALLY 
  tried, to find 
  a cure for 
  her. And 
  I’ve failed.
  WILL
  High Concept: Primatologist
  Other Aspects: You Will Not Harm This 
  Animal
  Skills
  Alertness: Fair (+2)
  Conviction: Fair (+2)
  Empathy: Average (+1)
  Endurance: Fair (+2)
  Investigation: Fair (+2)
  Rapport: Fair (+2)
  Scholarship: Great (+4)
  Stealth: Fair (+2)
  Survival: Good (+3)
  Most other skills default to Mediocre, with 
  a few at Average.
  Stunts
  Scientist (Scholarship): Rogers gains 
  a +1 to all Scholarship rolls dealing with 
  biology, and an additional +1 when 
  dealing with primates.
  Animal Handler (Survival): Rogers gains 
  a +1 to Survival rolls made for animal 
  handling, and an additional +1 when 
  dealing with primates. 
  Stress
  Mental ooo  Physical ooo  Social oo
  Notes
  She’s not much in a fight, but if you need a 
  good contact at the zoo, she’s one of the 
  best.
  Total Refresh Cost: +0 (Pure Mortal)
  
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  Who's Who (Willamena “Will” rogers)
  SUSAN
  High Concept: Red Court Infectee
  Other Aspects: Fellowship of St. Giles; 
  Former Lover of Harry Dresden; Former 
  Paranormal Reporter
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Deceit: Fair (+2)
  Discipline: Good (+3)
  Empathy: Good (+3)
  Endurance: Fair (+2)
  Fists: Good (+3)
  Guns: Fair (+2)
  Investigation: Great (+4)
  Lore: Fair (+2)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  Most other skills default to Mediocre, with a 
  few at Average.
  Stunts
  Ear to the Ground (Contacts): Difficulty of 
  any Getting the Tip-off roll is reduced by 2.
  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]
  Stress
  Mental ooo  Physical ooo  Social oo  
  Hunger oooo(oo)
  Notes
  In a fight, Susan can take physical punishment 
  others couldn’t, thanks to a quick recovery 
  afterwards, and can swing her bare fists with 
  Weapon:2 force, crushing bone and knocking 
  doors off their hinges. Susan has to be careful 
  about using her Inhuman abilities too much; 
  if she uses the full spread, her Feeding failure 
  check is made against Great difficulty (4 
  shifts). The tattoos help, but a run of bad luck 
  could leave her ravenous. This sheet shows a 
  character who’s seen some advancement in 
  skill points. Given all that Susan has seen and 
  been through, that’s about right.
  Total Refresh Cost: –8
  Susan has always 
  had a tendency 
  to show up on my 
  doorstep when I’m 
  least expecting her. I 
  wonder if—and when—
  she’ll show up again?
  
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  Who's Who (rosanna)
  Rosanna
  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 beau-
  tiful 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.
  You know, a couple of years 
  ago, I’d have totally fallen for 
  Rosanna’s “maiden of sorrow” 
  routine. HOWEVER. Since we 
  know that Nickelheads go by their 
  mortal name—rather than the name 
  of their Fallen—if they’re in the 
  driver’s seat (so to speak), Rosanna 
  CANNOT be all that pathetic.
  And I caught onto this, in person, 
  with her beaming full-force 
  sextastic rays at Sanya, Michael, 
  and me. The two Knights seemed 
  taken in by it, but not me.
  I think I’ve grown.
  Harry! Straight line alert! You can’t do this to me!
  ROSANNA
  High Concept: Denarian Sorceress
  Other Aspects: Sex Appeal; Mentor; Façade of 
  Weakness
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Conviction: Good (+3)
  Deceit: Great (+4)
  Discipline: Good (+3)
  Endurance: Good (+3)
  Fists: Great (+4)
  Intimidation: Great (+4)
  Lore: Good (+3)
  Presence: Great (+4)
  Rapport: Good (+3)
  Weapons: Fair (+2)
  Unlisted skills usually default to Fair or Average.
  Stunts
  Sex Appeal (Rapport): She receives a +2 to the 
  roll on any seduction attempts she makes with 
  Rapport, provided that the target is someone 
  who could be receptive to her advances.
  Powers
  Evocation [–3]
  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.
  Refinement [–3]
  Specializations
  Evocation: Elements (Fire, Spirit); Control (Fire +2, 
  Spirit +1), Power (Fire +2, Spirit +1)
  Stress
  Mental oooo  Social oooo
  Physical oooo (oo), Armor:2  
  Notes
  As with all Denarians, her coin is NoT represented 
  as an item of power, since it can only be sepa-
  rated from her on death or by her willing choice. 
  In combat, her fists strike as Weapon:4 with an 
  attack at Great, initiative is usually won automati-
  cally, and she dodges routinely at Superb, Epic 
  when sprinting. She can also throw out 2–3 shift 
  evocations with little effort.
  Total Refresh Cost: –17
  
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  Who's Who (Sanya)
  Detective Rudolph
  A young, good looking, clean-cut rookie, 
  Rudolph got stuck in SI after sleeping with the 
  wrong councilman’s daughter. He never trusted 
  Harry Dresden, calling him a showboat and a 
  fake. At first he was loyal to SI and its leader, 
  Karrin Murphy. However, after the loup-garou 
  attack—detailed in the Fool Moon case—his 
  industrial strength denial started to kick in, and 
  he began to turn on his co-workers. 
  During the Death Masks case, Rudolph 
  overheard Murphy discussing some of the 
  victims with Waldo Butters; in particular, he 
  overheard that the same weapons killed all 
  of them, and he ran to Homicide to spill his 
  guts. By the end of the case, he transferred into 
  Internal Affairs.
  Maurice 
  Sandbourne
  The son-in-law of a Chicago alderman, 
  Maurice Sandbourne was a security guard at 
  the Lincoln Park Zoo. His murder outside of 
  the Regenstein Center (the Ape House) kicked 
  off the “Welcome to the Jungle” case. Initially, 
  the prime suspect was Moe—a gorilla!—but 
  Harry Dresden soon determined that the actual 
  murderer was Dana Watson, a Hecatean Hag. 
  Sandbourne witnessed Watson attempting to 
  gather Moe’s blood for an Ascension Ritual, so 
  she killed him.
  Sandbourne was a competition pistol 
  marksman. He was able to empty the clip of 
  his sidearm into the Hag—alas, to no effect—
  before she took him out.
  Sanya
  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.
  Rudy’s a jerk.
  You keep saying that about people.
  Well, I’ve met a 
  lot of jerks.
  Just use the stats for Special 
  Investigations Officer for rudy. 
  And give him the aspect “Jerk.”
  MAURICE SANDBOURNE
  High Concept: Security Guard
  Other Aspects: Competition Pistol Marksman
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Fists: Fair (+2)
  Guns: Great (+4)
  Intimidation: Average (+1)
  Investigation: Fair (+2)
   
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Blaze Away (Guns): Maurice can use any firearm 
  to make a spray attack, even one not normally 
  capable of doing so.
  Stress
  Mental oo  Physical ooo  Social oo
  Total Refresh Cost: +1 (Pure Mortal)
  
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  Who's Who (the Scarecrow)
  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.
  The Scarecrow
  See page 43.
  Klaus Schneider 
  “The Toymaker”
  White Council wizard Klaus Schneider is a 
  small, fat, round-cheeked, frizzy-haired older 
  gentleman. The Merlin nominated him to take 
  the empty seat left on the Senior Council by the 
  death of Simon Pietrovich in the opening stages 
  of the Vampire War. He speaks Latin with a 
  German accent. He is known as a highly-skilled 
  enchanter (though not a Warden, he was one 
  of the Council members who banded together 
  to kill Kemmler) and possesses an impeccable 
  reputation for honesty. He declined the open 
  seat in favor of Ebenezar McCoy.
  Monica Sells
  Monica Sells hired Harry Dresden to find her 
  missing husband “George” (in actuality, Victor 
  Sells) and set in motion some of the events 
  of the Storm Front case. A good-looking, 
  athletic woman in her mid-30s, she gave off a 
  well-put-together, wholesome vibe. She’s the 
  mother of two children, Jenny and Billy Sells. 
  She collects cartoon cows.
  Although initially eager for Harry to find 
  her husband, she strangely and suddenly tried 
  to call off the investigation part-way through. 
  Also, she seemed to know more about magic 
  SANYA
  High Concept: Knight of the Cross
  Other Aspects: Agnostic; Do The Right 
  Thing; A Man of Many Contradictions; 
  Former Host of Magog; Rosanna 
  Broke My Heart And Their Hold; 
  Esperacchius, Sword of Hope
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Conviction: Superb (+5)
  Discipline: Good (+3)
  Endurance: Great (+4)
  Fists: Fair (+2)
  Guns: Good (+3)
  Lore: Good (+3)
  Presence: Fair (+2)
  Weapons: Great (+4)
  Might: Average (+1)
  Most other skills default to Mediocre, with 
  a few at Average.
  Stunts
  Way of the AK (Guns): Sanya gains a +1 to 
  attacks made with guns of Russian or 
  former Soviet manufacture.
  Powers
  Bless This House [–1]
  Guide My Hand [–1]
  Holy Touch [–1]
  Righteousness [–2]
  Sword of the Cross [–3]
  Stress
  Mental oooo, +1 mild consequence  
  Physical oooo, Armor:2  Social oooo
  Notes
  Esperacchius is a long, heavy saber (at 
  least Weapon:2), which Sanya wields 
  with Great ability. Aside from that simple 
  deadly fact, as a Sword of the Cross it 
  also allows him to spend a fate point to 
  ignore a target’s supernatural defenses 
  (satisfying the Catch) for the scene. 
  Sanya’s initiative is Fair, and his defensive 
  options start at Good (Athletics) or Great 
  (Weapons). When fully suited up, he favors 
  modern tactical armor (Kevlar and the like) 
  providing Armor:2 against many (but not 
  all) things.
  Total Refresh Cost: –9
  Sanya’s 
  sophistry 
  regarding 
  angels is 
  quite…
  interesting, 
  to say the 
  least.
  Sanya is 
  really pulling 
  for Murph 
  to take up 
  Fidelacchius 
  and become 
  a Knight of 
  the Cross. 
  She’s said no, 
  but I think he’s 
  still holding 
  out hope.
  Kings and Knights again. Connection? I think so!
  
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  Who's Who (Victor Sells)
  than she let on. After Harry soulgazed her, he 
  discovered some things—she’d been abused as 
  a child by her wealthy parents in St. Louis, and 
  she had been abused by Victor. She was also the 
  older sister of Jennifer Stanton and had partici-
  pated—alongside Stanton, Greg Beckitt, Helen 
  Beckitt, and Linda Randall—in Victor’s ritual 
  sex cult to raise the energy for the creation of the 
  ThreeEye drug. 
  When Victor killed her sister, she again 
  turned to Harry, hoping he could protect 
  her children from Victor’s increasing cruelty 
  and abuse. Monica, Jenny, and Billy are now 
  protected by the Church’s “Supernatural 
  Witness Protection Program.”
  Victor Sells 
  AKA “The Shadowman”
  The husband of Monica Sells and father of 
  Jenny and Billy, Victor was a man with lean, 
  handsome features. While he’d always had a bad 
  temper, he rarely abused his wife until he lost 
  his job at SilverCo. After that, his burgeoning 
  interest in the darker sorts of magic increased 
  his cruelty and volatility.
  While Victor was seemingly always talented 
  at magic, he never really received mystical 
  training in his youth. After he was fired, the dark 
  paths he followed led him to ritual sex magic, 
  involving his wife, her sister Jennifer Stanton, 
  and Stanton’s lover/roommate Linda Randall at 
  their lakehouse on the shores of Lake Michigan. 
  It was at this point that he met “someone” (see 
  “The Circle,” page 23) who gave him additional 
  magical training and the recipe for the ThreeEye 
  drug. This led Victor to transform his little sex 
  cult into a power generator for the production 
  of ThreeEye. Linda Randall brought in her 
  employers, Greg and Helen Beckitt, as bank-
  rollers for the new drug; they saw it as a way to 
  take on John Marcone, who they held respon-
  sible for the death of their daughter Amanda. 
  The use of dark magic further twisted Victor, 
  causing Monica and Jennifer to fear that he’d 
  begin abusing his children. Jennifer threat-
  ened to go to the cops and Marcone regarding 
  ThreeEye, and Victor killed her using magic. 
  This kicked off the Storm Front case, which 
  brought in Harry Dresden. Harry was following 
  two seemingly different cases that ultimately led 
  back to Victor—he was investigating the deaths 
  MONICA SELLS
  High Concept: Deceived Accomplice
  Other Aspects: Abused as a Child; 
  My Husband the Cult Leader
  Skills
  Alertness: Fair (+2)
  Athletics: Fair (+2)
  Deceit: Fair (+2)
  Discipline: Good (+3)
  Endurance: Fair (+2)
  Lore: Fair (+2)
  Rapport: Fair (+2)
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Honest Lies (Deceit): Gains a +2 to pass off lies 
  when incorporating bits of truth in the lie.
  Stress
  Mental oo  Physical ooo  Social oo
  Total Refresh Cost: +1 (Pure Mortal)
  
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  Who's Who (Victor Sells)
  VICTOR SELLS
  High Concept: ThreeEye Cult Leader
  Other Aspects: obsessed; Abuser; Too Powerful 
  For His own Good; Unknown Sponsor
  Skills
  Athletics: Good (+3)
  Conviction: Great (+4)
  Deceit: Good (+3)
  Discipline: Fair (+2)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Lore: Good (+3)
  Presence: Good (+3)
   
  Most other skills default to Fair or Mediocre.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  Refinement [–2]
  The Sight [–1]
  Lawbreaker (First) [–2]: Enough for a +2
  Lawbreaker (Fourth) [–1]: Enough for a +1
  Specializations
  Evocation: Elements (Fire, Earth, Spirit); Power 
  (Fire +1) 
  Thaumaturgy: Complexity (Summoning +1; 
  Disruption +1; Conjuration +1; Divination +1); 
  Frequency (Crafting +1)
  Stress
  Mental oooo  Physical oooo  Social oooo
  Total Refresh Cost: –12
  Focus Items (1 slot)
  Blasting Rod (+1 offensive Control for Fire)
  Rote Spells
  Killing Flame: A classic evocation: 5 shifts of fire cast 
  with intent to kill (his Lawbreaker bonus is neces-
  sary for this rote, along with his blasting rod).
  Potions (6 slots)
  Combined with Victor’s frequency bonus, this means 
  he can create a dozen active doses of ThreeEye 
  (which provides a 2-shift effect that gives the user 
  access to the Sight (YS174), but without the ability to 
  close it; someone who’s forced to take the drug can 
  roll Discipline to resist). These doses go out into the 
  wild and get consumed quickly, so we figure this is 
  a good handwavey number to represent Victor’s 
  supervillainous aspirations. 
  Notes
  Victor is a good example of how dangerous a 
  whacked-out garden variety Law-breaking sorcerer 
  can be. A few rituals and a callous disregard for his 
  fellow cultmembers made it easy for him to dish out 
  consequences aplenty, which together with storm 
  power fuelled his nasty heart-exploding magic. When 
  the time came for an actual face to face showdown 
  with a wizard, though, he was at best an even match 
  for a short time period—his willingness to cross the 
  line gave him the upper hand at first, but it didn’t last. 
  While Victor could toss fire around, and do it well, he 
  could only really use it for offense; he’s more about 
  the thaumaturgy, especially with conjuring giant 
  scorpions or summoning nasty demons.
  Thinking back, I think 
  Sells was stronger 
  than Kravos, 
  but Kravos was 
  smarter than Sells. 
  The ThreeEye Cult
  (See What Goes Bump, page 63.)
    Greg Beckitt (deceased)
    Helen Beckitt
    Gimpy (AKA “Lawrence”) 
  (deceased)
    Linda Randall (deceased)
    Monica Sells 
    Victor Sells (deceased)
    Jennifer Stanton (deceased)
  Harry, I set up his capabilities 
  based on the report from the 
  casefile – I know you were pretty 
  beat up at the end of it all, 
  so I put him in a category where 
  I figured he’d definitely be able 
  to give you some trouble
  That makes sense… the frustrating 
  thing about Victor is that I don’t 
  actually know how good he was at 
  magic. Either someone trained him 
  very quickly and very well, or 
  he had a very powerful pact with 
  Something going on, which might 
  have been artificially putting him in 
  a higher weight class. Regardless, 
  it’s a good thing that he was 
  inexperienced, or that fight might 
  have gone a lot differently.
  Hmmm… well, I can’t put in 
  a sponsor without knowing 
  what the sponsor might 
  be, but I’ll note it as 
  an aspect, just in case.
  
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  Who's Who (madge Shelly)
  of Jennifer Stanton and her lover Tommy Tomm 
  for Karrin Murphy of Chicago PD’s Special 
  Investigations Unit, and he was also hired by 
  Monica Sells to track down Victor.
  Magically, Victor was about as strong as 
  Harry Dresden (impressive), but he lacked any 
  real training, experience, and savvy (despite 
  whatever the mysterious “someone” taught 
  him); he was essentially a very powerful 
  sorcerer. He was adept at creating scorpion 
  constructs (page 33); a “Shadowman” construct 
  that could see, hear, and speak for him; tapping 
  power (from ritual sex magic and thunder-
  storms); and formulating the ThreeEye potion. 
  He also repeatedly summoned the demon 
  Kalshazzak (page 36). He even had a blasting rod, 
  made from a crooked bone.
  He was eventually killed by his own scorpion 
  constructs and Kalshazzak during a showdown 
  with Harry in the lakehouse.
  “Shaggy Feathers”
  “Shaggy Feathers” (host and Fallen names 
  unknown) was a Denarian who restrained 
  Harry Dresden in Shedd Aquarium during the 
  Small Favor case.
  It massed about 300 pounds, with a shaggy 
  coat of dusty grey feathers and a face sporting 
  fleshy dangling tentacles. When the Archive 
  shielded Harry from Tessa’s bullets, they 
  bounced into Shaggy Feathers—who bled 
  human blood.
  Later, Kincaid exploded Shaggy Feathers’ 
  head. When its coin fell towards Harry’s face, he 
  caught it on the bounce.
  Madge Shelly 
  AKA “Elizabeth Guns”
  The first ex-wife of Arturo Genosa, Madge 
  Shelly was also one of his adult film actresses. 
  Standing about 5’6”, she was pretty, curvy, and 
  had longish dark brown hair. Under the name 
  of “Elizabeth Guns,” she starred in a number of 
  his highly-regarded pornographic movies. After 
  they divorced, the alimony terms Genosa gave 
  her were very generous, allowing her to own a 
  condo on the Gold Coast of Chicago. Extremely 
  practical, she used some of her wealth to invest 
  in Genosa’s new production after he split from 
  Silverlight Studios, and even opened up her 
  condo to hostess a party for cast, crew, and other 
  potential investors.
  However, behind the scenes, she was plotting 
  against her ex-husband, with two other ex-Mrs. 
  Genosas and Lord Raith. The three women had 
  discovered that Genosa was to marry again, 
  bringing an end to their alimony gravy train. 
  And Lord Raith wished to punish Genosa for 
  breaking from the House Raith-controlled 
  Silverlight (as well as for the subject matter 
  and tone of his films, which were counter to the 
  goals of the White Court of vampires). It was a 
  match made in Hell.
  This “Evil Eye Franchise” began lobbing 
  ritual entropy curses—powered by He Who 
  Walks Behind (page 76)—at all of the women 
  surrounding Genosa, in an attempt to kill his 
  unknown paramour. This is when Thomas 
  Raith brought in Harry Dresden, as detailed in 
  the Blood Rites casefile.
  Unknown to most people, Madge was a 
  sorceress—as well as being cruel, calculating, 
  and vengeful. She had no problem killing her 
  associates: she murdered Lucille Delarossa to 
  “SHAGGY FEATHERS”
  High Concept: Denarian Thug
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Discipline: Average (+1)
  Endurance: Great (+4)
  Fists: Great (+4)
  Intimidation: Good (+3)
  Lore: Fair (+2)
  Might: Superb (+5)
  Unlisted skills usually default to Average.
  Powers
  Claws [–1]
  Hulking Size [–2]
  Human Guise [–0]
  Inhuman Speed [–2]
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  The Catch [+2]: Blessed swords, holy water, faith magic, 
  that sort of thing.
  Stress
  Mental oo  Physical oooooo (oooo), Armor:2  Social oo
  Notes
  Shaggy probably had a few other powers not touched on 
  here. Still, the basic package was effective: fast initiative, 
  Weapon:6 attacks (strength & claws), Great rolls on attacks 
  and defense.
  Total Refresh Cost: –11
  That catch I 
  made of the 
  coin, with my 
  left hand, 
  was NOT 
  NORMAL.
  
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  Who's Who (the Skavis)
  help power the entropy curse and used magic 
  to suffocate Trixie Vixen. During the confronta-
  tion in the Deeps, Harry and Thomas disrupted 
  her summoning of He Who Walks Behind; the 
  entity killed her and briefly possessed her corpse.
  The Skavis 
  (AKA “Priscilla”)
  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 dupli-
  cated 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, weak-
  ening 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 influ-
  encing 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.
  Was Madge 
  involved in 
  the ritual 
  entropy 
  curse that 
  Raith used 
  to have 
  my mom 
  killed? She 
  would have 
  been in her 
  late teens 
  or twen-
  ties, then. 
  I think she 
  was already 
  working for 
  Silverlight 
  at that 
  point.
  Billy, can 
  you get on 
  the computer 
  and do some 
  virtual leg-
  work on that 
  timeline?
  The Evil Eye Franchise
   LucilleDelarossa(deceased)
   HeWhoWalksBehind
   LordRaith
   MadgeShelly(deceased)
   TrixieVixen(deceased)
  MADGE SHELLY
  High Concept: 
  Magic-Dabbling Adult Performer
  Other Aspects: Jealous Ex; The others 
  Are My Patsies; Pursuit of Power
  Skills
  Athletics: Fair (+2)
  Conviction: Fair (+2)
  Discipline: Good (+3)
  Endurance: Fair (+2)
  Lore: Good (+3)
  Rapport: Fair (+2)
  Most other skills default to Average or 
  Mediocre, with a few at Fair.
  Powers
  Thaumaturgy [–3]
  Sponsored Magic (Outsider) [–3]
  Lawbreaker (First) [–2]: Enough for a +2
  Lawbreaker (Seventh) [–1]: Enough for 
  a +2
  Specializations
  Thaumaturgy: Complexity 
  (Entropomancy +1)
  Focus Items
  Ritual Dagger (+1 Complexity for 
  Entropomancy)
  Claw Ring (+1 offensive Power for 
  outsider spells)
  Rote Spells
  Orbius: 5 shift suffocation evocation; 
  requires Lawbreaker (First) and Claw 
  Ring bonuses, and therefore an intent 
  to kill; any consequences inflicted will 
  reference suffocation.
  Stress
  Mental ooo  Physical ooo  Social oo
  Notes
  For purposes of effects, treat “outsider” 
  Sponsored Magic as roughly the same as 
  Hellfire. 
  Total Refresh Cost: –9
  House Skavis of the 
  White Court of Vampires
  (See What Goes Bump, page 91.)
    Lord Skavis (NE)
    The Skavis (AKA “Priscilla”) 
  (deceased)
  
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  Who's Who (“Spike”)
  Lloyd Slate
  the Winter Knight
  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 sword, gun, 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 imbal-
  ance between the Faerie Courts. The long-term 
  ramifications of this are still unspooling.
  “Spike”
  Spike belonged to John Marcone for a long time, 
  stretching back to Marcone’s days as a capo in 
  the Vargassi crime family. He was present at the 
  hit on Marcone by Marco Vargassi that led to 
  the shooting of Amanda Beckitt. Tall and broad, 
  he favored an Uzi as his firearm of choice and 
  sported a spiked hairstyle, thus his nickname 
  from Harry Dresden. 
  During the Storm Front case, he torched 
  the Varsity on Marcone’s orders, after Harry 
  had busted it up with magic. During the Fool 
  Moon case, he was killed by one of the FBI 
  Hexenwolves in the New Varsity.
  THE SkAVIS
  High Concept: The Skavis
  Other Aspects: “Priscilla”
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Deceit: Great (+4)
  Discipline: Fair (+2)
  Fists: Good (+3)
  Empathy: Fair (+2)
  Endurance: Good (+3)
  Guns: Fair (+2)
  Intimidation: Fair (+2)
  Lore: Good (+3)
  Presence: Good (+3)
  Rapport: Good (+3)
  Stealth: Fair (+2)
  Weapons: Good (+3)
   
  other skills default to Average or Mediocre.
  Stunts
  Make-Up Artist (Deceit): The Skavis gains 
  +2 to the efficacy of a disguise when 
  held up to casual (Alertness) inspection, 
  and may defend against attempts using 
  Investigation to see through the disguise.
  No Pain, No Gain (Endurance): The Skavis’ 
  dedication to pain yields one additional 
  mild physical consequence.
  Powers
  Ritual (Veils) [–2]
  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.
  Stress
  Mental oo  Social oooo  Hunger ooo
  Physical oooo, +1 mild consequence  
  Notes
  The Skavis was primarily effective as a 
  “deep cover” agent in the ordo Lebes, and 
  had just enough magical oomph to veil 
  himself from Harry when he first dropped 
  by. once he got stuck in a straight-up fight, 
  he went down hard—though it took two 
  lightning strikes, a force blast, a gunshot, a 
  super-strong saber amputation, and mauling 
  by a supernatural dog to do it.
  Total Refresh Cost: –12
  If Vitto & 
  Madrigal hadn’t 
  gotten involved 
  (and gotten me 
  involved), I don’t 
  know how the 
  culling plot 
  would have 
  been cracked.
  And the rest of 
  the Ordo Lebes 
  and Elaine 
  would prob-
  ably be dead.
  Slate is 
  scum, but 
  I couldn’t 
  kill him in 
  cold blood.
  
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  Who's Who (“Spike”)
  SPIkE
  High Concept: Marcone’s Thug
  Other Aspects: Longtime Marcone 
  Employee
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Burglary: Fair (+2)
  Discipline: Average (+1)
  Driving: Fair (+2)
  Endurance: Fair (+2)
  Fists: Good (+3)
  Guns: Great (+4)
  Intimidation: Good (+3)
  Might: Good (+3)
   
  other physical skills probably start at 
  Average. Assume other skills are Mediocre.
  Stunts
  Arson (Burglary): Spike gains a +2 to any 
  Burglary roll used to conceal a deliberate 
  arson from investigators.
  Target-Rich Environment (Guns): Spike 
  gains a +1 to attacks with Guns whenever 
  personally outnumbered in a firefight.
  Stress
  Mental oo  Physical ooo  Social oo
  Notes
   
  Spike is a classic Marcone goon—just 
  talented enough to make real trouble for a 
  PC if Marcone sets him to the task.
  Total Refresh Cost: +0 (Pure Mortal)
  LLOYD SLATE
  High Concept: Winter Knight
  Trouble: Imprisoned by Mab
  Other Aspects: No Mercy; Advance At 
  Any Cost; Heroin Addict; By Right of 
  Conquest; Maeve is my Enemy
  Skills
  Athletics: Fair (+2)
  Contacts: Fair (+2)
  Conviction: Fair (+2)
  Deceit: Good (+3)
  Endurance: Good (+3)
  Fists: Great (+4)
  Guns: Great (+4)
  Intimidation: Great (+4)
  Might: Good (+3)
  Presence: Fair (+2)
  Stealth: Good (+3)
  Weapons: Great (+4)
  Most other skills default to Mediocre, with a 
  few at Average.
  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.
  Stress
  Mental oooo   Social ooo
  Physical oooo(oo), Armor:1
  Notes
  While we never really saw Slate in a fight, 
  we can make some educated guesses about 
  him. Here, he acts on Great initiative, swings 
  a magic sword with Great skill (the blade 
  and Inhuman Strength make it effectively 
  at least Weapon:4), and mounts at least a 
  Good defense. Then there’s the case of any 
  Winter magic he might know, though that is 
  probably somewhat limited (reflected by his 
  lack of Lore)—the Winter Queens don’t give 
  knowledge up easily.
  Total Refresh Cost: –8
  I just realized: I’m horrible at 
  getting people’s real names 
  down, opting instead to give 
  them cutesy nicknames. It’s 
  possible that this is kind of 
  a flaw in a detective… 
  
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  Who's Who (Bianca St. Claire)
  Bianca St. Claire
  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 bat-
  monster 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.
  Bianca would have been the head of the 
  first Red Court this deep into the United 
  States, if Harry and Company hadn’t killed 
  her. There are one or two local Courts in the 
  southwestern border states, and rumors of 
  one each in New York City and Hawaii, but 
  none in the Midwest.
  
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  Who's Who (lieutenant John Stallings)
  Lieutenant 
  John Stallings
  Formerly a Detective Sergeant in Special 
  Investigations under Karrin Murphy, John 
  Stallings gained command of SI—and a promo-
  tion—after Murphy was demoted due to the 
  events of the Proven Guilty case. Friendly with 
  Harry Dresden, he trusts the wizard, though he 
  has some trouble with the weirdness of the cases 
  Harry gets involved in. 
  Stallings has grey hair (balding and badly cut) 
  and mustache; he is usually unshaven, with a ciga-
  rette in his hand. His eyes are dark and intelligent. 
  He pulled the journal of Leonid Kravos out of 
  evidence for Harry during the Grave Peril case. 
  Since becoming head of SI, he’s been involved 
  in less fieldwork; stuck behind a desk, he struggles 
  with the organizational and budgetary difficulties 
  of his unit.
  BIANCA
  High Concept: Margravaine of the Red Court
  Other Aspects: Dead Sexy; Madam; Lover of Rachel; 
  Dresden Is Mine; Mavra, My Mentor
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Good (+3)
  Conviction: Great (+4)
  Deceit: Great (+4)
  Discipline: Great (+4)
  Fists: Good (+3)
  Endurance: Fair (+2)
  Intimidation: Good (+3)
  Presence: Great (+4)
  Rapport: Good (+3)
  Stealth: Good (+3)
   
  Most other skills default to Mediocre, with a several at 
  Average or Fair.
  Powers
  Evocation [–3]
  Thaumaturgy [–3]
  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.
  Stress
  Mental ooo  Physical ooo(oo), Armor:1  
  Social oooo  Hunger oooo
  Notes
   
  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.
  Total Refresh Cost: –18
  JOHN STALLINGS
  High Concept: 
  Head of Special Investigations
  Other Aspects: Nobody Else For The Job 
  But Us
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Fair (+2)
  Investigation: Great (+4)
  Lore: Average (+1)
   
  Most other skills default to Mediocre, with a few 
  at Average.
  Stunts
  Weird Informants (Contacts): +2 with 
  Contacts when looking into “weird” cases.
  Stress
  Mental ooo  Physical ooo  Social ooo
  Notes
  This is just a slightly up-gunned version of the 
  Special Investigations officer on page 69.
  Total Refresh Cost: +1 (Pure Mortal)
  Bianca doesn’t have any Lore rating, 
  but she’s a spellcaster in this version.
  I dithered on that a lot. She was a very quick study, 
  so at the moment her lore is an open question.
  
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  Who's Who (thorned Namshiel)
  Jennifer Stanton
  A former employee of the Velvet Room, Jennifer 
  Stanton was a sweet girl in her twenties with 
  green eyes and chestnut hair cut in a pageboy 
  hairstyle. At a young age, she ran away from 
  her wealthy and abusive parents to become an 
  actress; instead, she became a whore.
  She was the co-worker/roommate/lover 
  of Linda Randall, the lover of Tommy Tomm, 
  the sister of Monica Sells, and part of the 
  ThreeEye cult of Victor Sells. Becoming fright-
  ened of Victor’s increasing volatility and abusive 
  cruelty (especially towards her sister, niece, and 
  nephew), she told Victor that if he wouldn’t 
  leave Monica, she’d go to the police and John 
  Marcone with information about his ThreeEye 
  cult. Victor responded by killing her—and 
  Tommy Tomm—with the “heart-explodey” 
  spell, tapping both the power of ritual sex magic 
  and a thunderstorm. Karrin Murphy brought in 
  Harry Dresden to investigate their deaths in the 
  Storm Front casefile.
  Jennifer is pretty much a vanilla mortal with a 
  couple of aspects (Cultist, Sister of Monica 
  Sells, etc.)
  Lydia Stern
  Lydia Stern is an investigative journalist for the 
  Midwestern Arcane. She took over the 
  position of lead reporter formerly held by Susan 
  Rodriguez. A short, pleasantly plump woman 
  of Asian ancestry, she has curly black hair, thick 
  glasses, a sparkling smile, and a bubbly, breath-
  less voice. She investigates strange events, then 
  demands to know why the appropriate authori-
  ties are ignoring them. She is a formidable 
  investigator and interrogator. She has a decent 
  working association with Harry Dresden, 
  though not nearly as close as the one as he had 
  with Susan.
  If you need stats, use the Occult Journalists 
  stat block on page 72.
  Sue the Zombie 
  Dinosaur
  See page 96.
  Lord Talos 
  (AKA “Grum”)
  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.
  Thorned Namshiel
  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.
  REMINDER: 
  Interview with Lydia 
  on Thursday morning 
  re: Black Dog.
  If I’d paid 
  more atten-
  tion to 
  names, I prob-
  ably could’ve 
  pieced 
  together the 
  Shadowman 
  stuff quicker, 
  with Monica 
  Sells’ maiden 
  name being 
  Stanton and 
  her daughter’s 
  name being 
  Jenny…
  I barely know 
  this guy, but 
  I really, 
  REALLY 
  do not 
  like him.
  
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  Who's Who (thorned Namshiel)
  THORNED NAMSHIEL
  High Concept: Denarian Sorcerer
  Other Aspects: Teacher of Magic; Gaunt and 
  Monstrous to Behold; Host of a Blackened 
  Denarius
  Skills
  Alertness: Good (+3)
  Athletics: Average (+1)
  Conviction: Great (+4)
  Contacts: Good (+3)
  Deceit: Great (+4)
  Discipline: Superb (+5)
  Endurance: Fair (+2)
  Intimidation: Good (+3)
  Lore: Superb (+5)
  Presence: Great (+4)
  Most other skills default to... honestly, I have no idea.
  Powers
  Spell Eater (custom power) [–1]: If Namshiel success-
  fully uses the Counterspell action (YS253) he gains 
  a +2 bonus to the power of his next spell-based 
  attack or maneuver in that scene. This bonus is not 
  cumulative. The spell eaten must have at least two 
  shifts of effect to be substantial enough for the 
  bonus.
  Evocation [–3]
  Thaumaturgy [–3]
  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.
  Specializations
  Evocation: Elements (Air, Fire, Spirit); Control (Air +2, 
  Fire +1, Spirit +1); Power (Air +2, Fire +1, Spirit +1)
  Thaumaturgy: Control (Ectomancy +1); Power 
  (Ectomancy +1, Necromancy +2)
  Stress
  Mental oooo  Physical ooo  Social oooo
  Notes
  A broadly accomplished spellcaster, easily able to 
  throw around 5 or 6 shift effects while barely breaking 
  a sweat.
  Total Refresh Cost: –20 for starters
  LORD TALOS
  High Concept: 
  Lord Marshall of the Summer Court
  Other Aspects: Quiet Confidence; 
  Conspirator with Aurora
  Skills
  Athletics: Good (+3)
  Conviction: Fair (+2)
  Deceit: Fair (+2)
  Endurance: Good (+3)
  Guns (Bow): Great (+4)
  Presence: Good (+3)
  Stealth: Good (+3)
  Weapons: Good (+3)
  Most other skills default to Mediocre.
  Stunts
  Archer (Guns): +1 to ranged attacks using 
  a faerie-crafted bow.
  Way of the Bow (Guns): Talos may use 
  Guns instead of Craftsmanship to build 
  and repair such items, and his skill with 
  them gives him an extra +1 damage on a 
  successful hit.
  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).
  Stress
  Mental ooo  Physical oooo(oo), Armor:1  
  Social oooo
  Notes
  Disarming, friendly, and every bit as tricksy 
  as any other faerie. When you face Lord 
  Talos, will you know you’re facing him?
  Total Refresh Cost: –15
  
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  Who's Who (the tigress)
  Tessa
  See Polonius Lartessa, page 167.
  The Tigress
  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.
  THE TIGRESS
  High Concept: 
  Ghoul Assassin for Hire
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Deceit: Good (+3)
  Endurance: Good (+3)
  Fists: Great (+4)
  Guns: Great (+4)
  Intimidation: Good (+3)
  Investigation: Fair (+2)
  Presence: Fair (+2)
  Stealth: Good (+3)
  Weapons: Fair (+2)
  Most other skills default to Mediocre, with 
  any physical ones defaulting to Fair.
  Stunts
  Make-Up Artist (Deceit): The Tigress 
  may defend against attempts using 
  Investigation to see through her 
  disguises. She also gains a +2 to the 
  efficacy of the disguise when held up to 
  casual (Alertness) inspection.
  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.
  Stress
  Mental oo   Physical oooo  
  Social ooo   Hunger oo
  Notes
  All the ghoul nastiness you’d expect: 
  Weapon:4 attacks with her “bare” hands, 
  Superb defense, Great attack, Epic initia-
  tive. She can quickly get messed up bad in 
  a fight if she’s not expecting, say, a sudden 
  werewolf in the face, but she recovers 
  damned fast.
  Total Refresh Cost: –7
  Before you ask, 
  Harry, no, she 
  did NOt taste 
  like chicken. 
  more like 
  pork that’s 
  gone off.
  You’re 
  starting 
  to sound 
  like you 
  lick crime 
  to death.
  
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  Who's Who (titania)
  Titania
  the Summer Queen
  The Queen of the Summer Court of the Sidhe, 
  Titania has typically refused to choose sides 
  in the Vampire War (which she terms “the 
  disputes of mortal and anthrophage”). During 
  the Summer Knight case, she made Elaine 
  Mallory serve as Summer’s Emissary to find the 
  killer of Ronald Reuel, the Summer Knight, and 
  to see if Winter had been involved. 
  Despite his actions in preserving the cycle 
  of Summer and Winter, Titania hates Harry 
  Dresden for killing the traitor to Summer—the 
  former Summer Lady, her daughter Aurora. She 
  has repeatedly geased the current Summer Lady, 
  Lily, and the current Summer Knight, Fix, from 
  aiding Harry.
  If Shakespeare’s writing is at all accurate, then 
  Titania is also capricious and amorous.
  Tommy Tomm
  The bodyguard of John Marcone, Tommy Tomm 
  was a very fit gangster in his 40s. A big man, 
  he had scarred knuckles, a tattoo of a winged 
  dagger on his right bicep, and a vicious scar from 
  a knife wound on his abdomen. However, under 
  his rough exterior, he was gentle and consid-
  erate. A patron of the Velvet Room of Bianca 
  St. Claire, he was known for being a gentleman 
  and “good to his women”—said women included 
  Jennifer Stanton and Linda Randall. (According 
  to Linda Randall, Tomm was fantastic in bed.)
  During the Storm Front case, he was a 
  casualty of the “heart-explodey” spell that the 
  ThreeEye cult of Victor Sells aimed at Jennifer 
  Stanton, in order to stop her from talking. The 
  fact that it left Marcone vulnerable was a bonus. 
  Summer Fae
  (See What Goes Bump, page 39.)
    Aurora, the Summer Lady (deceased)
    Elder Brother Gruff (“Tiny”)
    Eldest Brother Gruff (“EBG”)
    Fix, the Summer Knight
    Lily, the Summer Lady
    Korrick
    Mother Summer 
    Ronald Reuel, the Summer Knight 
  (deceased)
    Lord Talos (Lord Marshall) 
    Queen Titania 
  TITANIA
  High Concept: The Summer Queen
  Other Aspects: Dresden Slew My Daughter; Winter Is 
  My Eternal Foe
  Skills, Powers, etc.
  Much like Mab, the Winter Queen, it’s pointless to list 
  individual skills and powers. If you need numbers, assume 
  Titania is Superb (at worst), Legendary +1 or +2 at most 
  things, and even better at others. If you go up against her 
  directly in social, martial, or magical conflict, you lose, 
  unless she pulls her punches for some reason. However, 
  like most powerful entities she can be outmaneuvered 
  if you’re very good or very lucky; make sure you see the 
  Faerie Queens entry (page 41) for a list of her specific 
  weaknesses and limitations.
  TOMMY TOMM
  High Concept: Marcone’s Bodyguard
  Other Aspects: A Brawler and a Gentleman
  Skills
  Alertness: Good (+3)
  Athletics: Fair (+2)
  Discipline: Fair (+2)
  Endurance: Good (+3)
  Empathy: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Good (+3)
  Might: Fair (+2)
  Presence: Fair (+2)
  Weapons: Good (+3)
  other physical skills probably start at Average, before 
  considering aspects. Assume other skills are Mediocre.
  Stunts
  Killer Blow (Fists): 1 fate point = +3 to the damage of a 
  Fists attack on a successful hit, once per scene. Stacks.
  The Social Graces (Empathy): When determining initia-
  tive in a social conflict, Tomm gains +2 to Empathy.
  I Got a Job To Do (Discipline): Tomm’s loyalty to Marcone 
  lets him use his Discipline rather than Conviction to 
  determine his mental stress track.
  Target-Rich Environment (Guns): +1 to attacks with Guns 
  whenever personally outnumbered in a firefight.
  Stress
  Mental ooo  Physical oooo  Social ooo
  Notes
  Tommy was versatile in a fight, a solid bodyguard, capable 
  in social situations, and completely unprepared for any 
  supernatural threat.
  Total Refresh Cost: –2 (Pure Mortal)
  
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  Who's Who (toot-toot)
  Toot-toot
  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, typi-
  cally 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.
  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.
  TOOT-TOOT
  High Concept: Pixie Minion
  Other Aspects: Generous of the Za Guard!; 
  Proud, But Loyal to the Za Lord
  Skills and Powers
  Contacts: Good (+3)
  Investigation: Good (+3)
  Stealth: Good (+3)
  Weapons: Fair (+2)
  Diminutive Size [–1]
  Wings [–1]
  Glamours [–2]
  Notes
  As long as Harry keeps Toot and his comrades 
  full of pizza, they’re happy to provide Investiga-
  tion services while Harry is doing other things. 
  Toot-toot is mostly a noncombat contact, so he’s 
  sketched very thinly in terms of stats.
  Hey, now. Toot helped kill Aurora. 
  That’s not “non-combat.”
  true, but in that case the Za guard was, 
  more than anything, a weapon—tipped with 
  cold iron—that you wielded against Aurora. 
  maybe you rolled Contacts for the attack!
  I kinda like that!
  
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  Who's Who (torelli)
  Torelli
  One of Marcone’s sub-lieutenants, Torelli is a big 
  guy in his late 40s with a potbelly. He is, appar-
  ently, part of the drug-dealing end of Marcone’s 
  criminal enterprises. Unfortunately, he’s dumb 
  as a stump.
  An intimidating sort, Torelli’s well-tailored 
  suit doesn’t hide his shoulder rig and sidearm. 
  For a few weeks before the events of the Small 
  Favor case, Torelli had been preparing to 
  move on Marcone. (Marcone had been aware of 
  Torelli’s ambitions for some time and had been 
  using him to draw out other usurpers). 
  Marcone’s sudden disappearance during the 
  Small Favor case provided Torelli with an 
  opportunity for advancement. He threatened 
  Ms. Demeter at Executive Priority Health and 
  was shut down by Harry Dresden and Thomas 
  Raith. Later, under orders to take care of Harry, 
  Bart and Torelli’s goon managed to shoot 
  Murphy instead. 
  “Tree Woman”
  “Tree Woman” (mortal and Fallen names 
  unknown) is a Denarian who participated in 
  the assault on the Archive at Shedd Aquarium 
  during the Small Favor case.
  A wizened little thing, she seems to be a cari-
  cature of a woman, carved from a dried tree root. 
  Her weapon of choice is a rope of liquid shadow 
  that curls like a hungry serpent. Ivy blocked her 
  with little bursts of silver energy.
  When the gas the Denarians were pumping 
  into Shedd finally overcame Ivy, Tree Woman 
  choked Ivy with her rope spell. However, she 
  was not present at the battle on the Island, so 
  presumably her host was killed in the ruckus at 
  the aquarium.
  For stats, use Thorned Namshiel—minus the 
  spell eating—and knock her spellcasting skills 
  down a notch.
  Ulsharavas
  Ulsharavas is an oracle spirit and ally of the 
  loa; she is specifically referred to in Dumont’s 
  Guide to Divinationators with a partic-
  ular summoning spell of the voodoo type 
  (alcohol and tobacco as gifts). She is a fairly 
  gentle guide and isn’t usually malicious; however, 
  she has been harsh in the past. Unfortunately, 
  she cannot put together a body manifestation—
  not even a nebulous cloud of light—and thus 
  requires a homunculus to inhabit. Her appear-
  ance varies by the provided homunculus. 
  Interestingly, Ulsharavas is one of the 
  only spirits we’ve seen that seems to have a 
  moral sense of some sort: she doesn’t work for 
  bokkor (read: sorcerers or those stained with 
  black magic).
  She’s pretty much a plot device. Use her to 
  reveal information to the players; hand-wave 
  any checks. In the Death Masks case, she’s the 
  result of Harry using his Thaumaturgy to make 
  a Contacts roll he couldn’t otherwise make.
  Uriel
  AKA “Jake”
  Uriel is an Archangel, often called “the 
  Watchman.” Quiet, subtle, the least known of 
  the Archangels, he is also the most dangerous of 
  them. It was he who killed the firstborn children 
  of Egypt back in jolly old Moses time. He has 
  been called “Heaven’s spook” or black ops guy. 
  The timing 
  of Torelli’s 
  uprising 
  is awful 
  convenient, 
  don’t you 
  think?
  TORELLI
  High Concept: 
  Marcone’s Unfaithful Lieutenant
  Other Aspects: 
  Ambition Surpassed by Stupidity
  Skills
  Athletics: Average (+1)
  Discipline: Average (+1)
  Endurance: Fair (+2)
  Fists: Fair (+2)
  Guns: Good (+3)
  Intimidation: Good (+3)
  Might: Good (+3)
  Presence: Fair (+2)
  Rapport: Fair (+2)
  Resources: Fair (+2)
  Weapons: Fair (+2)
  other physical skills probably start at 
  Average. Assume other skills are Mediocre.
  Stunts
  Filthy Lucre (Resources): Torelli gains a +2 
  to uses of Resources for illicit purposes.
  Stress
  Mental oo  Physical ooo  Social ooo
  Notes
  Really, his aspects say most of what needs 
  to be known here. He was a speed bump—
  both to Harry and Marcone. He probably 
  has a couple of other stunts, but we haven’t 
  seen him action. (And now we won’t.)
  Total Refresh Cost: +1 (Pure Mortal) 
  I used a 
  dolly to 
  summon 
  Ulsharavas. 
  She was not 
  amused. 
  
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  Who's Who (Anna Valmont)
  (Mab likes him. If that doesn’t cause a shiver 
  along every spine reading this, I don’t know what 
  could.)
  During the Small Favor case, he appeared 
  as “Jake,” a mortal janitor. A little old guy wearing 
  a dark blue coverall and a name tag, with a round 
  belly, short curling silver hair, and beard cropped 
  close to his dark skin, “Jake” talked to Harry 
  Dresden about God, Archangels, and Harry’s 
  current situation.
  Uriel granted Harry access to soulfire 
  (YS292)—and perhaps something extra.
  He also left Harry a copy of The Two 
  Towers with the following line underlined: 
  “The burned hand teaches best.”
  Ursiel
  The most recent host of the Denarian Ursiel 
  was a dying prospector named Rassmussen, 
  who took up the coin in 1849 on his way to 
  California. It’s likely that he killed the Knight 
  of the Cross known as “the Egyptian.” According 
  to certain sources, Ursiel was a mindless thug 
  amongst the Order of the Blackened Denarius. 
  Ursiel appeared as a several hundred pound 
  semi-humanoid grizzly bear with six legs, a 
  pair of ram’s horns curling around the sides of 
  its head, twin rows of slimy serrated teeth, and 
  two pairs of eyes, faint orange and faint green. A 
  luminous tattoo of swirling runes appeared on 
  its forehead.
  When it came to recruit Harry Dresden 
  for the Order of the Blackened Denarius, all 
  three current Knights of the Cross appeared 
  to fight it. The Fist of God, Michael Carpenter, 
  beheaded it.
  Anna Valmont
  One of the Churchmice (page  148), Anna 
  Valmont is an elegantly pretty woman of average 
  height and build. Her natural hair color is dark, 
  but she bleaches it blonde on occasion. She has 
  never been arrested and has no criminal record, 
  because she is extremely good at what she does: 
  theft and combat.
  She and the other Churchmice were hired 
  by Marcone to steal the Shroud of Turin, 
  which they did (for a vast amount of money). 
  Unfortunately, the hand-off to Marcone was 
  complicated by the involvement of the Order 
  of the Blackened Denarius (page 55) and Harry 
  Dresden. Her skeptical nature made it difficult 
  for her to understand the peril she was in during 
  the Death Masks case. 
  She temporarily stole Harry’s duster and 
  the Blue Beetle, but returned them later. Her 
  current whereabouts are unknown.
  I think 
  the NOT 
  NORMAL 
  reaction of 
  my left hand 
  re: Shaggy 
  Feather’s 
  coin can be 
  chalked up 
  to whatever 
  it is Jake 
  did to me.
  Stat an Archangel? You’re joking, right?
  Valmont’s stats are identical 
  to Francisca garcia’s.
  URSIEL
  High Concept: Denarian Thug
  Other Aspects: Bloodlust; Dependent 
  Upon My Host
  Skills
  Alertness: Fair (+2)
  Athletics: Good (+3)
  Contacts: Fair (+2)
  Discipline: Average (+1)
  Endurance: Great (+4)
  Fists: Great (+4)
  Intimidation: Great (+4)
  Lore: Good (+3)
  Might: Superb (+5)
  Unlisted skills usually default to Average.
  Powers
  Claws [–1]
  Hulking Size [–2]
  Human Guise [–0]
  Inhuman Speed [–2]
  Inhuman Recovery [–2]
  Supernatural Strength [–4]
  Supernatural Toughness [–4]
  The Catch [+2]: Blessed swords, holy water, 
  faith magic, that sort of thing.
  Stress
  Mental oo  Physical oooooo (oooo), 
  Armor:2  Social oo
  Notes
  Getting into a fight with Ursiel where he 
  has the advantage is a bad idea: Weapon:6 
  strikes from his clawed hands, Great attacks, 
  Great defense, Fantastic initiative. Even with 
  a Sword of the Cross in hand to ignore 4 
  stress boxes and the armor, Michael would 
  have had to tag several aspects (which, 
  thanks to Shiro’s distracting maneuvers, he 
  did) in order to take Ursiel down in a single 
  strike.
  Total Refresh Cost: –13
  
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  Who's Who (Father Vincent)
  Father Vincent
  Father Vincent was a Catholic priest in his 50s, 
  thin, a little over average height, with tanned 
  leather skin and greying hair. He was respected 
  as a leading scholar and researcher on the 
  historical and psychological nature of magic and 
  witchcraft.
  In his youth, he, Father Forthill, and some 
  other seminarians 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 
  organization, dedicated to being always watchful 
  against the forces of darkness. 
  Unfortunately, before the events in the 
  Death Masks casefile, he was killed by the 
  Order of the Blackened Denarius (page 55), who 
  used him as a test subject for their plague curse. 
  The “Father Vincent” who appears in the casefile 
  is actually the Denarian Quintus Cassius, who 
  impersonated the dead priest. (Harry noticed 
  a tattoo that matched Father Forthill’s on an 
  otherwise unidentified body, allowing them to 
  realize that this John Doe was the real Father 
  Vincent.)
  Trixie Vixen 
  AKA “Tricia Scrump”
  Born “Tricia Scrump,” she legally changed her 
  name to “Trixie Vixen” for the sake of her career. 
  Trixie was the third wife of Arturo Genosa and 
  the star of the first picture he attempted to make 
  after breaking from Silverlight Studios. While 
  calling her an actress is a bit of a stretch, Trixie 
  was ready-made for pornographic movies. She 
  was tanned, athletic, with a great ass, lovely 
  mouth, full breasts, a slender waist, flared hips, 
  and lush, blonde-highlighted red hair. She was 
  also dumb as a post, self-absorbed, and a prima 
  donna, given to tantrums and egotism.
  Trixie was also part of the Evil Eye Franchise 
  assembled by Lord Raith and detailed in the 
  Blood Rites casefile. She was killed by 
  co-ex-Mrs. Genosa Madge Shelly and her body 
  pitched into the bottomless chasm of the Deeps 
  by Raith. 
  She could never get my name 
  right. I think she died thinking 
  my name was “Larry.”
  Brother Wang
  A short, wiry, bald Asian man of indeterminate 
  age in sunset-colored robes, he hired Harry 
  Dresden to retrieve a bunch of Temple Dog 
  (page 79) puppies that had been kidnapped and 
  guarded by a bunch of shen (page 37) somewhere 
  in Chicago. Hard as it is to believe, his English is 
  even worse than Harry’s Latin. 
  See also Himalayan Temple Monks (page 75).
  Note to self—try to contact 
  Brother Wang about Mouse again.
  FATHER VINCENT
  High Concept: Clued-In Priest
  Other Aspects: 
  Vampire Slayer; Eye of Thoth
  Notes
  Don’t know enough about him to go much 
  further than this. Use Father Forthill as a 
  basis if you really need stats.
  TRIxIE VIxEN
  High Concept: 
  Magic-Dabbling Adult Performer
  Other Aspects: Jealous Ex; Dumber Than 
  She Looks
  Skills
  Athletics: Fair (+2)
  Conviction: Fair (+2)
  Discipline: Mediocre (+0)
  Endurance: Fair (+2)
  Performance: Mediocre (+0)
  Rapport: Fair (+2)
  Weapons: Fair (+2)
  Most other skills default to Fair or Mediocre, 
  with a few at Average.
  Powers
  Ritual (Entropy) [–2]
  Stress
  Mental ooo  Physical ooo  Social oo
  Notes
  Not much to say here—she’s capable of a 
  little ritual magic, but nothing serious on her 
  own. 
  Total Refresh Cost: –2
  
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  Who's Who (Donny Wise)
  Doctor 
  Dana Watson
  On loan to the Lincoln Park Zoo from London, 
  Doctor Dana Watson was pretty, pleasant, and 
  working in the big cats exhibit. She was also a 
  Hecatean Hag, bent on collecting the blood of 
  totemic animals for use in an Ascension Ritual. 
  During the “Welcome to the Jungle” case, she 
  murdered Maurice Sandbourne and Doctor 
  Reese, and tried several times to kill Harry 
  Dresden and Willamena “Will” Rogers, in her 
  pursuit of Ascension. After Harry killed her 
  two sisters and shut down her ritual in the Hags’ 
  Undertown lair, she made another attempt to 
  kill Will; she was torn limb from limb by Moe, a 
  silverback gorilla.
  For her stats, see the Hecatean Hag on 
  page 60. You could increase one or two of her 
  magic-relevant skills; she was clearly the leader 
  of the coven.
  Tera West
  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, magi-
  cally able to take human form: a reverse were-
  wolf. The fiancée of Harley MacFinn, she was 
  also the mentor of the Alphas (page 93) and 
  taught them the spell that allows them to trans-
  form into wolves.
  She is solid with muscle and moves with 
  animal surety. However, she seems to have prob-
  lems 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.
  Agent 
  George Wilson
  An FBI agent under Phil Denton, George 
  Wilson was also one of the FBI Hexenwolves 
  who show up in the Fool Moon casefile. In 
  his late 40s, overweight, with receding hair, he 
  was remarkably laconic. In hexenwolf form, he 
  killed one of his allies, Deborah Benn. After 
  accidentally being shot by one of his other allies, 
  Roger Harris, he returned to human form and 
  traded gunfire with Harris. They killed each 
  other.  (For stats, use Agent Benn’s, with a few 
  aspect changes.)
  Donny Wise
  A Chicago photographer of ill-repute, Donny 
  Wise was working with Linda Randall in 
  taking blackmail photos of the ThreeEye ritual 
  sex cult of Victor Sells. While good-looking at 
  first glance (Donny has a strong jaw and sharp 
  cheekbones), closer scrutiny reveals the pinched 
  mouth and close-set eyes that make him look 
  like a ferret. While not fully clued-in to the 
  supernatural world, he knows of the existence 
  and power of wizards and sorcerers, based 
  on what he saw at Sells’ lakehouse during the 
  Storm Front case.
  Watson had tried to use Moe’s blood in 
  her ritual, before he tore her apart. 
  Payback’s a bitch.
  No stats for 
  this Wise guy — 
  a few skills at 
  Fair, a stunt, 
  a Scruple-Free 
  Photographer 
  aspect, and 
  you’re done.
  TERA WEST
  High Concept: Wolfwere
  Other Aspects: Teacher of the Alphas; 
  Environmentalist; In Love with Harley MacFinn
  Skills
  Alertness: Good (+3)
  Athletics: Great (+4)
  Conviction: Good (+3)
  Fists: Great (+4)
  Endurance: Good (+3)
  Intimidation: Good (+3)
  Presence: Fair (+2)
  Survival: Great (+4)
  Human form is shown here; most other physical skills are 
  Average or Fair, with other skills defaulting to Mediocre. In 
  wolf form, her social skills drop a notch or two, though really 
  the skill spreads aren’t much different.
  Powers
  Beast Change [–1]
  Echoes of the Beast [–1]
  Human Form [+1] affecting the following:
  Claws [–1] 
  Inhuman Strength [–2]
  Inhuman Speed [–2]
  Inhuman Recovery [–2]
  Stress
  Mental oooo  Physical oooo  Social ooo
  Notes
  Tera was a good teacher, and an even better wolf. No shock.
  Total Refresh Cost: –8
  
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  Who's Who (Shiro Yoshimo)
  Shiro Yoshimo
  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 respon-
  sible 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 (page 87) 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).
  SHIRO
  High Concept: Knight of the Cross
  Other Aspects: Boundless Virtue; 
  No Greater Love; Swordsman Without 
  Peer; Wielder of Fidelacchius;  
  Faith Demands Sacrifice
  Skills
  Alertness: Good (+3)
  Athletics: Good (+3)
  Conviction: Superb (+5)
  Discipline: Great (+4)
  Endurance: Good (+3)
  Fists: Fair (+2)
  Lore: Great (+4)
  Presence: Great (+4)
  Weapons: Fantastic (+6)
  Might: Average (+1)
  Stealth: Fair (+2)
  Most other skills default to Mediocre, with 
  a few at Average.
  Stunts
  Duelist (Weapons): Shiro gains a +1 to 
  blocks made with the Weapons skill 
  when facing a single opponent.
  Riposte (Weapons): on a successful 
  defense with Weapons, Shiro may sacri-
  fice his next action to turn the defense 
  into an immediate, automatically 
  successful attack with shifts equal to 
  the amount rolled on the defense.
  Powers
  Bless This House [–1]
  Guide My Hand [–1]
  Holy Touch [–1]
  Righteousness [–2]
  Sword of the Cross (Fidelacchius) [–3]
  Stress
  Mental oooo, +1 mild consequence  
  Physical oooo  Social oooo
  Notes
  As a master of the sword, Shiro is unap-
  proachable. With a Sword of the Cross 
  in his hand, few supernatural threats can 
  best him.
  Total Refresh Cost: –10
  Shiro gave his life for 
  me. How am I supposed 
  to repay that?
  Shiro was a 
  Mozart of 
  swordplay.
  
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  - CHAPter FOur -
  Occult 
  Chicago
  
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  Occult Chicago
  That’s. . . a lot more true 
  than you know, Billy. Even 
  when our adventures over-
  lap, your troubles, Murph’s 
  troubles, and my troubles are 
  COMPLETELY different.
  But the more I thought about it 
  the cooler it got—I think this is 
  even better, and here’s why. Chicago 
  is a really important part of the 
  universe we’re outlining here, and a 
  lot of game groups are going to 
  want to play there. But individual 
  gaming groups are going to approach 
  the city differently, and might prefer 
  to come up with their own themes, 
  locations, and faces. I mean, the 
  “game” that we Alphas have been 
  “playing” near the university is much 
  different than the one Sergeant 
  murphy and SI are “playing,” right?
  Billy, this is cool 
  stuff. It doesn’t strike 
  me that folks could 
  use it to sit down 
  and play a game 
  instantly, though.
  Yeah, about that. I asked 
  Alex to do research—mundane 
  and supernatural—on Chicago, 
  and focus on themes, locations, 
  and faces like we do in our 
  City Creation chapter.
  What I got back instead 
  was this crazy love-
  letter to Weird Chicago.
  Welcome 
  to Chicago
  I’ve been to L.A. twice—you’ve gotta respect a 
  city you already know from your dreams before 
  you ever see it. I went to a friend’s bachelor party 
  in Vegas once—no town that worships Chance, 
  Lust, and Money so openly does it by accident. 
  I’ve got a married sister who lives in New York, 
  where they do everything first and best, from 
  cruelty to cool to conjuration. Sophomore year I 
  dated a girl from London; the things she told me 
  about the wizards who built that mother would 
  curl your fur. Washington D.C. has a freaking 
  555-foot-tall Masonic obelisk and a giant 
  pentagram on the south bank of the Potomac; 
  you don’t have to draw me a map. I’ve read my 
  Lovecraft, Anne Rice, and Stephen King, so I 
  take it as read that Boston, Providence, New 
  Orleans, and even East Nowhere, Maine are all 
  even weirder and deeper than they let on. Hell, 
  me and the other Alphas are living proof that 
  there’s magic beneath all kinds of outsides—it 
  wouldn’t shock me dead if Oklahoma City or 
  Boise turned out to be sitting on big mojo.
  Doesn’t matter. Chicago kicks all of them to 
  the curb. There’s a reason that all those witches 
  and fae and vampires and Magical Courts and 
  hard-core Bad Wrong-uns come calling to the 
  Windy City. I don’t know the reason, but I sure 
  as hell know it happens for a reason. I was born 
  in Dunning, way up on the Northwest Side, and 
  I got sucked into the “Hyde Park Vortex” when 
  I went to grad school on the South Side. I’ve 
  been all over this burg on two feet and four in 
  all phases of the moon and in all twelve hours 
  of the night. I’m no wizard, but us werewolves 
  know a scent when we smell it. Chicago smells 
  of power. And death. And most of all, it smells 
  of magic.
  that’s your department, Harry, or 
  maybe it’s Bob’s—why IS Chicago 
  so packed with magic stuff?
  That is a very, very long discussion, William, 
  but it has much to do with Chicago’s physical 
  and metaphysical role as a crossroads.
  
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  Occult Chicago
  Chicago’s Themes
  Actually, Chicago has a lot of smells, and I’m not 
  just talking about the chemicals blowing north 
  from Gary or the chocolate wafting off the old 
  Blommer candy factory on Kinzie. What I mean 
  is that the Chicago a fella sees (or smells) is 
  different for everybody, even (or especially) for 
  those of us on the other side of reality’s curtain. 
  My mail lady sees a Chicago that centers on 
  that black metal box of a post office downtown, 
  maybe, or on the weird little WPA temple on 
  Cottage Grove and 47th, and it’s marked out 
  in Zip Codes that all begin “606.” I’ve got a 
  friend who sees Chicago just as a network of 
  pizza parlors (deep dish only!), hot dog stands, 
  butcher shops, and that little knot of amazing 
  Asian grocery stores up on Lawrence. South 
  Siders’ Chicago centers on Comiskey-That-Was; 
  North Siders’ on Wrigley Field. Architects see 
  a city of masterpieces; social workers see a city 
  of slums; tourists see Millennium Park, Harry 
  Caray’s, and Navy Pier; Mayor Daley sees wards, 
  patronage, and voting patterns. A guy who 
  drives sees Lakeshore Drive and the Kennedy; 
  a guy with no car sees bus stops, the El, and the 
  Metra tracks. Supernatural sorts see a Chicago 
  overlaid with the White Council and its foes, the 
  rival bloodsucker Courts and their problems—
  kind of a big picture magic map.
  Every Chicago map is different, and 
  Korzybski can go whistle—they’re all the 
  territory.
  So I figured I’d “map” out a few different 
  Chicagos, lay down some of their smells, their 
  looks. The Second City changes with your 
  perspective. Depending on what eyes you wear, 
  you’ll see a different aspect, a different facet of 
  the city. And that facet will try to kill you, feed 
  you, or break your heart. Of course, so will all 
  the ones you don’t see.
  Blood and Butchery
  It used to be that if you went anywhere in 
  the world and said “Chicago,” the locals would 
  point their fingers at you and go “rat-a-tat-tat,” 
  making machine gun noises. Now, they all say 
  “Michael Jordan!” (Tell me that ain’t progress.) 
  But the killing still happens here, a whole lot 
  of it. There’s been something like 1,100 Outfit 
  murders in Chicago since the Outfit got going. 
  There’s been something like 14 convictions. 
  There’s a lot of ghosts out there still waiting for 
  justice, is all I’m sayin’. Chicago got its start with 
  a killing; the fur trader John Kinzie stabbed a 
  guy to death in the dark in 1812, buried him 
  under his own house, and moved into it himself. 
  That house was the first permanent trading post 
  on the Chicago River; John Kinzie got Kinzie 
  Street named after him, and his son almost got 
  to be Mayor. That, as Sean Connery would put 
  it, is the Chicago Way.
  For pity’s sake, Chicago is a town with three 
  Massacres—the Indians killed everybody in 
  Fort Dearborn in 1812, and Al Capone killed 
  everybody in a garage on Clark Street in 1929. 
  They were both trying to wipe out rivals in the 
  liquor trade—sacrifices to Dionysus? (Massacre 
  Numero Tres, the Haymarket Massacre of 
  1886, was a sacrifice to Eris, if you ask me.) 
  Two Chicago Mayors were assassinated, forty 
  years apart: Carter Harrison in 1893 and 
  Anton Cermak in 1933. Chicago built itself 
  on slaughter: for a century and a half, we were 
  “Hog Butcher to the World.” How many 
  billions of gallons of animal blood soaked the 
  Stockyards? Odysseus summoned six or seven 
  ghosts with one sheep; I don’t even like thinking 
  about what Swift and Armour summoned with 
  their millions and millions of hogs and cattle. 
  Run the list: John Wayne Gacy, the “Lipstick 
  Killer,” Richard Speck, H.H. Holmes, Leopold 
  and Loeb—and those are just the amateurs. 
  Chicago’s big league, corporate killers are 
  folks like Johnny Torrio, “Machine Gun” Jack 
  McGurn, Al Capone, Sam Giancana…the list 
  goes on and on.
  Bob once 
  told me that 
  Crowley 
  says “606” 
  means 
  “nexus” in the 
  Kabbalah. 
  That would 
  explain a lot, 
  actually.
  Korzy-what? Buh?
  A quote from Alfred Korzybski: “the 
  map is not the territory.” It means 
  that a representation of a concept 
  is not the concept itself. like if a 
  rock falls on your head, the pain 
  you feel is NOt the rock itself.
  (mostly, this is Alex showing he’s 
  better read than you are.)
  These are 
  themes you 
  can turn into 
  aspects like 
  in the “City 
  Creation” 
  chapter, 
  right?
  exactly. “City 
  Creation” 
  has a ton of 
  advice for 
  how to take 
  a theme and 
  aspect-ify it. 
  the themes 
  Alex lists here 
  are primed 
  for that.
  BlOOD AND 
  ButCHerY is 
  one potential 
  city theme to 
  explore – put 
  it in City 
  Creation terms 
  and you’re off 
  to the races.
  Harry, should we change “Outfit” 
  to “mafia” for readability?
  Nah. The Chicago Outfit is distinct 
  from NYC’s Five Families—it’s 
  a good piece of local detail.
  
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  It gets weird, too, where blood and murder 
  meet. In 1925, Bugs Moran tried to kill Johnny 
  Torrio with bullets rubbed in garlic. They said 
  it was to make the wounds gangrenous, but 
  that makes no sense. But do I want to know the 
  real reason? Do I want to know why Frankie 
  Yale wrote “So long Vampire” on the back of a 
  check before killing Big Jim Colosimo in 1920? 
  Not bad enough to risk asking anyone who 
  might know.
  Blues
  You don’t have to be Pythagoras or Orpheus 
  to know that music is magical. There’s a creepy 
  kind of thing in music called a tritone, where 
  one note spans three tones, from C to F-sharp. 
  It’s all over “Enter Sandman” by Metallica, or 
  if you’re my Aunt Rhody, all over West Side 
  Story. Medieval musicians called it “the devil’s 
  interval” and used it to represent Satan and the 
  Crucifixion in liturgical music. It’s also called the 
  diminished fifth (although that’s written differ-
  ently, it’s the same sound), or “the blue note.” 
  It’s the characteristic sound of the blues, from 
  Robert “Hell-Hound” Johnson on down. And 
  in 1945, the blues met electricity right here in 
  Sweet Home Chicago, when Muddy Waters 
  plugged in. Which means—that’s right—rock 
  really is the devil’s music, just like your grandma 
  always said. That blue note was the signature 
  sound of everything you wanted and didn’t want 
  for the last six decades: love, lust, broken hearts, 
  drugs, cars, money, rebellion, cool and hot and in 
  between. It all came off the El and the railroads 
  and the stinging ice and the sweat and the hate 
  on Chicago’s South Side.
  Chicago is where, as Muddy Waters put it, 
  “the blues had a baby, and they called it rock and 
  roll.” Like Freddy Krueger, rock is the bastard 
  son of a hundred fathers; like Freddy, it comes to 
  you in your dreams and it changes them. But it 
  all began blue, coming out of the devil’s interval. 
  Chess Records on South Michigan recorded 
  not just Muddy Waters but Chuck Berry, Bo 
  Diddley, Etta James, Buddy Guy, and my own 
  personal fave, Howlin’ Wolf. Keith Richards met 
  Mick Jagger when he noticed Mick carrying a 
  Muddy Waters album—Chicago spawned the 
  British Invasion. There’s still blues for white 
  tourists on the North Side, and for the true 
  believers on the South Side. Bluesfest fills up 
  Grant Park every summer. 
  “The City That 
  Works”
  Mayor Daley the First came up with that pithy 
  phrase in the Sixties, to distinguish Chicago 
  from the rest of the failing cities of the Rust 
  Belt. And while Cleveland and Pittsburgh 
  have come back from the brink a bit, there’s no 
  doubt that the Mayor had a point. Somehow 
  the city’s downtown stays alive; somehow 
  houses get bought and sold. Somehow the 
  stores stay open, the trash gets picked up, and 
  the buses keep running. Chicago hasn’t gone 
  through a “Calcutta phase” like New York did in 
  the Seventies and like LA did in the Nineties. 
  Through fire, anarchists, race riots, gang wars, 
  white flight, hippie riots, City Council paralysis, 
  flood and snow and gloom of fog, the city works. 
  Even when things seem to fall apart, they hold 
  together at the heart.
  Magically, I’d guess you’d call it “Order,” 
  the opposite of Chaos. Like a lot of Order, it 
  doesn’t always bear close examination. The 
  Chicago Police Department, the Mayor’s office, 
  the ward bosses and Outfit capos, the rich and 
  the famous—they all do some pretty un-pretty 
  things in the name of the status quo. Maybe 
  it’s got to be that way. Maybe that’s why Chaos 
  keeps trying to break through here so dramati-
  cally, from the Haymarket bomb explosion to 
  the Fire to the Cubs’ pitching.
  Bob, would 
  that work 
  against 
  a Black 
  Court 
  Vampire?
  Doubtful—the 
  heat generated 
  by igniting the 
  gunpowder 
  bullet would 
  probably burn 
  off any garlic 
  residue on the 
  bullet.
  Still, who 
  knows? You 
  might want to 
  give it a try.
  tHe BlueS 
  would rock 
  (heh!) as a 
  city theme. 
  You’d need to 
  reword it a 
  bit – maybe 
  “Nobody Knows 
  the trouble 
  I’ve Seen.” 
  thoughts?
  How about 
  “Voodoo 
  Chile”?
  that’s… that’s 
  actually 
  pretty good.
  Harry, does your mojo 
  fry record players?
  Older ones hold up 
  pretty well, but the 
  trick is plugging them in. 
  You see any working 
  outlets in my place?
  tHe CItY tHAt WOrKS is 
  the theme I’d use for a game 
  centered on they Who Keep the 
  Peace. the Wardens, Special 
  Investigations, murphy – or hell, 
  even Harry himself – would be 
  a great face for this theme.
  
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  Corruption
  In 1894, a muck-raking British journalist 
  named William T. Stead wrote a stem-winding 
  book called If Christ Came to Chicago! 
  It tore Chi-town up one side and down the 
  other, painting it as the most corrupt burg since 
  Sodom and Gomorrah, naming names and 
  pointing fingers at city notables taking profits 
  from whorehouses, rackets, gambling houses, 
  and vice of all kinds. (Fun Fact: Stead also 
  founded a service to send mail to and from the 
  afterlife, and he died on the Titanic despite 
  predicting the disaster twice.) The book sold like 
  hotcakes, Stead left town happy, and nothing 
  changed. Grifters built the El; thieves built the 
  electric grid; racketeers built the Machine.
  It was Chicago’s own crime-and-ward boss 
  Mike “King” McDonald who first explained that 
  “there’s a sucker born every minute.” Chicago 
  got its first political machine in the 1880s, when 
  “Bath House” John Coughlin and “Hinky Dink” 
  Kenna were able to make Mayors and eventu-
  ally Presidents through their political maneu-
  vering. Chicago fixed the World Series in 1919; 
  the next year, it hosted the original “smoke-filled 
  room” in the Blackstone Hotel and nominated 
  Warren Harding for President. (He had the 
  most corrupt administration of the century, by 
  the way.) Mayor “Big Bill” Thompson liked to 
  say “We’re at the trough now, we’re gonna feed!” 
  He was the last Republican Mayor Chicago ever 
  had—though not the last corrupt Mayor—and 
  he was elected four times. (Will Rogers said 
  it best: “They was trying to beat Bill with the 
  better-element vote. Trouble was, in Chicago, 
  there ain’t no better element.”) Daley the First 
  put JFK in the White House, Daley the Second 
  did the same for Obama. Only in Chicago is 
  “good government” an insult—we shorten it to 
  “goo-goo” and vote for the Machine instead.
  The Machine doesn’t even have to cheat; it 
  hardly has to copy names off gravestones to fill 
  the voter rolls any more. Everyone’s on the pad. 
  City contracts are openly larded up with favors 
  for the connected. Millennium Park ran $300 
  million over budget, and that’s just the jewel in 
  the crown. One Chicago specialty is those folks 
  who get a government paycheck but don’t even 
  show up. Sometimes they don’t even exist. We 
  call them “ghost payrollers.” Ghost payrollers, 
  in a city where the dead vote Democrat. If they 
  know what’s good for ‘em, that is.
  Fire
  Everybody knows the Great Chicago Fire in 
  1871. It burned out the whole center of town, 
  leaving only the gingerbread Water Tower 
  standing. The Chicago Fire Department’s 
  training academy sits on the site of Old Lady 
  O’Leary’s barn, where the whole thing began. 
  (Closing the barn door? Containing Something 
  Else? Your guess is, well, likely better than 
  mine.) Not so many people know about the 
  Iroquois Theater Fire in 1903, even though 
  it’s the worst single-building fire in American 
  history and killed over 600 people—easily twice 
  the 1871 death toll. And practically nobody 
  knows about the Our Lady of the Angels School 
  fire in 1958, the LaSalle Hotel fire in 1946, the 
  Haber Factory fire in 1953, or the Stockyards 
  Fires in 1910 and 1934—those last two were 
  big freaking burnt offerings to Someone. Fire 
  burns the beautiful and the hideous: Daniel 
  Burnham’s White City and H.H. Holmes’ 
  Murder Castle both went up in flames within 
  two months of each other in 1894. We even had 
  the Wing Foot airship crash in 1919, a ball of 
  flaming hydrogen burning 12 people to death in 
  a bank right downtown. Chicago is a city of fires, 
  is what I’m saying.
  Stars and 
  stones, Alex 
  is on a roll, 
  isn’t he? 
  Yeah, but 
  it doesn’t 
  take much 
  imagination to 
  turn corruption 
  into a highly 
  exploitable 
  city theme, 
  does it? But 
  I’m wondering 
  why he didn’t 
  mention marcone.
  Because Alex 
  isn’t stupid?
  
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  Little fires—just one or two families—
  break out all the time. In the sweltering heat of 
  summer, there are electrical shorts and barbecue 
  grills left untended. In the bitter freeze of winter, 
  there are space heaters and kerosene cans and 
  throwing out the still-lit smoke before your face 
  freezes. The fires of Gary’s chemical plants still 
  light up the southern sky in orange and purple 
  deep into the night; the Chicago Machine still 
  holds torchlight parades to inaugurate the new 
  sacred kinglets of its wards and precincts. Fire, 
  as the Greeks and the Chinese and everyone else 
  knows, is one of the elements. No, make that a 
  capital letter—one of the Elements. And she’s 
  decided to make Chicago her private hunting 
  ground.
  Flesh
  “What do you call someone who only eats 
  chicken and pork?” “A Chicago vegetarian.” As 
  you might expect from a place built on slaugh-
  tered animals, we like our meat, and we like a 
  lot of it. Chicago hot dogs may be “dragged 
  through the garden,” but they start with 100% 
  pure beef. “Chicago” and “steakhouse” are synon-
  ymous everywhere gourmands gather. It’s the 
  other side of the Blood and Butchery coin—
  when the blood drains out, you’re left with 
  nothing but the flesh. That was what Adolph 
  Luetgert, the Sausage King of the North Side, 
  thought on May Day 1897, when he tossed his 
  wife Louisa into the sausage vat. If he’d gotten 
  his act together to do the deed the night before, 
  on Walpurgisnacht, her soul might have passed 
  over. As it was, Louisa’s ghost haunted Luetgert 
  in prison, and his attorney wound up in a 
  madhouse raving that “Louisa will come back…
  some day!”
  The Walpurgis Night celebration is a 
  Christianized pagan ritual, when Odin is said 
  to have died to gain knowledge of the runes. 
  It’s a time when the boundary between the 
  living and the dead is weaker than usual—
  pagans used to burn bonfires on the date 
  to ward off ghosts. (Sort of like Halloween, 
  except it’s spring.) It’s also called Witches 
  Night, since it’s supposedly when witches 
  meet on the Brocken mountain and party 
  with their gods (or the Devil).
  Which brings us to the other half of Flesh—
  the other “flesh trade,” the one run by Big Jim 
  Colosimo, not Swift and Armour. Just about 
  everywhere in Chicago has at one time or 
  another been the red-light district: Randolph 
  Street downtown, Division Street on the North 
  Side, and (of course) the infamous Levee district 
  south of the Loop, with its tunnels running from 
  brothels to the basements of respectable estab-
  lishments. Chicago’s hustlers weren’t all selling 
  bootleg liquor or real estate; they peddled flesh, 
  retail, wherever they could. This weird financial 
  calculus shows up in H.H. Holmes’ 60-woman 
  murder spree—he sold their skeletons to 
  medical schools, took out insurance on them, or 
  both. It appears in the Iroquois Theater Fire—
  the show the audience was there to watch was 
  Mr. Bluebeard, a lighthearted romp about 
  a man who kills women for money. Flesh, sex, 
  money, death—smells like magic to me.
  Futures
  Since time immemorial, sorcerers have 
  attempted to peer into the future. In Chicago, 
  we figured out a way to make money on it.
  Chicago invented the futures market in 1863, 
  setting the ball rolling on a great kabbalistic 
  experiment in divination using money and sacri-
  ficial beasts as tokens. Then, we started building 
  the future: the skyscraper, the elevated railroad, 
  the electrical grid, modern architecture—all in 
  Chicago before 1900. Both our World’s Fairs 
  looked backward and forward, like Janus. The 
  “Century of Progress” Exposition in 1933 began 
  with an electrical signal powered by the light of 
  the star Arcturus. Light 40 years old, igniting 
  the future of Chicago and the country! The 
  atomic age began in Chicago, too, with the first 
  atomic pile in 1942, underneath Stagg Field at 
  the University of Chicago. Not all the futures 
  came true, though: Preston Tucker only built 
  150 Tucker Torpedo automobiles in his Chicago 
  plant, and Frank Lloyd Wright never did get his 
  Mile-High Building off the ground.
  Maybe time is wrinkly around the Second 
  City. Time is like that for the phoenix—you 
  know, the bird (or burg?) renewed in fire. (But 
  not for Phoenix, AZ.) Maybe that’s how the 
  eccentric George Francis Train was able to 
  predict “a terrible calamity” the day before the 
  Fire of 1871. Maybe that’s why Chicago has 
  always had way more than its share of psychics—
  and ghosts. (Psychics see forward; ghosts only 
  see the past. Mostly.) There was a guy living 
  on North Halsted in the Sixties, a priest of 
  See, Harry, your 
  pyrotechnic 
  proclivities are 
  well within the 
  fiery oeuvre of 
  Chicago.
  Shut up, Bob.
  Indeed—another 
  city theme our 
  wizard buddy 
  here could 
  serve as the 
  “face” to.
  Et tu, 
  Billy? 
  magic = 
  White Court?
  Not every 
  prurient 
  endeavor is 
  related to 
  the White 
  Court, Billy. 
  Sometimes, 
  the sex 
  industry is 
  just the sex 
  industry.
  You’re just saying 
  that because you 
  don’t want to 
  take me sight-
  seeing.
  
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  Amen named Frederick De Arechaga, who said 
  Chicago was a reincarnation of Babylon. I kind 
  of buy it. Babylon means “Gateway,” and we’re 
  the real Gateway to the West. (Sorry, St. Louis. 
  Maybe you can be the reincarnation of Kish.) 
  Babylon had the Hanging Gardens; Chicago’s 
  motto is “City in a Garden.” We’ve got a river, 
  and the sacred Bulls, and the best modern ziggu-
  rats anywhere. I’m not even just talking about 
  the skyscrapers—although if the gods live on 
  top of anywhere, they live there; there’s some 
  condos at State and Polk or thereabouts, on the 
  site of the old “Hell’s Half-Acre” sin district, that 
  look just like residential ziggurats.
  The Grey City
  Promoters called the Chicago World’s 
  Fairground in 1893 the “White City.” Stretching 
  north of the fair, though, endless rows of brick 
  and concrete buildings mocked Burnham’s grand 
  plan. Chicago lay under a pall of coal smoke; 
  progressives called it the “Grey City” as ironic 
  contrast. Today, there’s still lots of Chicago 
  that doesn’t make the postcards. All across the 
  city, there are neighborhoods of perfect urban 
  anonymity: row after row of three-flats with 
  wooden porches and balconies, alleys where 
  American cars of a certain vintage always park, 
  empty lots covered in gravel or fenced in by 
  barbed wire, storefronts with the same indistin-
  guishable blue-faded posters, and bars that sell 
  Pabst Blue Ribbon unironically.
  Chicago is, after all, a city—a great burying 
  ground of hopes, dreams, fame, and ambition. 
  Its graveyards stand in mute parody of the city 
  around them; tombs full or empty, makes no 
  difference. It has crowds of people muffled up 
  in wool or down or both, pushing past each 
  other on the sidewalks and huddled against 
  the grey skies. Be it blizzard, sleet, or fog, the 
  weather itself is grey from January to April. 
  The piled snow is grey with salt, dirt, and tire 
  tracks; leaden murk shrouds the sky. As Nelson 
  Algren put it, “Chicago is an October sort of 
  city, even in the spring.” The grey is invisibility, 
  anonymity, burial, negation, and indistinction. 
  There are three million stories in the naked city. 
  Try finding even one of them.
  “i Will”
  Seriously, how cool is it that Chicago’s first 
  motto is the key concept behind magic itself? Or, 
  perhaps, how scary is it?
  Chicago reversed the flow of its river at the 
  turning of the century. It dug the canal marrying 
  the “Father of Waters” to the Atlantic Ocean. 
  It raised the whole city fifteen feet above the 
  ground. In one year, it came back from a fire that 
  destroyed a third of the city, rebuilding while the 
  embers still smoldered. It went from one puny 
  railroad line to the biggest railroad yard in the 
  country in six years. The city is, quite frankly, as 
  sheer an exercise in willpower as any spell ever 
  cast. Or, as the Chicago architect (and angelic 
  contactee) Daniel Burnham put it:
  “Make no little plans. They have no magic to 
  stir men’s blood and probably themselves will 
  not be realized. Make big plans; aim high in 
  hope and work, remembering that a noble, 
  logical diagram once recorded will never die, 
  but long after we are gone will be a living 
  thing, asserting itself with ever-growing insis-
  tency. Remember that our sons and grand-
  sons are going to do things that would stagger 
  us. Let your watchword be order and your 
  beacon beauty. Think big.”
  Chicago is, quite literally, built on that explic-
  itly thaumaturgical credo—Burnham wrote 
  those words in the Chicago Plan of 1909.
  Magical 
  Architecture
  Every great architect of the last 150 years 
  has built a masterpiece in Chicago. If you’re 
  an architecture fan, living in Chicago is like 
  living in the Louvre. You can live here your 
  whole life, and every glimpse of the skyline or 
  of some cornice or line of windows will still 
  be a new look at a new world. You’ll suddenly 
  notice the Babylonian bas-reliefs on the Hotel 
  Intercontinental, the sportive dolphins on the 
  Fisher Building, the wolves ramping in the 
  Tribune Tower’s pediments. 
  The buildings have their own identities, their 
  own personalities; they are grown great with 
  worship and with their human parasites. Or are 
  they pawns of something greater—chessmen on 
  the Chicago city grid?
  this is pretty abstract for a game, 
  but you could do it. maybe pervasive 
  hopelessness or anonymity is overtaking 
  the city – it’s subtle but there. 
  WHAT?!?
  Alex reads 
  A lOt, and 
  it’s been his 
  personal project 
  to research 
  the hell out 
  of Chicago. He 
  digs up some 
  interesting 
  stuff.
  Billy, I 
  need to 
  have a talk 
  with Alex 
  soon. His 
  insights are… 
  complicated.
  
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  Or maybe they’re transformers, stepping 
  up the sorcery inherent in architecture—feng 
  shui and codes in stone, all governed by geom-
  etry, numbers, will, and vision—into something 
  greater. Maybe they step down the power that 
  pours down Archer Avenue and Cottage Grove 
  and Ogden and the other angled trails old when 
  the Potawotami Indians got here 400 years ago. 
  The Egyptian architect-priests who built the 
  Pyramids, and the Operative Masons who raised 
  Chartres Cathedral—they knew buildings were 
  powerful in their own right, and gained greater 
  power through design and intent. Isn’t that the 
  definition of magic? So who’s trying to knock 
  down the fine old buildings, and what are they 
  trying to cover up—or liberate?
  Rivals Clash
  Daniel Burnham and Louis Sullivan, geniuses 
  dueling for the future of architecture at the 
  beginning of the modern age. Sox and Cubs, 
  rivals to the death, in first place or last. (Usually 
  last.) The Trib and the Sun-Times, clawing for 
  scoops and advertisers. North Siders think 
  the South Side is a mongrel wasteland; South 
  Siders know the North Side is an effete sepul-
  cher. Pizzeria Uno or Giordano’s; Superdawg 
  or Fluky’s. Sears, Roebuck slams Montgomery 
  Ward’s. Marshall Field takes out his rivals in the 
  department store business, then Marshall Field’s 
  takes down Carson Pirie Scott. (And gets swal-
  lowed by Macy’s.) Swift and Armour, racing to 
  rule the abattoir business.
  Preservationists say Chicago must save its 
  vital past; the urban planners and futurists 
  say those “landmarks” are once cutting-edge 
  buildings erected on ruins. Puritans try to save 
  Chicago’s soul; racketeers try to sell it. For every 
  action, someone’s got a reaction ready. What you 
  gain on the swings you lose on the roundabouts.
  Chicago is all about rivalry, choosing a side 
  and picking a fight. During the interregnum 
  between Daleys, the Machine nearly tore itself 
  apart in the Council Wars—Irish vs. Poles and 
  Blacks vs. Hispanics. Sometimes it gets even 
  more serious: Irish brewers vs. WASP cops in 
  the 1850s. Al Capone vs. Bugs Moran in the 
  Twenties. Hip Sing Tong vs. On Leong Tong 
  in Chinatown in the Thirties. The anarchists 
  battled the cops, in 1886 and 1968 and lots of 
  other times. Race riots exploded in 1919 and 
  1968 and lots of other times. 
  Chicago is a city with a strong streak of 
  duality, Janus-faced. And its dualities come out 
  in politics, sports, hot dogs, and the city itself. 
  One day is brilliantly sunny; the next is miser-
  ably sodden. The tallest buildings in America, 
  sunk into bedrock; a thousand-foot deep lake 
  next door. Chicago has a Manichean—or maybe 
  a schizophrenic—soul, torn between good and 
  evil, between order and anarchy.
  Sky-scraping, 
  Sky-scraped
  I’ve covered Fire, which takes pride of place in 
  the headlines and the history books. But every 
  day, Chicago stabs the Air with mighty towers. 
  And in the winter, the Air stabs right back. They 
  call it “the Hawk,” the bitter cold wind out of 
  Hm, this might 
  explain some 
  of the issues 
  you had with 
  building Little 
  Chicago, Harry.
  
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  the northwest, howling down out of the Arctic 
  Circle, blowing across Canada’s wendigo-ridden 
  wastelands and right into the back of our necks.
  It brings sleet and snow and misery, warring 
  against Chicago, burying and freezing and 
  blasting O’Hare Airport (jammed out at the 
  northwestern extremity of the city) into the very 
  jaws of the Hawk. O’Hare hurls more planes 
  into the Air than anywhere else in the world. 
  (Butch O’Hare died in the Air in 1943; his plane 
  was never found.) And sometimes Air must be 
  placated: Flight 191 spent 31 seconds in the Air 
  in 1979 after takeoff from O’Hare before slam-
  ming into Touhy Avenue and killing 258 people 
  in the deadliest plane crash in American history. 
  (Well, other than 9/11, but I don’t think it was 
  Air taking her toll there.)
  Perhaps the towers worship the Air: the 
  antennas on the Sears Tower and the Hancock 
  Building send electronic pulses and digital 
  mantras up to the high realms, just as the Aztec 
  or Babylonian priests chanted from the tops of 
  their pyramids and ziggurats. We know there’s 
  Something up there, namely Chicago-Over-
  Chicago and the Courts. And it’s a good bet 
  there’s Somewhere past that—Faerie is always a 
  kind of way station, don’t cha think? Chicago’s 
  first “tallest building in the world” was John 
  Wellborn Root’s 22-story Masonic Temple, on 
  Randolph Street. (He heard magical harmonies 
  and designed buildings on “authentic Egyptian 
  principles.” He died before the building was 
  finished.) 
  Between 1930 and 1965, the highest point 
  in Chicago was the statue of Ceres, goddess 
  of grain, on the roof of the Board of Trade 
  Building, designed by John Wellborn Root, Jr. 
  She stands 606 feet in the Air above the LaSalle 
  Street “concrete canyon.” (Fun Fact: Ceres’ statue 
  has no face. Not sure I want to know why.) 
  The building Ceres shouldered aside was the 
  Methodist Temple on Washington Street in 
  the Loop—still the highest church steeple in 
  the world. But both must look up at Chicago’s 
  dark tower on the north end of the Magnificent 
  Mile. The trapezoidal John Hancock Building, 
  Chicago’s “second skyscraper,” crouches on what 
  was once “Little Hell.” (More specifically, on 
  the birthplace of Anton LaVey, founder of the 
  Church of Satan.) Its upper story glows in the 
  colors of the season: orange, green, or purple. 
  From Hell to Heaven, then, Chicago’s World 
  Tree, its poteau-mitan, its Mount Meru, its 
  Yggdrasil, reaches 100 stories into the Air. 
  Urbs in horto
  As mentioned earlier, Chicago’s Latin motto 
  means “City in a Garden,” and indeed the city is 
  ringed round with forest preserves, where Outfit 
  hits and isolated graveyards make romantic 
  walks just a tiny bit interesting. Daley the 
  Second is in the midst of a massive tree-planting 
  binge, complete with garden rooftops down-
  town. We have the Garfield Park Conservatory, 
  with tropical plants blooming under Beaux-Arts 
  glass and steel in the blighted West Side. We also 
  have the Botanic Garden, bigger and newer and 
  nicer and in North Shore suburban Glencoe. 
  On the south side is Jackson Park—the gardens 
  left over from the 1893 World’s Fair, linked by 
  a chain of lakeshore parks and beaches to the 
  newest garden of all in the heart of Millennium 
  Park. Not all the parks are tame—you know all 
  about what can happen in Burnham Park on the 
  South Shore, and Marquette Park is even worse. 
  Maybe it’s because some moron threw a bottle 
  at Martin Luther King in Marquette Park. Or 
  maybe it’s because Marquette Park still has three 
  acres of the original primordial prairie in it. 
  What do you suppose got planted there, before 
  Chicago?
  Think of the garden as a granary. Chicago 
  grew rich, and stays fat, on agriculture, from 
  Sara Lee to the soybean futures at the Board of 
  Trade—where the faceless Ceres still watches 
  her crops. (Fun Fact: The Hostess Twinkie was 
  invented in Chicago. Why mention it here? 
  Well, if a garden is nature preserved in artifi-
  cial form…) The original Persian word “para-
  dise” means “walled garden.” That’s what we’ve 
  been building here, half Eden and half Big Rock 
  Candy Mountain. (Or maybe that should be Big 
  Brach’s Candy Mountain, in Chicago.) But with 
  plenty of walls and canals to keep everything 
  Orderly. 
  Chicago has been taming nature from the 
  first, draining swamps, reversing rivers, and 
  filling in lagoons. Every so often, we leave a 
  little bit of it alive, as a trophy, or a fetish, or an 
  offering.
  “Cold 
  riveted 
  girders 
  with cores 
  of pure 
  selenium”?
  I’m pretty sure 
  the Summer 
  Lady’s Court 
  met up at the 
  Hancock.
  Nah, Aurora 
  and her peeps 
  hung out 
  around the 
  Rothchild 
  Hotel.
  Yeah, because 
  faeries never 
  engage in mis-
  direction. Of 
  course, it’s moot 
  after Aurora 
  came down with 
  a terminal case of 
  iron poisoning.
  me and the 
  Alphas go out 
  to the woods 
  sometimes to 
  get our practice 
  in. Haven’t run 
  into anything 
  especially 
  nasty Yet.
  NOTE TO SELF:
   
  Ask Listens to Wind  
  about 
  Marquette Park. 
  
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  Occult Chicago
  Water
  If Fire punishes us, Air duels with us, and we 
  tame the Earth, Chicago’s relationship with 
  Water is (perhaps appropriately) always in flux. 
  Lake Michigan, “the Lake,” defines Chicago, and 
  Chicagoans reflexively orient themselves to it 
  like iron filings lining up near a magnet. (“The 
  Lake is that way, so this way must be north.”) 
  Chicagoans drink from the Lake (although 
  straight city tap water tastes like the alum used 
  to filter it), swim in it, sail on it in the summer, 
  and fish in it all year round. Lake breezes cool 
  the city (the fortunate parts of it, that is) in the 
  summer. The city charter proclaims the lake-
  front “forever open, clear, and free,” and for the 
  most part, Chicago has kept its word. And for 
  the most part, the Lake has gone along with 
  it. All along the lakefront, breakwaters and 
  revetments mostly keep the storm surges from 
  flooding Lake Shore Drive.
  But holding back the Lake is just the edge of 
  the Water. The two blue stripes on Chicago’s flag 
  represent the two branches of the Chicago River, 
  the reason the city exists in the first place. While 
  the Lake has sustained us, we’ve done our best 
  to poison the River. The South Branch got so 
  full of rotting animal carcasses that we called it 
  “Bubbly Creek” from all the dissolving methane. 
  (It still bubbles just a bit today.) The sewage and 
  stench got so bad it started poisoning the Lake, 
  so we reversed the Chicago River in 1900, to 
  flow away from the Lake instead of into it. As an 
  encore, we dug the Cal-Sag Canal and reversed 
  the flow of the Calumet River in 1922. Not 
  quite as cool, but still pretty impressive. Chicago 
  dug canals, catchment basins, everything to keep 
  the River obedient. The piece de resistance is the 
  Deep Tunnel system, over 100 miles of 30-foot 
  tunnels cut as much as 350 feet deep through 
  solid bedrock—mostly under existing rivers and 
  canals. 
  With that kind of treatment, the River some-
  times gets surly. In 1992, workers repairing the 
  Kinzie Street Bridge accidentally smashed a 
  hole into the abandoned coal tunnels under the 
  central city. River water surged into basements 
  all over the Loop, shorting out electrical systems 
  and causing millions of dollars worth of damage. 
  Though “the river that sprang a leak” was essen-
  tially comical, Water also unleashed Chicago’s 
  greatest tragedy. On July 24, 1915, the excur-
  sion steamship Eastland simply rolled over 
  while docked in the Chicago River at the Clark 
  Street Bridge. 835 people drowned; the bodies 
  lay stacked like cordwood all up and down the 
  shore.
  Sightings of Jenny Greenteeth’s Mexican 
  cousin, La Llorona, are common on the 
  Southeast Side; she drowns children in the 
  Cal-Sag and Calumet Canals. Kids—many 
  more than statistically likely—drown in Wolf 
  Lake on the far South Side, too. Something 
  about Wolf Lake (or something in it) likes to 
  drink deep of death; murderers have dumped 
  bodies (or parts of bodies) there since 1935 at 
  least. (Leopold and Loeb dumped Bobby Franks’ 
  body in a culvert nearby.) Water gives Chicago 
  life and death; we repay the favor. The flow goes 
  both ways.
  The White City
  Chicago hosted the World’s Fair in 1893, in a 
  gleaming Beaux-Arts wonderland park called 
  “the White City.” Designed by Daniel Burnham 
  (and by Frederick Law Olmstead, the guy who 
  laid out Central Park), it was less the “city of the 
  future” and more the “ideal city of the present.” 
  It was Chicago’s attempt to embody the spirit of 
  America and the best of the world, and it was 
  the reason “alabaster cities gleam” in “America, 
  the Beautiful.” It featured the first ever Ferris 
  wheel, Nikola Tesla’s revolutionary new AC 
  electrical system (including the first ever neon 
  lights), the first public moving pictures, and the 
  I know you 
  don’t like 
  talking about 
  the Deep 
  tunnel, Harry, 
  but hey—at 
  least now we 
  know what the 
  lake michigan 
  monster of 
  1867 was. 
  unless they 
  were a mated 
  pair, of course.
  Only Murphy would have her family reunion 
  at Wolf Lake. Who can figure cops?
  It’s interesting though. I’ve 
  looked at satellite imagery of 
  southern part of the lake and 
  on some zoom levels it looks like 
  there might be something there, 
  but when I zoomed in… nothing.
  Billy. Stop. NOW. 
  What about that island in 
  the middle of lake michigan 
  near Chicago that everyone 
  seems to forget exists? Should 
  we be covering that here?
  Let’s not. It’s not 
  a good place.
  
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  Occult Chicago
  debut of Cracker Jack, Juicy Fruit, and (they say) 
  hamburgers and hot dogs. Walt Disney’s dad 
  helped build it, 46 countries sent exhibits and 
  displays, and 600 million people came to see 
  it. But it ended badly: Mayor Carter Harrison 
  was assassinated the day before the Fair closed, 
  and the White City itself burned down in the 
  Pullman Strike in July of 1894.
  The Museum of Science and Industry is the 
  only physical artifact left of the White City, 
  unless you count the Midway itself, which 
  cuts an empty swath across the University of 
  Chicago campus. The MSI has its own sort of 
  weird World’s Fair kind of collector’s spirit, with 
  exhibits including an intact captured U-Boat, a 
  functioning coal mine, a gigantic model human 
  heart, the Apollo 8 capsule, and god knows what 
  else.
  The White City isn’t the only color-coded 
  pasteboard success story in Chicago. The theos-
  ophist L. Frank Baum wrote The Wonderful 
  Wizard of Oz while living in Humboldt 
  Park and working as (among other things) a 
  professional window-dresser. I wonder where 
  a Chicago salesman could have gotten the idea 
  of a sparkling Emerald City, one that you think 
  is magical—until you take off your blinders? 
  Of course, the joke’s on him—Chicago really is 
  magical. I bet there’s a talking scarecrow some-
  where, too. I know there’s a Gnome King down 
  in the Undertown, and way more than two 
  wicked witches.
  As long as it’s not a fetch!
  The Street Level:  
  Chicago’s 
  Neighborhoods
  Chicago is a city of neighborhoods, each with 
  its own character, attitudes, history, and special 
  magic. There are something like 200 neighbor-
  hoods cheek by jowl from Rogers Park (home 
  of Loyola University) in the north to Hegewisch 
  (home of Wolf Lake Park) 231 blocks south. 
  The city lumps them into 77 “community areas.” 
  Some of the places I list here are big stretches 
  of town, others are just little enclaves. I arranged 
  this list geographically. The first half of the 
  entries run generally north from the Loop; the 
  second half, generally south.
  There’s no way I could include everywhere 
  neat in my city, or even everything spooky and 
  weird and magical. There are three million 
  people in Chicago, packed into 220-odd square 
  miles of brick and stone and concrete. Every 
  building has a history, a personality, a character 
  of its own; neighborhoods are abstractions 
  and “community areas” are stereotypes. There 
  are gravel-littered brownfields and abandoned 
  buildings in the Gold Coast just waiting for 
  the life-giving flow of cash; there are well-kept 
  gardens and beautiful cornices in Englewood. 
  You can get killed either place, you can score 
  coke either place, you can eat a really great meal 
  either place.
  All that said, you’d probably rather walk 
  down the street at night in the Gold Coast, 
  magic or no magic.
  Neighbor-
  hoods don’t 
  necessarily 
  have a 
  mechanical 
  representa-
  tion in these 
  rules, right?
  Not exactly, 
  but this is 
  flavor that’s 
  essential to 
  do a convincing 
  facsimile of 
  Chicago in-
  game. this is 
  great, meaty 
  stuff – I’ll 
  chime in where 
  appropriate 
  to point out 
  hooks into 
  game mechanics.
  
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  Occult Chicago
  The Loop
  Theme: Concrete Canyons
  Theme: Heart of the City
  The Loop is technically just the 35 square-
  block stretch of downtown inside the loop of the 
  El tracks, but that wouldn’t include most of the 
  banks, or the Sears Tower, or the Civic Opera 
  House (where the phantom of Samuel Insull’s 
  daughter haunts backstage), or lots of stuff 
  people think of as “the Loop.” It’s a real down-
  town, not a mummy case: there are lunch coun-
  ters and old-school joints and shiny tourist traps. 
  The hotels aren’t all showplaces like the Palmer 
  House or the Marriott or the W—most of the 
  swankiest hotels are in River North. There are 
  little, off-brand, out-of-the way joints like the 
  Amber Inn, and even some pretty skanky SROs 
  near parking garages and such. There are new 
  condos, and arty dorms for the School of the 
  Art Institute, and all kinds of people—mostly 
  getting and spending, as is the Chicago way.
  The Loop seems to be where we keep the 
  city’s gods: Ceres on top of the Board of Trade, 
  “the Picasso” (Is it a bull? A woman?) in Daley 
  Plaza, the lions reclining in front of the Art 
  Institute, “The Bowman” and “The Spearman” 
  facing each other at the entrance to Grant 
  Park, and the only statue in America of George 
  Washington that shows him with other people 
  (two bankers—it’s the Loop, after all). Busts of 
  famous Chicago retailers rise on pillars outside 
  the ginormous Merchandise Mart—“Fort 
  Kennedy” is across the river from the Loop, but 
  Montgomery Ward and Marshall Field glare 
  across at their creations, keeping us in line. 
  Near North Side
  Theme: Life & Style
  Theme: Safely Dangerous
  Just over the river from the Loop, the Near 
  North Side has two neighborhoods that believe 
  they’re more different than they actually are: 
  River North and Old Town. If River North is all 
  Q101, singles bars (Rush Street and elsewhere), 
  clubs, and trendy showplace eateries, Old Town 
  is Chicago Public Radio, galleries, tiny theaters, 
  and trendy foodie gourmet shops. But everyone 
  in both neighborhoods just happens to be young, 
  urban, and desperately following fashion. Both 
  neighborhoods are funky in places, and thor-
  oughly gentrified. Both of them sneer at “Little 
  Schaumburg”—Planet Hollywood, the Hard 
  Rock, the Rainforest Café, and other places that 
  suburbanites go.
  Out-of-towners go there, too, even the ones 
  who stay at discreet quality hotels like the 
  Rothchild instead of the big four-star chains 
  like the Peninsula, the Sheraton, and Sofitel. 
  Right on the edge of “Little Schaumburg” 
  is the Excalibur nightclub, in an 1892 cross 
  between castle and pyramid that once housed 
  the Chicago Historical Society. The Excalibur 
  has poltergeists; the riverfront has the ghosts 
  of the Eastland victims. Frank “The Devil” 
  Genna gunned down Dion O’Banion across 
  the street from Holy Name Cathedral, where 
  Hymie Weiss died in a hail of gunfire two years 
  later, bullets obliterating the church’s inscribed 
  cornerstone (“Every Knee Shall Bow”). Old 
  Towners no doubt wrinkle their noses at such 
  bourgeois concerns as murder, but someone 
  put cyanide in the Tylenol in an Old Town 
  Walgreen’s in 1982. How that site stayed off 
  Mort’s necro map, I don’t want to know—in 
  Chicago, if something’s not on a map it should 
  be on, we know it’s “protected.”
  the tainted pills thing is why we 
  have twelve layers of plastic wrap 
  all over everything, right?
  Yeah, I think that’s when it started.
  maybe it didn’t have a supernatural 
  bent, given that the mortal response to 
  that was so strong and the supernatural 
  community was so silent on it?
  Billy, sometimes you’re…adorable.
  What’s With the Themes?
  Neighborhoods are sometimes too big to 
  be treated as single locations. You certainly 
  could treat them as such, but we’re not 
  making that assumption here.  Instead, 
  look at the theme lists for each neighbor-
  hood as potential inspiration for the version 
  of Chicago you build for your game. Start 
  with these, then create threats and faces as 
  appropriate.
  Remember, this chapter is a toolbox. 
  Everyone’s Chicago is going to be a little 
  different, and the neighborhoods are no 
  exception.
  Samuel 
  Insull? 
  Where does 
  Alex get 
  this stuff?
  Insull was 
  a Chicago 
  investor who 
  built the Civic 
  Opera House. 
  According to 
  rumor, he built 
  it for his 
  daughter who 
  couldn’t make 
  it at the met. 
  Alex reads 
  a lot from 
  the “local 
  interest” 
  section at 
  Bock’s. 
  And that’s 
  a location 
  and a face 
  in a bottle, 
  right there.
  
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  Occult Chicago
  Gold Coast
  Theme: Exclusive Boutique
  Theme: Thick Wallets Make Good 
  Neighbors
  East and north of the Near North Side is the 
  Gold Coast, where Chicago’s old money meets 
  Chicago’s slightly newer money. Starting with 
  retail and hotel genius Potter Palmer, Chicago’s 
  elite have been living large on the lakeside since 
  1882. It’s high-rises right along Lake Shore 
  Drive, and then slightly more dignified brown-
  stones a few blocks inland. You can buy anything 
  on Oak Street, as long as it’s crazy expensive. 
  Folks who are merely upper-upper-middle-
  class can sate their consumer urges on “the 
  Magnificent Mile,” which runs down Michigan 
  Avenue from the incredibly classy Drake Hotel 
  south to the River.
  Cabrini-Green
  Theme: Bullets in the Wall
  Theme: Don’t Slow Down
  The weird part is that all this luxury existed 
  just a few blocks from Cabrini-Green, the 
  housing project so miserable that they filmed 
  Candyland there. (And only one crewman 
  got shot!) 
  While “the Greens” is slowly coming down—
  eventually being turned into condos and upscale 
  shops—its history of pain, poverty, and suffering 
  may not go away so easily. After all, they built it 
  on Little Italy’s famed “Death Corner,” where the 
  Black Hand’s mysterious “Shotgun Man” killed 
  seven people in 1910 and 1911, part of a gang 
  murder wave that prefigured Cabrini-Green’s 
  wars between the Gangster Disciples and the 
  Cobra Stones.
  Lincoln Park
  Theme: Bright Lights Tonight
  Theme: I Can’t Even Park My Beemer
  North along the lakeshore from the Gold 
  Coast comes Lincoln Park, the second-wealth-
  iest neighborhood in Chicago. The North 
  Avenue Beach abuts both, and the Chicago 
  Historical Society holds its cargo of artifacts and 
  dusty tomes right there at the south end of the 
  park. North on Lincoln, Clark, and Broadway 
  you can find everything but a parking space: 
  clubs, theaters, restaurants (trendy, timeless, 
  Hey boss, you got some of 
  the names and places screwed 
  up in your casefiles.
  I say to you again —  
  I get hit in the head. A lot.
  I’ll just make a note when I run into 
  a detail that doesn’t make sense.
  MacFinn, Marcone, Georgia’s 
  parents, and Madge Shelly  
  are among the aforementioned 
  elite, to name just a few.
  Harry, you must really have been 
  spaced driving up to marcone’s—
  it’s like you just zoned out for 
  fifteen miles! Or did you just visit 
  marcone at his townhouse in the 
  gold Coast and get those notes 
  tangled up with his big estate on 
  the North Shore in Winnetka?
  Getting the geography right is 
  usually my last priority when 
  I’m writing this stuff down.
  Mavra’s 
  Lair. “Sheila 
  Starr’s 
  apartment.” 
  Thomas’ 
  apartment 
  (right across 
  the dividing 
  line from the 
  Gold Coast).
  HOlY CrAP 
  the location 
  potential 
  here for City 
  Creation.
  I’m writing your game 
  stats, Billy—your high 
  concept is “Know-It-
  All Werewolf.”
  Harry, in your case notes you always 
  write “lincoln Park” when you mean 
  “Hyde Park,” and vicey-versey. Or your 
  ls look like Hs, which is always possible, 
  given the crappy paper mcAnally’s uses 
  for its placemats—not to mention the 
  stains, which I seriously DO NOt need 
  or want an explanation for. Anyhow, 
  what with President Obama being 
  from Hyde Park and all, I figured we’d 
  just swap them back for this book.
  
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  Occult Chicago
  and everything in between), weird shops, and 
  national upscale chains. On weekends, Chicago’s 
  “trixies” are out in force, shopping for men and 
  shoes; the Red Line El is so packed on Saturday 
  night that it looks like one of the bars everyone is 
  on their way to. (By 2 or 3 a.m., it starts smelling 
  like one, too.)
  In a town full of murder sites, Lincoln Park 
  probably hosts the two most famous a few blocks 
  apart: the SMC Cartage building, where the St. 
  Valentine’s Day Massacre went down in 1929, 
  and the Biograph Theater, where the FBI blew 
  away John Dillinger in 1934. The former SMC 
  plot is now a particularly bedraggled park; the 
  Biograph has recently come back as a live theater. 
  Ghosts haunt both sites, although the noisiest 
  spooks are a block north of the Biograph at the 
  Red Lion Pub. Poltergeists, screaming skulls, the 
  whole bit. And the beer’s not that strong.
  Wicker Park
  Theme: 2Hip 2Be 4Gotten
  Theme: Arts & Crafts
  Wicker Park is west of Lincoln Park, across 
  the Kennedy Expressway. Most people know 
  Wicker Park best from St. Mary of the Angels at 
  Bloomingdale and Wood; but if you’re any kind 
  of music fan, you’ll know it for the legendary 
  Double Door on Damen. If you can get in, it’s 
  the best place to hear the best sounds in Chicago. 
  Or buy the song at Reckless Records, just down 
  Milwaukee Avenue (another one of our diagonal 
  streets laid down on an Indian trail). Or hit 
  Quimby’s Comics, or Myopic Books, or, well, 
  any number of cool-kid joints. Brian’s Occult 
  Books is mostly wannabe pop stuff, but the 
  owner doesn’t believe in shelf order, or inventory 
  control, or dusting, so anything could be back 
  there. You can drink absinthe or rent imported 
  Chinese DVDs. Yep, Wicker Park is full of 
  hipster types bitterly complaining that it “used 
  to be really cool before all these posers moved 
  in.” Nelson Algren was probably saying the same 
  thing back in the Fifties. The amazing Coyote 
  Building dominates the neighborhood; the 
  “Around the Coyote” arts show keeps its freak 
  flag flying.
  Bucktown
  Theme: Converted Lofts
  Theme: Green Parks & Dark Pockets
  Right north of Wicker Park is Bucktown, 
  so called because Polish and Ruthenian immi-
  grants used to keep goats on their lawns back in 
  the day. There’s still traces of the old immigrant 
  housing, and maybe (the Balkans being what 
  they are) some traces of the old immigrants. 
  (You’d have to ask Lindquist or Murphy if there 
  are any ghostly goats around, though.) 
  Bucktown is kind of quiet, kind of nice, 
  with oaks and sycamores in the parks and 
  lawns. The key phrase here is “kind of.” Some of 
  Bucktown’s old factory buildings have survived 
  creeping gentrification, especially the ones of 
  unknown purpose and murky ownership—
  anything could be in them. After all, Capone’s 
  North Side muscle, the Circus Gang, lived here 
  in the Twenties. (I don’t know of any Circus 
  Gang connection to the phantom kangaroo 
  seen around here in 1974. But then again, I 
  don’t know there isn’t a connection, either.) But 
  whoever’s running the place knows better than 
  to make noise; the noisiest thing in Bucktown 
  is drunken hipsters on Saturday night singing 
  along to their iPods, or the poltergeist at the 
  imaginatively-named Bucktown Pub.
  Wrigleyville
  Theme: Baseball Pilgrimage
  Theme: Frat Boy Meets Goth Girl (or Boy)
  North of Diversey, just a little of the glam 
  comes off of Lincoln Park. The neighborhood 
  becomes Lakeview or, as everyone else calls 
  it, Wrigleyville. Once solidly working-class, 
  Wrigleyville has inevitably gentrified, with 
  quaint little houses, greystone apartment build-
  ings, and new modern condos. It’s got sports 
  bars and Irish pubs and every other kind of 
  watering hole; Wrigleyville is a neighborhood 
  where the old Chicago tradition of a saloon on 
  every corner still holds true.
  Since the Eighties or so, the neighborhood 
  has gone in two directions. (Or maybe three.) 
  It features goths and other emo types, frat 
  boys and office drones blowing off steam, and 
  Chicago’s biggest gay community, all pretty 
  much overlapping in good humor. Halsted 
  Street is the core of “Boystown,” and the goths 
  cluster around the Alley (an alterna-mall where 
  Not worth the visit—Bock 
  Ordered Books is far superior.
  Yeah. Alex has been in there a 
  few times. Always a bust.
  
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  you can get a brand-new Ministry shirt to go 
  with your Doc Martens) at Clark and Belmont, 
  and the frat boys pack Addison around Wrigley 
  Field—the cathedral of baseball set down right 
  spang in the middle of the neighborhood. Forget 
  street parking on game day; just ride the Red 
  Line north and suffer.
  Even for a White Sox fan like myself, Wrigley 
  is holy soil, sacred to the American ritual of 
  baseball. It’s our spring ceremony, our Round 
  Table, our sacrificial altar—pine bats instead 
  of golden boughs, but the principle’s the same. 
  The ivy-covered wall encloses a ritual space of 
  phenomenal power. And yet, even with all that, 
  the Cubs still can’t win. (There’s no curse on the 
  Cubs, no magic revenge taken by an angry billy 
  goat. The Cubs just suck.) 
  There are a few other ripples of magic in 
  Lakeview, although Wrigley Field swamps most 
  of them with its power. Anna Sage, the legendary 
  “woman in red” who betrayed Dillinger, lived 
  in the neighborhood before she mysteriously 
  dropped out of sight, and there are more recent 
  reports of succubi and similar seductive spirits 
  flitting about. (Less effectively, succubus-wise, 
  as Boystown grows. Look out for an invasion 
  of incubi!) 
  Uptown
  Theme: Faded Glamours
  Theme: Garam Masala
  North of Wrigleyville, gentrification slowly 
  peters out. From about 1900 to the Depression, 
  Uptown was the resort neighborhood of 
  Chicago. The rich and idle (and those who 
  aspired to both conditions) went north to night-
  spots like the Aragon Ballroom (still a big old 
  barn of a music venue), the Arcadia dance hall 
  (burned down in 1959), and “Machine Gun” 
  Jack McGurn’s Green Mill bar (still a top-flight 
  jazz club, and haunted by at least three ghosts, 
  they say). 
  For 20 years, folks flocked to Uptown to 
  see the stars, too: Chicago’s Essanay Studios 
  (featuring Tom Mix, Charlie Chaplin, Gloria 
  Swanson, and “Broncho Billy” Anderson) was 
  the country’s biggest movie-maker. Until film 
  stock got good enough that sunlight became 
  a consideration, Chicago was America’s film 
  capital. But, like the movie biz, prosperity 
  drained away from Uptown in the Thirties—
  and, also like the movie biz, stayed gone.
  In the last ten years, there have been some 
  refurbishments and recoveries—Uptown just 
  Jeez, Harry, 
  Cellular 
  Field has the 
  parking lot, 
  not Wrigley. 
  getting the 
  Sox and the 
  Cubs confused 
  is like getting 
  the red and 
  White Courts 
  mixed up. And 
  about as 
  dangerous, in 
  some bars.
  I’m going 
  to be doing 
  penance for 
  that until the 
  end of time, 
  aren’t I? 
  Also, one of the more 
  northerly entrances 
  to Undertown opens in a 
  desolate looking stretch 
  under the Addison 
  Street El tracks.
  Hey, Harry: Would places 
  like Wrigley Field have a 
  threshold, kind of like a 
  church, powered by the shared 
  hopes, dreams, and memories 
  of American baseball fans?
  Nice thought, but it 
  doesn’t work like that. 
  Also, as should be 
  evident to any Chicago 
  resident, God does not 
  watch over the Cubs. 
  
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  Occult Chicago
  got a Starbucks—but the neighborhood is still 
  far from glamorous. It is, however, famously 
  diverse in just about every way imaginable. 
  There are Indians and Pakistanis on Devon, 
  Vietnamese and Cambodians on Argyle’s 
  “Chinatown North,” Puerto Ricans in Logan 
  Square, Romanians in Ravenswood, Koreans in 
  Albany Park, Tibetans on Foster, and Mexicans 
  in Edgewater. Not all these neighborhoods are 
  technically in Uptown, but their feel (modulo 
  the food) is pretty similar (to this South Sider, 
  anyhow).
  The elephant in the room in Uptown, super-
  naturally speaking, is Graceland Cemetery. 
  Established in 1860, its 120 landscaped acres 
  host the graves of a “who’s who” of Chicago: 
  Cyrus McCormick, Louis Sullivan, Daniel 
  Burnham, and Allan Pinkerton. On Dexter 
  Graves’ grave, Lorado Taft’s statue of hooded 
  Death reveals your own death to you if you look 
  into its face—people leave pennies at its feet 
  in hopes of propitiating Whatever it channels. 
  The statue of “Inez Clarke” appears and disap-
  pears from a locked glass case; people see her 
  ghost in the cemetery—despite the fact that 
  there’s no Inez Clarke buried there. (I’m pretty 
  sure she’s a tulpa, created by the expectations 
  of people looking for Inez Clarke.) A green-
  eyed spectral wolf howls at the immense tomb 
  complex of (of course) Ludwig Wolff, which I’ve 
  heard is yet another entrance to Undertown. If 
  that’s true, spectral wolves are the least of it. The 
  pyramid on Peter Schoenhoefen’s grave focuses 
  something—I’m still not sure what—and may 
  likewise open doors throughout the spirit world. 
  Graceland is apparently Chicago’s spirit version 
  of Union Station.
  Northwest Side
  Theme: Kielbasa on the Grill
  Theme: Work Hard and Get Ahead
  On the Northwest Side, in “the area 
  approaching O’Hare,” neighborhoods like 
  Portage Park, Dunning, and Jefferson Park 
  become pretty much indistinguishable from 
  suburbs like Niles and Rosemont and Norridge. 
  But somewhere west of Uptown and such places, 
  west of Western Avenue, people stop caring 
  what you think. Or rather, they stop caring what 
  “Lakeshore liberals” think. To the folks on the 
  Northwest Side, the two-car garage (even if 
  it’s in the back of the alley) and the backyard 
  barbecue aren’t “boring bourgeois suburban 
  sprawl,” but the reasons their parents and grand-
  parents came here from Warsaw and Prague and 
  Riga. They came, they had kids, they built nice 
  little houses, and they went out somewhere on 
  the weekend when they could.
  Most of those somewheres—pretty much all 
  the bars and dance-halls, and a lot of the restau-
  rants—have been Outfit-run ever since Capone 
  whacked Johnnie Touhy at the Lone Tree Inn in 
  1927. Or rather, ever since Murray “the Camel” 
  Humphreys took out all of the “Terrible Touhys” 
  in the next 20 years. Outfit patronage helps keep 
  the Northwest Side one of the most crime-free 
  parts of the city. Not counting the serial-killing 
  clown John Wayne Gacy, that is, who lived out 
  here near Cumberland Avenue. Its ghosts and 
  monsters are low, skulking things hidden in 
  basements and crawlspaces, or buried under 
  parking lots. Blue-collar dreams and Things We 
  Don’t Talk About—it’s Stephen King country, 
  wit’ a Nort’west Side accent.
  And now, da Sout’ Side…
  Grant Park
  Theme: Et in Arcadia Ego
  Theme: Sea and Sky and Time
  Grant Park, on the east side of the Loop, is the 
  city’s “front yard.” That’s where we all crowd up 
  to watch the fireworks, or stuff ourselves stupid 
  at Taste of Chicago, or jam out at Bluesfest. It’s 
  where the Chicago Police Department made 
  itself world-famous in 1968 beating up protes-
  tors, and where Barack Obama delivered his 
  acceptance speech. On the Park’s north end is the 
  Art Institute, which is essentially in the Loop. 
  But as you walk south through the gardens and 
  weird statuary and hills, you get into a kind of 
  wild space that’s just a spiral pass from Michigan 
  Avenue. Trees block out the noises, and you can 
  see rabbits and foxes at night.
  And then you get to Buckingham Fountain—
  or, as the German tourists call it after its starring 
  role in the Married With Children credit 
  sequence: “Bundy Fountain.” It’s right spang in 
  the middle of the Park, and I always consider 
  it the symbolic beginning of the South Side. 
  (The South Side officially begins in the Loop, 
  at Madison Street.) The largest fountain in 
  the world when it was built in 1927, it pumps 
  1.5 million gallons of water. It’s also where 
  My tomb-
  stone is 
  there, by 
  the by. 
  THANKS, 
  Bianca 
  (rot in hell).
  “Crime-free” — marcone’s work?
  Yup.
  
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  Occult Chicago
  Route 66 ends, and one of the places Daniel 
  Burnham planned to put a tower in his Plan of 
  Chicago. In short, it’s a freaking power nexus—
  its ley potential is off the charts.
  Further south yet, you come to the Museum 
  Campus: Adler Planetarium, Shedd Aquarium, 
  and the Field Museum. 
  The Field Museum houses Sue, the world’s 
  best T. Rex skeleton. We’ve already met.
  The Shedd, well, I know all about 
  that place after the Denarian busi-
  ness. I hope the cleanup went well.
  The Adler’s collection includes some pretty 
  weird gadgets used by medieval astrologers, and 
  it’s magically “open” in a way that doesn’t sit right 
  with me, although I suppose that’s inevitable in 
  a temple of Space. 
  The Shedd has the world’s oldest captive 
  fish, an Australian lungfish named “Granddad.” 
  (Nothing magical there, unless you’re 
  Aquaman.) 
  The Field Museum is plenty magical—it has 
  North America’s largest collection of Egyptian 
  mummies, for one thing, plus those Cahokian 
  artifacts. As if that weren’t enough, the skins of 
  “Ghost” and “Darkness,” the man-eating lions of 
  Tsavo, are on display in the basement. Further 
  down are the work tunnels and storage cellars; 
  they hook up with the South Loop Levee system 
  and Undertown. The Museum Campus leads 
  into Burnham Park; Burnham Harbor, for the 
  elites and their yachts, is right below it.
  South Loop
  Theme: New Paint on Old Scars
  Theme: Not Quite Home Yet
  South of the Loop, things really get intense. 
  The hard-core stuff started going down early—
  the Potawotami tortured and slaughtered 66 
  inhabitants of Fort Dearborn in 1812, right 
  down on the Lakeshore where Prairie Avenue 
  runs now. Later, Chicago’s first millionaires built 
  their first mansions there—and conveniently 
  nearby, Chicago’s hookers and gamblers set up 
  business in the Levee district. It was in the Levee 
  that the first Chicago Machine was born—the 
  Gray Wolves run by “Bath-house” John Coughlin 
  and “Hinky Dink” Kenna. It was in the Levee 
  that Michael “Mickey” Finn mixed up his first 
  doped cocktail. It was in the Levee that Marshall 
  Field, Jr., heir to a retailing fortune, met his 
  mysterious death in 1905, to be carried through 
  the tunnels under the district (which connected 
  up to Undertown then, and probably still do 
  today) and back to his mansion on haunted, 
  blood-soaked Prairie Avenue. That house still 
  stands, empty and decrepit, cut off by a cul-de-
  sac from prying tourist eyes. (The tourists come 
  to see the Glessner House, haunted by its archi-
  tect, Henry Hobson Richardson, who died just 
  as the House’s last stone was laid.) 
  Eventually, the Levee won. The millionaires 
  moved north to the Gold Coast, and the neigh-
  borhood went completely to seed. A few blocks 
  south of the old Levee, Al Capone made his 
  headquarters at the Lexington Hotel and the 
  Four Deuces Club (2222 South Wabash). In 
  the Forties, speakeasies became jazz joints, and 
  the South Loop had one last fling with pros-
  perity before completely disintegrating into 
  abandoned brown-field lots. Mercy Hospital 
  (the oldest in Chicago) stayed there, and even 
  got a new building in the Seventies. A trickle of 
  development seeped up from the McCormick 
  Convention Center on the south edge of the 
  neighborhood. It was only in the late Nineties, 
  by exercising a truly prodigious amount of 
  clout, that developers were able to start building 
  condos on the empty blocks. Even now, the 
  South Loop clings precariously to this thin 
  patina of urban class and success, hoping against 
  hope that the curse of the Levee is finally broken.
  You trying to turn that 
  place into a shrine to the 
  bastard? Don’t put that in 
  the final version of the book.
  The 
  Buckingham 
  Fountain 
  nexus is not 
  as explo-
  sive as you 
  might think. 
  Might be lots 
  of power 
  there, but 
  mechani-
  cally, Bundy 
  Fountain 
  (heh) pumping 
  enough water 
  to swamp 
  an aircraft 
  carrier 
  makes 
  actually 
  channeling 
  that power 
  a tricky 
  business. 
  Over-
  come that 
  threshold, 
  and you’re 
  golden.
  Still, this is 
  a potential 
  Sponsored magic 
  situation here. 
  Very nice stuff.
  Hey, Harry, I think Kravos’ lair—
  that part of it that was in the 
  physical world, anyhow—may have 
  actually been in Calumet Harbor 
  down on the South Shore, where 
  the freight and container trade 
  puts in, and he had some kind of 
  magical door or gate or soft spot 
  between there and Burnham Harbor 
  on your model. magically speaking, 
  a harbor’s a harbor, right?
  Alex is a die-hard 
  Chicagoan, isn’t he?
  the potential 
  for threats 
  and locations 
  as the new 
  development 
  is built atop 
  the ashes 
  of the past 
  is very, 
  very high.
  
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  Occult Chicago
  Near West Side
  Theme: Move ’Em Out
  Theme: The New Brutalism
  The Near West Side begins west of the Loop, 
  with Union Station just across the River, and 
  Greektown along Halsted Street. South along 
  the railway tracks lie former factories and ware-
  houses—the old Wacker industrial district. Even 
  a few years ago, the EMTs had to wear Kevlar 
  there, but it’s almost all condos and bistros now. 
  The EMTs—and the condo dwellers—come 
  from the Illinois Medical District farther west, 
  anchored by Stroger Hospital on the former site 
  of Cook County Hospital. The IMD also holds 
  the Cook County Morgue’s Forensic Institute, 
  which is pretty convenient, I guess.
  Between the IMD and the Kennedy 
  Expressway is the University of Illinois at 
  Chicago, its brutalist concrete architecture cold 
  and hostile. UIC managed to crush the life out 
  of the famed Maxwell Street flea market, driving 
  the sellers and buyers to a shadow market 
  east of the Kennedy. At night on new moons, 
  the underpasses beneath the expressway host 
  Chicago’s “goblin market,” guarded by trolls up 
  from Undertown. 
  Maxwell Street was also famous for “Bloody 
  Maxwell,” the 22nd Police District station 
  later sanitized as “Hill Street Station” on Hill 
  Street Blues. Throughout its 110-year 
  history, Bloody Maxwell witnessed torture, 
  corruption, murder, and every sort of evil—both 
  inside and outside its walls. Now, it’s the UIC 
  Campus police headquarters.
  The Near West Side is where the Chicago 
  Fire of 1871 started, where the Chicago Blues 
  began, and where the Haymarket bomb went 
  off in 1886 after a May 1 protest. West of the 
  UIC campus was the “Dead Man’s Tree,” where 
  the Black Hand would post the names of their 
  targets, terrorizing Little Italy. Even the best 
  places go just slightly bad in the Near West Side; 
  Jane Addams’ famous Hull House is haunted by 
  the “Hull House Devil,” a demonic figure born 
  to an unfortunate woman and locked in the attic 
  by the panicked social workers. I never heard if 
  they ever let it out. It’s on the UIC campus now, 
  so I’m in no hurry to check.
  Pilsen
  Theme: Grey Market
  Theme: ¿Quien Sabe?
  Just south of the Near West Side is Pilsen, 
  once the main Czech neighborhood in Chicago. 
  Now, it’s almost entirely Mexican, with a really 
  great Day of the Dead festival. Its shopping strip 
  on 18th Street features botanicas where you can 
  buy saints’ oil, magic candles, and equipment for 
  brujeria ceremonies (or Santeria, if you don’t 
  mind mixing your symbolism). Little Village, the 
  Mexican neighborhood to the west, has fewer 
  Anglo visitors to its enormous indoor mercados, 
  where you can wander through an endless array 
  of stalls and pick up pretty much anything that’s 
  ever come from or passed through Mexico.
  Chinatown
  Theme: Neon Lotus
  Theme: Twisted Chi
  Further south, by contrast, Chinatown has 
  lots of tourists. They pour through the restau-
  rants for dim sum and the gimcrack stores for 
  ceramic cat idols, exclaim at the Chinatown 
  Gate and get back on the Red Line to go home. 
  Meanwhile, the folks who live here try to get on 
  with their lives. 
  The El tracks and the expressway give 
  Chinatown terrible feng shui, so the local 
  talent has to stay extra-cautious and on top 
  of things.
  The Chinatown tunnels dug during 
  Prohibition (and the ensuing Tong wars) 
  connect up with Undertown, making a hard job 
  harder. 
  The only good news is that a federal investiga-
  tion broke the On Leong Tong in the Nineties, 
  so organized crime here is relatively minimal. 
  The good guys and ghost-breakers unwind and 
  swap intel at Tito’s, a Chinatown-Italian bar in a 
  former funeral home.
  this is me, drawing huge circles around and 
  arrows pointing to tito’s as a location.
  Me neither, I have enough problems.
  Attention City Creation fans, we 
  have a “Class-A” Story Hook Alert.
  
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  Occult Chicago
  Bronzeville
  Theme: Soul of the City
  Theme: We Shall Overcome (Eventually)
  This thin stretch of land running south from 
  Chinatown to the western edge of Hyde Park 
  was Chicago’s “Black Belt” until desegregation 
  in the Sixties. Bronzeville flourished (as best a 
  ghetto can) until the Crash of ’29 destroyed most 
  of the local businesses. The postwar decline of 
  the stockyards and steel mills finished a lot of 
  the rest. Now, Martin Luther King Drive runs 
  south between empty mansions and brown-
  stones and looming public-housing hellholes. 
  The neighborhood clings to life, however; a few 
  developers are tossing the dice on Bronzeville 
  being the next South Loop, hoping to leverage 
  its heritage (everyone from Louis Armstrong to 
  Ida B. Wells lived here at one time) into tourism 
  and development.
  Ironically, the worst haunts in Bronzeville are 
  the Confederate war dead from Camp Douglas, 
  a Union prison camp set up in 1862 around 
  35th Street. Over 6,000 prisoners died there, 
  mostly from disease; their bodies mostly lie in 
  Oak Woods Cemetery at the far southern end 
  of the neighborhood.
  hyde Park
  Theme: The Life of the Mind
  Theme: Where Fun Comes to Die
  Hyde Park lies between Bronzeville and the 
  Lake. It began as a rich folks’ getaway in the 
  1880s, and under benevolent police dictatorship 
  became a jumping, integrated neighborhood of 
  “blind pig” saloons (that is, taverns without a 
  liquor license) and jazz clubs. The University of 
  Chicago, set up by John D. Rockefeller in 1892, 
  attempted to keep its noble pursuit of knowl-
  edge separate from the revelry around it, but in 
  the Fifties the University (along with local poli-
  ticians) connived at a massive “urban renewal” 
  program that leveled all the juke joints and most 
  of the tenement housing. “Black and White, 
  united against the poor,” went the refrain.
  Now, Hyde Park is quiet wherever the 
  University’s aegis extends. There are a few bars 
  that stay open late, but the big excitement is 
  book shopping: abstruse academic texts at 
  Seminary Co-Op, weird titles at O’Gara’s, walls 
  of remainders at the original Powell’s, and a little 
  bit of everything at Bock Ordered Books. You 
  have to dig around to find the good stuff—liter-
  ally. The University of Chicago steam tunnels 
  connect up to the old radioactive Manhattan 
  Project warrens under the main university 
  library building. Both of them connect up to 
  Undertown, eventually.
  Englewood
  Theme: Derelict and Dangerous
  Theme: Hell Does Freeze Over
  West of Hyde Park, Englewood crouches 
  down like a whipped dog. Broken glass, rusted 
  cars, and boarded up windows go by when you 
  drive through it—with your windows up and 
  doors locked, of course. 
  Of all Chicago’s “community areas,” 
  Englewood has the second-most violent crimes, 
  usually gang- or drug-related. (Fourth place on 
  that list? West Englewood.) Englewood has the 
  same sort of vibe as the other blighted, deso-
  late neighborhoods: Marquette Park, Austin, 
  Chatham, Woodlawn (south of Hyde Park) and 
  so forth. But in Englewood, it takes on an edge 
  of its own. 
  Englewood is where H.H. Holmes built his 
  “Murder Castle” in 1889 and killed 60 or more 
  women in its bowels over the next four years. 
  Why, I don’t think there’ve been 
  more than two fatal shootings 
  a year on my block. Four, tops. 
  And I’ll bet now that the cops 
  (and by “cops” I mean “Alphas”) 
  shut down the crack house 
  out behind my back gate, the 
  gunplay will really drop off. 
  Okay, maybe you have a point. 
  But still, it ain’t englewood.
  lots of ghosts 
  in Chicago—if 
  you set your 
  game there, 
  make sure 
  you carefully 
  read over how 
  ghosts work 
  rules-wise in 
  “What goes 
  Bump.” It 
  just wouldn’t 
  be Chicago 
  without ghosts.
  You got 
  that one 
  right, buddy.
  Harry, you know I love you, but 
  you’re a North Sider, so Hyde Park 
  always seems like a demilitarized 
  zone to you when you come down 
  here. It’s really not that bad—
  the campus cops keep a lid on most 
  stuff. West of the IC tracks, 
  it’s downright green and leafy. 
  
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  Occult Chicago
  It’s also where nobody could seemingly be 
  bothered to keep track of just how many serial 
  killers were operating a century later, as body 
  after body turned up wrapped in trash bags and 
  lying in abandoned lots. Anything and every-
  thing supernatural or evil could be going on in 
  Englewood—and some of it would still prob-
  ably be better than what the “normal folks” are 
  doing to each other.
  Bungalow Belt
  Theme: Hunker Down in Domesticity
  Theme: White Ghosts
  West and southwest of Englewood, neigh-
  borhoods like West Elsdon, Archer Heights, 
  McKinley Park, Gage Park, and Brighton 
  Park are in many ways a mirror-image of the 
  Northwest Side. Taco stands mix it up with the 
  pierogi buffet parlors, and the airport is unpre-
  tentious Midway, not manic O’Hare, but the 
  community character is the same. 
  Working-class, strongly Catholic families 
  live in a sea of bungalows, every so often with 
  an above-ground swimming pool in the back 
  yard, or a boat in the driveway. Rail and trucking 
  hubs line the Sanitary and Ship Canal; facto-
  ries (some abandoned, some in use, some in 
  between) spread out from them. The main corri-
  dors of the Belt are Garfield Boulevard (alias 
  55th), which runs east-west from Hyde Park 
  to Midway Airport, and Archer Avenue—the 
  “ghost road,” the most haunted street in Chicago.
  Archer Avenue essentially begins in 
  Bridgeport, the Irish (and other ethnic) neigh-
  borhood from whence the Daleys sprang. 
  Bridgeport is pretty much the same deal as the 
  Bungalow Belt, except that it’s got even more 
  cops and even more Outfit crews. (And Cellular 
  Field. Go Sox!) 
  From there, Archer runs southwest along 
  an Indian trail that shows up on the oldest 
  maps of Chicago as “the road to the Widow’s 
  house.” It parallels canals and rivers, passing 
  through half a dozen cemeteries on its way to 
  suburban Lemont. It’s the stomping grounds of 
  Resurrection Mary (the famous “phantom hitch
  hiker”), a woman in white, an apparition of eight 
  spectral monks, La Llorona, a ghostly horse and 
  carriage, a glowing red orb, eerie music from a 
  crypt, and more miscellaneous haunts and sight-
  ings than you can shake a wand at.
  Too bad 
  there isn’t 
  a band of 
  intrepid 
  werewolves 
  who could 
  go clean up 
  the neigh-
  borhood.
  Oh hey, look 
  at the time. 
  It’s been nice 
  chatting, 
  boss, but I 
  gotta go…
  If you can’t find aspects in 
  ‘the road to the Widow’s house’ 
  and a threat in ‘resurrection 
  mary, the Phantom Hitchhiker,’ 
  then I can’t help you.
  That’s The Chicago Way. 
  Now Go Make It Yours.
  So there’s Chicago, folks. Plenty here for 
  you to grab hold of and build on, no matter 
  what sort of game you’re interested in. As 
  has been observed, this isn’t a playable city 
  as-is—Chicago is “some assembly required.” 
  This chapter essentially represents the 
  Research phase of your city creation 
  process—if you want to game in Chicago, 
  have everyone look this chapter over. See 
  what strikes people’s interest, take that, and 
  proceed with City Creation.
  And if you’re operating around U of 
  Chicago campus, drop us a note—it’s good 
  to know when someone else is on our beat.
  alphas@dresdenfilesrpg.com
  
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  index
  606: OW245
  Abby: OW99
  Abernathy, Biff: YS369
  Academics: OW70
  Accidental Compels: YS102
  Ace: OW99
  Actions: YS192
  Free & Supplemental: YS213
  Acts of Faith: YS124
  Addictive Saliva: YS162
  Advancement: YS88
  Mid-session: YS91
  Agatha Hagglethorn: OW156
  Aiming: YS131
  Aleron LaFortier: OW165
  Alertness: YS121
  Alex is Smart: OW244, OW245, 
  OW248, OW249, OW254, 
  OW259, OW260
  Alice’s Restaurant: OW26
  Alphas, The: OW93, OW116
  Amanda Beckitt: OW108
  Ambush: YS142
  Anastasia Luccio: OW176
  Ancient Mai: OW100
  Animal Handling: YS143
  Anna Ash: OW105
  Anna Valmont: OW239
  Answers: YS140
  Anthony Forthill: OW147
  Apprentice: YS86
  Aquatic: YS162
  Arcane Research: YS134
  Archangel: OW206
  Archive, The: OW100
  Archleone, Nicodemus: OW102
  Armor: YS202
  Art Appreciation: YS135
  Artemis Bock: OW113
  Arthur Langtry: OW165
  Arturo Genosa: OW150
  Ash, Anna: OW105
  Aspects: YS18, YS98, YS316
  Choosing: YS55, YS108
  City Aspects: YS46
  Compelling: YS100
  Creating: YS108
  Discovering: YS113
  Interaction With Others: YS105
  Invoking: YS98
  Limitations: YS101
  Negative Ones: YS109
  Positive Ones: YS109
  Sample Aspects: YS117
  Scene Aspects: YS105
  Temporary Aspects: YS114
  Ass Sand: OW195
  Assessment: YS115, YS195
  Astor, Faith: OW106
  Athame: OW170
  Athletics: YS121
  Aurora: OW106
  Authorities: OW67
  Avoiding Surprise: YS121
  AWESOME!, Our Playtesters 
  and Proofreaders 
  Are: YS3, OW3
  Backgrounds: YS44, YS59
  Backlash: YS256
  Baltimore: YS29, YS358
  Bart: OW106
  Bartlesby, Charles: OW106
  Beast Change: YS174
  Beckitt, Amanda: OW108
  Beckitt, Greg: OW108
  Beckitt, Helen: OW108
  Becton, Drea: OW110
  Belief: YS12
  Benn, Deborah: OW110
  Betrayal: YS58
  Bianca St. Claire: OW231
  Biff Abernathy: YS369
  Big Red MORE Button: YS286
  Big Trouble in Little 
  China: YS156
  Billy: OW114
  Billy Speculates: YS243, 
  YS391, OW19, OW28, 
  OW30, OW38, OW60, 
  OW70, OW76, OW77, 
  OW79, OW82, OW91, 
  OW98, OW100, OW103, 
  OW129, OW139, OW142, 
  OW151, OW151, OW155, 
  OW160, OW164, OW166, 
  OW205, OW219
  Black Aggie: YS361
  Black Council, The: OW63
  Black Court: OW20
  Black Court Vampires: 
  OW84, OW191
  Black Dogs: OW81
  Blackstaff: YS246, OW192
  Bless This House: YS187
  Blocks: YS210
  Blood Drinker: YS188
  Bob the Skull: OW110
  Bobby: OW113
  Bock, Artemis: OW113
  Boggart: OW12
  Boogeyman: see: Boggart
  Borden, Georgia McAlister: 
  OW114
  Borden, William: OW114
  Borders: YS212
  Boughton, Lisa: OW116
  Boughton, Rick: OW117
  Bram Stoker: YS11, YS185
  Brawling: YS131
  Breaking: YS320, YS321, YS125
  Breaking Things: YS135
  Breath Weapon: YS162
  Brother Wang: OW240
  Brush-Off, The: YS132
  Bucky: OW43
  Building: YS125
  Burglary: YS123
  Butters, Waldo: OW118
  Buying Things: YS139, YS322
  Camouflage: YS143
  Canon: YS196
  Captain Marvel-Mary 
  Marvel-Captain Marvel 
  Jr. option: OW52
  Captain Obvious: YS95
  Caring: YS33
  Carlos Ramirez: OW215
  Carmichael, Ron: OW118
  Carpenter, Charity: OW120
  Carpenter, Daniel: OW121
  Carpenter, Michael: OW125
  Carpenter, Molly: OW123
  Carpenters: OW121
  Cars: YS128
  Cashing Out: YS206
  Casing: YS123
  Cassandra’s Tears: 
  YS172, OW178
  Cassius, Quintus: OW127
  Cassius. Snakes: OW32
  Cat & Mouse: YS194
  Cat and Mouse (Skill 
  Trapping): YS126
  Catch, The: YS185
  Champion of God: YS73
  Changeling: YS74
  Changelings: OW41
  Channeling: YS181
  Character Concept: YS52
  Character Creation: YS52
  Character Sheet: YS17; see 
  also sheet at end of book
  Charisma: YS136
  Charity Carpenter: OW120
  Charles Bartlesby: OW106
  Chases: YS128
  Chaunzaggoroth 
  (“Chauncy”): OW35
  Chicago: OW244
  Chicago Neighborhoods:
  Bronzeville: OW261
  Bucktown: OW256
  Bungalow Belt: OW262
  Cabrini-Green: OW255
  Chinatown: OW260
  Englewood: OW261
  Gold Coast: OW255
  Grant Park: OW258
  Hyde Park: OW261
  Lincoln Park: OW255
  Loop, The: OW254
  Near North Side: OW254
  Near West Side: OW260
  Northwest Side: OW258
  Pilsen: OW260
  South Loop: OW259
  Uptown: OW257
  Wicker Park: OW256
  Wrigleyville: OW256
  Chicago Themes: OW245
  Blood & Butchery: OW245
  Blues: OW246
  City That Works: OW246
  Corruption: OW247
  Fire: OW247
  Flesh: OW248
  Futures: OW248
  Grey City: OW249
  I Will: OW249
  Magical Architecture: OW249
  Rivals Clash: OW250
  Sky-Scraping, Sky-Scraped: 
  OW250
  Urbs in Horto: OW251
  Water: OW252
  White City: OW252
  Chit-Chat: YS138
  Chlorofiend: OW32
  Choice: YS10
  Choosing Aspects: YS55, YS108
  Christian, Nick: OW127
  Christmas cards: YS56
  Church: OW16
  Churchmice, The: OW148
  Circle, The: OW129
  City Advancement: YS93
  City Aspects: YS46
  City Creation: YS25
  City in a Garden: OW251
  Clark Pell: OW206
  Clark Valentine: see: Baltimore
  Classic Werewolves: OW92
  Claws: YS162
  Climbing: YS121
  Cloak of Shadows: YS169
  Close-Combat Defense: YS131
  Closing Down: YS138
  Cobbs: OW42
  Collin Murphy: OW198
  Combat Initiative: YS121
  Command: YS137
  Common Ritual: YS134
  Community: YS36
  Compelling Aspects: YS100
  Compelling Aspects On 
  Accident: YS102
  YS = Volume 1: Your Story  OW = Volume 2: Our World
  
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  m
  Compelling Multiple 
  Aspects: YS104
  Compels: YS100, YS101
  Weak: YS104
  Complications: YS101
  Composition: YS136
  Computer Use: YS141
  Concentration: YS127
  Concept Spirits: OW82
  Concepts: YS37
  Concessions: YS206
  Conflicts: YS197
  Conjuration: YS274
  Connections: YS342
  Consequences: YS203
  Contacts: YS123
  Contests: YS193
  Conviction: YS124
  Cops: OW152
  Corpsetaker: OW129
  Counterspells: YS253
  Cowl: OW130
  Crafting: YS278
  Craftsmanship: YS125
  Crazy old geezers: YS36
  Creating Aspects: YS108
  Creative Communication: YS136
  Crime: YS27
  Critter Powers: YS162
  Cultists: OW63
  Current Events: YS14
  Dallas, Joan: OW131
  Damage: YS201
  Dana Watson: OW241
  Daniel Carpenter: OW121
  Dante: YS342
  Darkhallow: OW25
  Darkhounds: OW86
  Death: YS206
  Death Curse: YS282
  Deborah Benn: OW110
  Deceit: YS126
  Declaration: YS20, YS116, YS196
  Declaring Minor Details: YS141
  Default Advancement: YS91
  Defense Against the Nastybad 
  Arts: OW65
  Deirdre: OW131
  Delaney, Kim: OW132
  Delarossa, Lucille: OW133
  Delicious Crime: OW49, 
  OW159, OW235
  Demesne: YS170
  Demonic Co-Pilot: YS175
  Denarians: see: Order of the 
  Blackened Denarius
  Denton, Phil: OW133
  Dependents: OW108
  Dice: YS16
  Difficulties: YS17, YS310
  Diminutive Size: YS163
  Disciples of Kemmler: 
  OW66, OW129
  Discipline: YS127
  Discovering Aspects: YS113
  Disguise: YS126
  Distance Weaponry: YS144
  Distraction and 
  Misdirection: YS126
  Divination: YS275
  Dodging: YS121
  Domination: YS172
  Don’t Cross the Streams: YS17
  Donald Morgan: OW196
  Donny Wise: OW241
  Doughnuts: YS72
  Doughtnuts: OW143
  Drea Becton: OW110
  Dreamers: OW71
  Dresden, Harry: OW134
  Dresden, Maggie: OW140
  Dresden, Malcolm: OW139
  Driving: YS128
  Drulinda: OW141
  DuMorne, Justin: OW141
  Eavesdropping: YS133
  Ebenezar McCoy: OW192
  Echoes of the Beast: YS163
  Ecto-Suit: OW33
  Edgar Allan Poe: YS6, YS28, 
  YS29, YS36, YS38, YS41, 
  YS43, YS346, YS347, YS359, 
  YS361, YS365, YS366, 
  YS369, YS384, YS393
  Eduardo Anthony 
  Mendoza: OW193
  Elaine Lillian Mallory: OW183
  Elder Brother Gruff: OW142
  Eldest Brother Gruff: OW142
  Elements: YS253
  Elidee: OW143
  Elves: OW42
  Emissary of Power: YS75
  Emotional Control: YS127
  Emotional Vampire: YS189
  Empathy: YS129
  EMTs: OW68
  Enchanted Items: YS279
  Endings: YS353
  Endurance: YS130
  Equipment: YS322; see 
  also Weapons
  Equipment (Skill 
  Trapping): YS139
  Erlking, The: OW143
  Evan Montrose: YS368
  Evil Bob: OW113
  Evil Harry: OW139
  Evocation: YS180, YS249
  Examination: YS133
  Exerting Force: YS135
  Explosions: YS325
  Exposition and Knowledge 
  Dumping: YS141
  Eye of Thoth: OW74
  Faces: YS41
  Faerie Powers: YS166
  Faerie Queens: OW41
  Failure: YS310
  Faith: YS12
  Faith Astor: OW106
  Falling: YS121
  Fallout: YS256
  False Face Forward: YS126
  Falsehood and Deception: YS126
  Familiars: OW175
  Fashion Tips: OW141
  Fate: YS16
  Fate Points: YS19
  Earning: YS21
  Father Vincent: OW240
  FBI Hexenwolves: OW133
  Feeding Dependency: YS190
  Fellowship of St. Giles: YS14, 
  YS80, YS190, OW89
  Ferrovax: OW145
  Fetches: OW43
  Fewer Players: YS63
  Fifth Law: YS241
  Fine Thralls: OW83
  First Adventure: YS60
  First Impressions: YS138
  First Law: YS235
  Fists: YS130
  Fix: OW145
  Fixing: YS125
  Flatland: OW29
  Flesh Mask: YS175
  Focus Items: YS256, YS278
  Focused Practitioner: YS76
  Foo Dogs: OW82
  Forensics: OW68
  Forthill, Anthony: OW147
  Fourth Law: YS240
  Francisca Garcia: OW148
  Franklin: OW147
  Free Actions: YS213
  Freeholding Lords: OW145
  Fudge Dice: YS16
  Gamer Humor: YS2, YS26, 
  YS58, YS61, YS88, YS351, 
  OW115, OW145
  Garcia, Francisca: OW148
  Gard, Sigrun: OW148
  Gaseous Form: YS175
  Gatekeeper: YS243-246, YS304, 
  OW150, OW151, OW165, 
  OW172, OW179, OW196
  Gathering Information: YS123
  Genosa Prouctions: OW151
  Genosa, Arturo: OW150
  George Wilson: OW241
  Georgia McAlister 
  Borden: OW114
  Getting the Tip-Off: YS124
  Ghost Speaker: YS169
  Ghostbusters: OW58, OW251
  Ghoul Ninja: YS54, YS154
  Glamours: YS166
  Glau, Lucius: OW152
  Gleeful Murder: YS175
  Goblins: OW45
  Gogoth: OW152
  Gorilla Attack: YS353
  Gotham: YS25
  Government: OW117, OW70
  Grapples: YS211
  Greater Glamours: YS166
  Greene: OW152
  Greenteeth, Jenny: OW153
  Greg Beckitt: OW108
  Gregor: OW154
  Grendelkin: OW78
  Grevane: OW154
  Grimalkin: OW154
  Groups: YS334
  Gruffs: OW47
  Guest Stars: YS61-63, YS330
  Guffie, Jake: OW156
  Guide My Hand: YS187
  Gun Knowledge: YS131
  Gunplay: YS131
  Guns: YS131
  Hagglethorn, Agatha: OW156
  Half-Demons: OW79
  Hamilton, Kelly: OW156
  Hamilton, Kyle: OW156
  Hammerhands: OW43
  Harley MacFinn: OW180
  Harris, Roger: OW157
  Harry Dresden: OW134
  Harry’s Player “Jim”: YS54-5, 
  YS57-62, YS66, YS68, YS101, 
  YS103-4, YS107, YS113, 
  YS220, YS251, YS253, 
  YS257, YS271, YS280-1, 
  YS309, OW2, OW5
  Have a Little Talk: YS308
  He Who Walks Behind: OW76
  Healing: YS141, YS220
  Heavyweights: OW28
  Hedge Wizards: OW64
  Heinrich Kemmler: OW161
  Helen Beckitt: OW108
  Hellfire: YS291
  Hellhounds: OW47
  Help! I’m Trapped in an Indexing 
  Factory!: see: Recursion
  Hendricks: OW158
  Hexenwolf: OW93
  
  o
  p
  q
  r
  s
  t
  u
  v
  w
  x
  y
  z
  Hexenwolfitude: OW93
  Hexing: YS228
  Deliberate: YS258
  Hiding: YS142
  High Concept: YS54
  Himalayan Temple 
  Monks: OW75
  Hobs: OW47
  Holy Touch: YS188
  Hulk, The: YS135
  Hulking Size: YS164
  Human Form: YS176
  Human Guise: YS176
  I Get Hit in the Head a Lot: 
  YS61, YS130, OW255, 
  OW257, OW261
  Imminent Demon-Summoning 
  Badness: YS104
  Inaccuracy: YS30
  Incindiary Poo: OW37
  Incite Emotion: YS172
  Indian Monasteries: OW75
  Indiana Jones: YS319
  Infected: YS80
  Infiltration: YS123
  Inhuman Recovery: YS185
  Inhuman Speed: YS178
  Inhuman Strength: YS183
  Inhuman Toughness: YS185
  Initiative: YS199
  Injun Joe: OW175
  Inspiration: YS34, YS37
  Intent precedes mechanics: YS308
  Internets, the: YS27, YS37, 
  YS140, YS149, YS322, 
  YS358, YS361, YS389, 
  YS394, OW14, OW53, 
  OW138, OW152, OW203, 
  OW211, OW228
  Persons From : see: Ryan Macklin
  Interrogation: YS132
  Intimidation: YS132
  Investigation: YS133
  Invoking Aspects: YS98
  Invoking for Effect: YS98
  Items of Power: YS167; 
  see also Crafting
  Jade Court Vampires: 
  OW20, OW87
  Jake Guffie: OW156
  Jann: OW79
  Jared Kincaid: OW161
  Jason Lamar: OW165
  Jellybeans: YS19
  Jenny Greenteeth: OW153
  Jerks: YS58, YS106, YS218, 
  YS239, YS285, YS329, YS340, 
  YS347, YS370, OW113, 
  OW118, OW146, OW178, 
  OW214, OW223, OW229
  Joan Dallas: OW131
  Jumping: YS121
  Jury-rigging: YS320
  Justine: OW159
  Kalshazzak: OW36, OW161
  Karrin Murphy: OW199
  Kelly Hamilton: OW156
  Kelpies: OW47
  Kemmler, Heinrich: OW161
  Kenneth Hite’s Brain Can Beat Up 
  Your Brain: see: Alex is Smart
  Killing: YS235
  Kim Delaney: OW132
  Kincaid, Jared: OW161
  Kirby: OW162
  Klaus Schneider: OW224
  Knight of a Faerie Court: YS78
  Knights of the Cross: 
  OW74, OW125
  Knowing People: YS124
  Knowledge and Navigation: 
  YS129
  Korrick: OW162
  Kravos, Ghost of Leonid: OW162
  Kumori: OW164
  Kyle Hamilton: OW156
  Ladder: YS16
  Lady Cesarina Malvora: OW184
  LaFortier, Aleron: OW165
  Lamar, Jason: OW165
  Langrtry, Arthur: OW165
  Languages: YS141
  Lara Raith: OW207
  Lartessa, Polonius: OW167
  Lasciel: OW167
  Lassie smart: OW79
  Law: OW15
  Lawbreaker: YS182
  Lawrence: OW169
  Laws of Magic: YS232, OW17
  Leanansidhe: OW169
  Lenhardt, Nelson: OW169
  Lenny’s “Boxers” Story: see: 
  THE PAAAAIN!!!
  Leonid Kravos, The Ghost 
  of: OW162
  Lesser Dragons: OW38
  Li Xian: OW171
  Liberty, Martha: OW171
  Librarians (Mighty, Hot, and 
  Mighty Hot): YS26, YS27
  Librarians (Scary): OW114
  Libraries: YS26; see also 
  Workspaces
  Lifestyle: YS139
  Lifting: YS321
  Lifting Things: YS135
  Lily: OW173
  Linda Randall: OW217
  Lindquist, Mortimer: OW174
  Lisa Boughton: OW116
  Listens to Wind: OW175
  Living Dead: YS164
  Lloyd Slate: OW229
  Loas: OW82
  Locations: YS37
  Lockpicking: YS123
  Lone Ranger: YS208
  Long-Term Action: YS130
  Lord Raith: OW209
  Lord Talos: OW233
  Lore: YS134
  Loup-Garou: OW94, OW180
  Luccio, Anastasia: OW176
  Lucifer: OW178
  Lucille Delarossa: OW133
  Lucius Glau: OW152
  Lycanthrope: YS79, OW94
  Lydia: OW178
  Lydia Stern: OW233
  Mab: OW179
  Mac: OW180
  MacFinn, Harley: OW180
  Made Men: OW71
  Madeline Raith: OW211
  Madge Shelly: OW227
  Madrigal Raith: OW211
  Maeve: OW181
  Maggie Dresden: OW140
  Magic: YS222
  Magic Cops: OW18
  Magog: OW181
  Malcolm Dresden: OW139
  Malks: OW49
  Mallory, Elaine Lillian: OW183
  Malone, Micky: OW184
  Malvora, House: OW91, OW185
  Malvora, Lady Cesarina: OW184
  Malvora, Vittorio: OW184
  Mana Static: YS169
  Maneuvers: YS207
  Marcella, Rosanna 
  “Rosie”: OW186
  Marcone’s Mafia: OW22, OW188
  Marcone, John “Gentleman 
  Johnny”: OW187
  Marion Murphy: OW202
  Marked by Power: YS169
  Marling, Sandra: OW190
  Martha Liberty: OW171
  Martin: OW190
  Master Black Court 
  Vampires: OW86
  Maurice Sandbourne: OW223
  Mavra: OW191
  Maxims: YS10
  Maya “Mouse” McKenzie: YS370
  McAnally’s: OW180
  McKenzie, Maya “Mouse”: YS370
  Media: YS27
  Medical Attention: YS141
  Melee Combat: YS144
  Melee Defense: YS144
  Mendoza, Eduardo 
  Anthony: OW193
  Mental Conflicts: YS217
  Mental Defense: YS127
  Mental Fortitude: YS125
  Mercenaries: OW71
  Merlin: OW165
  Meryl: OW194
  Metropolis: YS25
  Michael Carpenter: OW125
  Micky Malone: OW184
  Mid-session advancement: YS91
  Might: YS135
  Mike the Mechanic: OW194
  Milestones: YS88
  Mimic Abilities: YS176
  Mimic Form: YS177
  Minor Talents: YS14, 
  YS80, YS169
  Miss Gard: OW148
  Mister: OW195
  Modular Abilities: YS177
  Moe: OW195
  Molly Carpenter: OW123
  Money: YS139
  Money Talks: YS139
  Monica Sells: OW224
  Montrose, Evan: YS368
  Monty Python and the 
  Holy Grail: YS217
  Mordite: OW15
  Morgan, Donald: OW196
  Mortals: YS10, YS35, YS73
  Mortimer Lindquist: OW174
  Mother Summer: OW197
  Mother Winter: OW197
  Mouse: OW198
  Murphy, Collin: OW198
  Murphy, Karrin: OW199
  Murphy, Marion: OW202
  Music: OW246
  Mystic Perception: YS135
  Mythic Recovery: YS186
  Mythic Speed: YS178
  Mythic Strength: YS184
  Mythic Toughness: YS186
  Names: YS58
  Necromancers: OW65
  Negative Aspects: YS109
  Nelson Lenhardt: OW170
  Nevernever: YS283
  Nevernever Powers: YS170
  Newt, turned into a: 
  YS228, YS237
  Nick Christian: OW127
  Nickleheads: OW57
  Nicodemus Archleone: OW102
  
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  m
  Nicodemus’ Guard Beasts: OW91
  Nixies: OW49
  No Control: YS359
  Not Getting Shot: YS121
  NPCs: YS326
  Oaths: YS274, OW39
  Obsidian Statue: OW203
  Occult Journalists: OW72
  Occult Proprietors: OW72
  Ogres: OW49
  On the Fly Character 
  Creation: YS69
  On the Fly City Creation: YS49
  Sample: YS50
  One Hand on the Wheel: YS128
  Opening Scenes: YS346
  Opening Up: YS138
  Opportunity vs. Penalty: YS262
  Order of the Blackened 
  Denarius: OW55, OW104
  Ordo Lebes: OW105
  Ortega, Paolo: OW203
  Other Faeries: OW53
  Other Projectile Weapons: YS132
  Other Vehicles: YS128
  Outer Gates: YS244
  Overflow: YS214
  Pack Instincts: YS165
  Paolo Ortega: OW203
  Parker: OW205
  Partial Refresh: YS317
  Passive Awareness: YS121
  Peabody: OW205
  Pell, Clark: OW206
  People: YS41
  Performance: YS135
  Phases: YS58
  Phil Denton: OW133
  Philosophy of Limits: YS146
  Physical Actions, Other: YS122
  Physical Fortitude: YS130
  Physical Immunity: YS186
  Pietrovich, Simon: OW206
  Pissing People Off: YS153
  Pixies: OW49
  Places of Power: YS292
  Playing to an Audience: YS136
  Plot Building: YS340
  Plot Devices: OW98
  Poe, Edgar Allan: see: 
  Edgar Allan Poe
  Politics: OW14
  Polonius Lartessa: OW167
  Positive Aspects: YS109
  Possessed People: OW37
  Potions: YS280
  Power Level: YS45, YS53
  Power Sources: YS267
  Power-up: YS91
  Powers: YS19, YS66, YS158
  Big List: YS160-161
  Critter: YS162
  Faerie: YS166
  Items: YS167
  Minor: YS169
  Psychic: YS172
  Shapeshifting: YS174
  Speed: YS178
  Spellcraft: YS179
  Strength: YS183
  Toughness: YS184
  True Faith: YS187
  Vampirism: YS188
  Presence: YS136
  Priscilla Spencer: see: 
  AWESOME!
  Property Damage: YS260, 
  YS320, YS321
  Protagonists: YS45
  Provocation: YS132
  Psychic Powers: YS172
  Psychometry: YS173
  Punching: YS130
  Quick Character Creation: YS68
  Quintus Cassius: OW127
  Race, The: YS194
  Rachel: OW206
  Raith, House: OW91, OW209
  Raith, Inari: OW207
  Raith, Lara: OW207
  Raith, Lord: OW209
  Raith, Madeline: OW211
  Raith, Madrigal: OW211
  Raith, Thomas: OW212
  Ramirez, Carlos: OW215
  Randall, Linda: OW217
  Ranks: YS65
  Rapport: YS138
  Rawhead & Bloody Bones: OW50
  Rawlins: OW218
  Reading People: YS129
  Reaper: OW43
  Recovery: YS141, YS220
  Recurring Locations: YS39
  Recursion: see: Recursion
  Red Court: OW20, OW204
  Red Court “Infected”: OW89
  Red Court Infected: YS80
  Red Court Nobles: OW87
  Red Court Vampires: OW87
  Redemption: YS246
  Reese: OW218
  Refinement: YS182
  Refresh: YS20, YS66, YS68
  Renfields: OW86
  Reputation: YS137
  Research: YS26
  Research and Lab Work: YS141
  Resources: YS139
  Respeccing: YS91
  Reuel, Ronald: OW219
  Rick Boughton: OW117
  Rick Neal: see: AWESOME!
  Riding: YS143
  Righteousness: YS188
  Rising Conflict: YS59
  Ritual: YS181
  Robot from the Future 
  Needs Beer: see: Release 
  dates of the game
  Rodriguez, Susan: OW219
  Roger Harris: OW157
  Rogers, Willamena 
  “Will”: OW220
  Rolling the Dice: YS309
  Ron Carmichael: OW118
  Ronald Reuel: OW219
  Rosanna “Rosie” Marcella: 
  OW186
  Rosanna (Denarian): OW222
  Rote Spells: YS257
  Rough Thralls: OW82
  Rudolph: OW223
  Rule of Three: YS109
  Rumors: YS124
  Run Away: OW130, OW161
  Running Things Over: YS128
  Sample Aspects: YS117
  Character Creation: YS54
  Character Phases: YS58
  Character Phases 
  Worksheet: YS64
  Character Sheet: YS67
  City Sheet: YS32
  Faces: YS43
  Locations: YS38
  Phase Five: YS63
  Phase Four: YS63
  Phase One: YS59
  Phase Three: YS61
  Phase Two: YS60
  Sample Spells: YS293
  Sandbourne, Maurice: OW223
  Sandra Marling: OW190
  Santa Claus: OW52
  Sanya: OW223
  Say Yes: YS102
  Scaling the Opposition: YS331
  Scarecrow: OW43
  Scavenging: YS143
  Scene Aspects: YS105
  Scene Compels: YS107
  Schneider, Klaus: OW224
  Scholarship: YS140
  Science: YS11
  Scion: YS75
  Second Law: YS237
  Seelie Magic: YS290, YS166
  Sells, Monica: OW224
  Sells, Victor: OW225
  Senior Council: OW172
  Setting: YS24
  Seventh Law: YS244
  Shade of Gygax: OW18
  Shadowing: YS143
  Shadowman: OW225
  Shaggy Feathers: OW227
  Shakespeare: YS280
  Shameless: OW65
  Shapeshifting Powers: YS174
  Shelly, Madge: OW227
  Shellycobbs: OW51
  Shen: OW37
  Shiro Yoshimo: OW242
  Shooting: YS131
  Shoulder to Cry On, A: YS129
  Shroud of Turin: OW148
  Shut Up Bob: YS13, YS22, YS58, 
  YS91, YS121, YS123, YS126, 
  YS132, YS182, YS260, 
  YS280, YS281, YS282, 
  YS302, OW34, OW96, 
  OW114, OW121, OW222
  Sidekicks: YS354
  Sidhe: OW22, OW51
  Sidhe Knights: OW22, OW52
  Sight, The: YS174, YS223
  Sigrun Gard: OW148
  Simon Pietrovich: OW206
  Situation Vs. Story: YS110
  Sixth Law: YS243
  Skavis: OW91, OW228
  Skill Packages: YS65
  Skills: YS18, YS65, YS120
  Combining Them: YS213
  Skipping Scenes: YS270
  Skulking: YS143
  Slate, Lloyd: OW229
  Snakeboy: OW127
  Social Attacks: YS132
  Social Conflicts: YS215
  Social Defense: YS129, YS138
  Social Fortitude: YS137
  Social Initiative: YS129
  Sorcerer: YS81
  Sorcerers: OW66
  Soulfire: YS292
  Soulgaze: YS174, YS226
  South Side: OW258
  Special Investigations: 
  OW68, OW202
  Spectre: OW57
  Speed Powers: YS178
  Spellcasting: YS248
  Examples: YS293
  Spellcraft Powers: YS179
  Spider Walk: YS165
  Spider-Man: YS132
  Spike: OW229
  Spiking the Punch: YS162
  Spin: YS214
  
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  Spinal Tap: YS242
  Spirit Form: YS170
  Spirits, Concept: OW82
  Splattercon: OW190
  Sponsored Magic: YS183, YS287
  Sponsors & the Sponsored: 
  OW66
  Spray Attacks: YS326
  Sprinting: YS122, YS212
  St. Claire, Bianca: OW231
  Stallings, John: OW232
  Stanton, Jennifer: OW233
  Stealth: YS142
  Stern, Lydia: OW233
  Stoker, Bram: YS11, YS185
  Story Power: YS158
  Streetwolves, The: OW205
  Strength Powers: YS183
  Stress: YS201-202
  Track Length: YS124, 
  YS130, YS136
  Stunts: YS18, YS66, YS146
  Sue the Zombie Dinosaur: 
  YS143, YS156, YS241, 
  OW33, OW96, OW112, 
  OW113, OW144, OW171, 
  OW177, OW259, OW267
  Summer Court, The: 
  OW39, OW236
  Summer Knight, The: OW145
  Summer Lady, The: 
  OW106, OW173
  Summer Queen, The: OW236
  Sunlight: YS304, YS325
  Supernatural Locations: 
  YS39, YS292
  Supernatural Recovery: YS186
  Supernatural Sense: YS165
  Supernatural Speed: YS178
  Supernatural Strength: YS183
  Supernatural Toughness: YS186
  Supplemental Actions: YS213
  Surveillance: YS133
  Survival: YS143
  Susan Rodriguez: OW219
  Swift Transition: YS171
  Sword of the Cross: YS168
  Swords: OW19
  Sylphs: OW52
  Tagging: YS106
  Taken Out: YS203
  Talk Like a Pirate Day: OW55
  Talos, Lord: OW233
  Tattoos of St. Giles: YS190
  Templates: YS72
  Temple Dogs: OW79
  Temporary Aspects: YS114
  Temporary Powers: YS92
  Tension: YS343
  Tentacled Horrors: OW77
  Tera West: OW241
  Tessa: See: Polonius Lartessa
  Thaumaturgy: YS181, YS261
  The Empire Strikes Back: YS395
  The Princess Bride: YS206
  Themes: YS31, YS40
  Theriomorphs: OW92
  Things to Run From: OW28
  Third Law: YS238
  Thomas Raith: OW212
  Thorned Namshiel: OW233
  Thralls, Fine: OW83
  Threats: YS31, YS40
  Threats (Skill Trapping): YS133
  Promoting: YS94
  Resolving: YS94
  Thresholds: YS230
  Tigress, The: OW235
  Tim the Sniper: YS328, YS330
  Time: YS314
  Taking Extra Time: YS316
  Time Chart: YS315
  Time Travel: YS243
  Titania: OW236
  Toddler with a gun: YS374
  Tommy Tomm: OW236
  Toot-toot: OW237
  Torelli: OW238
  Totally Batman: YS20
  Toughness Powers: YS184
  Tracking: YS143
  Transformed Werewolves: OW93
  Trappings: YS120
  Adding New Ones: YS147
  Travel: YS27
  Tree Woman: OW238
  Trixie Vixen: OW240
  Trolls: OW53
  Trouble: YS55
  True Believer: YS82
  True Faith Powers: YS187
  True Names: YS78, YS239, 
  YS267, YS273, YS298
  True Shapeshifting: YS177
  Twin Peaks: YS44
  Uber-Ghouls: OW59
  Ulsharavas: OW238
  Undead Al Capone: YS35
  University of Chicago Library 
  Ghost: OW58
  Unseelie Magic: YS167, YS290
  Uriel: OW238
  Ursiel: OW239
  Valmont, Anna: OW239
  Vampirism Powers: YS188
  Vancouver: YS28
  Vehicles: YS128, YS326
  Veils: YS276
  Venatori Umbrorum: OW73
  Verisimilitude: YS327
  Victor Sells: OW225
  Victor’s Scorpions: OW33
  Vittorio Malvora: OW184
  Vorpal best: YS234, YS234
  Waldo Butters: OW118
  Walkers, The: OW76
  Warden Captain Anastasia 
  Luccio: OW176
  Warden Carlos Ramirez: OW215
  Warden Donald Morgan: OW196
  Warden Swords: YS303, OW177
  Wardens: OW18, 
  OW62, OW176
  Wardhounds: OW34
  Wards: YS276
  Weak Compel: YS104
  Weapon Knowledge: YS144
  Equipment: YS202
  Skill: YS144
  Well-Known Character 
  Syndrome: OW134, OW201
  Wellington: YS371
  Were-Form: YS82
  Wereraven: YS83
  Werewolf?: (There, wolf. 
  There, castle.)
  Werewolves, Classic: OW92
  West, Tera: OW241
  When to Call for a Roll: YS309
  White Council Allies: OW18
  White Council, The: 
  OW62, OW164
  White Court Vampire: YS84
  White Court Vampires: 
  OW21, OW89
  White Court Virgin: YS85
  White Court Virgins: OW91
  Who is Number One?: UR#6
  Why Did It Have To Be 
  Snakes: OW32
  Wild Hunt, The: OW40
  Willamena “Will” 
  Rogers: OW220
  William Borden: OW114
  Wings: YS165
  Winter Court, The: OW40
  Winter Knight, The: OW229
  Winter Lady, The: OW181
  Winter Queen, The: OW179
  Wise, Donny: OW241
  Wiseass: YS62, YS63, YS64, 
  YS6, YS82, YS98, YS202, 
  YS331, OW136
  Wizard: YS86
  Wizard Senses: YS222
  Wizard’s Constitution: YS170
  Wizard-Lycanthrope-Red-
  Court-Infected-Changeling-
  potamus: YS72
  Wolfweres: OW95
  Workspaces: YS139-140
  World Without Harry: OW139
  Worldwalker: YS171
  Worldwalking: YS282
  Wrestling: YS135
  Yoshimo, Shiro: OW242
  Za Lord: OW237
  Zombie Pirates: OW111
  Zombies that still have to go 
  to the bathroom: OW82
  Zones: YS197
  Mental Conflicts: YS217
  Social Conflicts: YS215
  
  b
  c
  d
  e
  f
  g
  h
  i
  j
  k
  l
  m
  Mike’s Art
  This project wasn’t always intended to take 
  the form you see it as today.  We started a few 
  years back as a very tiny company thinking we’d 
  be lucky if we could put it out as a black and 
  white production.  The fates—and our fans and 
  friends—were kind to us, and that meant we 
  were able to push for a higher level of produc-
  tion values in the finished product.
  All the same, that meant some of the art we 
  had done got orphaned in the project. In partic-
  ular, it meant that work by Mike Kucharski was 
  left without a home. We thought it would be a 
  shame if you never got a peek at some of what 
  didn’t make it into the rest of the book, so here 
  you go.
  mike Kucharski’s Harry 
  Dresden always had a 
  bit of a British look 
  to his features.
  Don’t let the 
  Merlin hear 
  you say that. 
  He’d have an 
  aneurysm.
  ... on second 
  thought, go 
  right ahead.
  I really 
  enjoyed his 
  take on 
  my favorite 
  local Wizard 
  regardless of 
  implicit nationality.
  Awww!
  
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  mike turned in some of 
  the earliest work we had, 
  some of which was based 
  on descriptions from when 
  murphy was going through 
  a short-hair phase. His 
  image in turn became 
  one of the reference 
  sources other artists 
  used... which meant we 
  ended up with a lot of 
  short-hair murphy in our 
  early art set. If you 
  see her with a short 
  ‘do elsewhere in these 
  books, that’s why!
  His early-days Susan, 
  though? Spot on.
  mike produced one of my favorite 
  images of the Knights of the 
  Cross. michael does look a bit like 
  he should be hosting a handy-man 
  show on cable, but that said I 
  could totally see that happening.
  
  Step Into
  Our World
  We are wizards, cops, mechanics, werewolves, 
  doctors, fairies, mobsters, reporters, holy 
  warriors, and vampires. 
  We call upon the dark powers of the Never­
  never—or the darkness in human nature. 
  We are the monsters living next door or 
  lurking behind a friendly face. 
  This is the Dresdenverse. 
  This is Our World.
  This volume of The Dresden Files RPG gives you 
  extensive detail on the factions, creatures, foes, 
  and allies of the Dresdenverse.  You’ll find over 
  200 creatures and characters complete with all 
  the information you’ll need to bring them into 
  your own game, as well as a detailed chapter on 
  modern-day Occult Chicago and an original 
  short story by Jim Butcher.
  Together with Volume One: Your Story, 
  The Dresden Files RPG: Our World gives 
  you everything you need to make your own 
  adventures in the thrilling and dangerous world 
  of New York Times best-selling author Jim 
  Butcher’s Dresden Files series!
  ISBN: 978-0-9771534-8-0  EHP3002  $39.99 US
  www.evilhat.com
  The Dresden Files RPG begins with Your Story!
  
SOURCE: textdata/thevault/The Dresden Files/The Dresden Files, Vol. 2 - Our World (updated).pdf