TEXT: 20212
  
  by Mr. Paul “Wiggy” Wade-Williams
  Editor: Anthony Boyd 
  Graphic Design: Robin Elliott 
  Typesetting: Paul Wade-Williams 
  Cover: Chris Kuhlmann 
  Ubiquity Rules System Design: Jeff Combos
  This game uses the Ubiquity Roleplaying System, developed by Exile Game Studio (www.
  exilegames.com). Ubiquity Roleplaying System, Exile Game Studio, and all associated logos and 
  trademarks are copyright, Exile Game Studio, LLC. Used with permission.
  ©2016 Triple Ace Games. Leagues of Gothic Horror and all related marks and logos are 
  trademarks of Triple Ace Games. All Rights Reserved.
  Leagues of Gothic Horror 
  Expansion
  www.tripleacegames.com
  First Published 2016
  978-1-908237-50-7
  1 3 5 7 9 10 8 6 4 2
  Printed in the USA
  
  Chapter the First: Lights in the Darkness.................................................. 3
    new taLents........................................................................................... 3
    new FLaws.............................................................................................. 4
    new Leagues........................................................................................... 4
    new weirD sCienCe................................................................................. 5
    new rituaLs............................................................................................ 8
    new OCCuLt reLiCs.................................................................................. 9
    new OCCuLt tOmes................................................................................ 13
  Chapter the seCOnD: gypsies & szgany..................................................... 15
    a BrieF histOry..................................................................................... 15
    CuLturaL Overview................................................................................. 17
    wagOns................................................................................................ 20
    szgany.................................................................................................. 21
  Chapter the thirD: supernaturaL sites..................................................... 23
    OptiOnaL ruLes...................................................................................... 24
    austraLia.............................................................................................. 26
    austria-hungary.................................................................................... 27
    CanaDa................................................................................................. 28
    egypt.................................................................................................... 29
    FranCe.................................................................................................. 30
    germany............................................................................................... 30
    great Britain........................................................................................ 31
    Japan..................................................................................................... 43
    mexiCO................................................................................................. 43
    rOmania................................................................................................ 44
    russia................................................................................................... 45
    uniteD states........................................................................................ 45
  Chapter the FOurth: things that gO Bump in the night.......................... 49
    ghOsts................................................................................................. 49
    mOnsters.............................................................................................. 57
    greater hOrrOrs................................................................................... 63
    unique viLLains..................................................................................... 67
    sinister CuLts....................................................................................... 75
    mOrtaLs................................................................................................ 78
    gypsies................................................................................................. 79
    unique herOes...................................................................................... 81
  Chapter the FiFth: sampLe CharaCters...................................................... 87
  Leagues of Gothic Horror Expansion
  
  Table of Contents
  
                                      
                          
  It was a place shunned by the people of 
  the village, as it had been shunned by their 
  fathers before them. There were many things 
  said about it, and all were of evil. No one ever 
  went near it, either by day or night. In the vil-
  lage it was a synonym of all that is unholy 
  and dreadful. —William Hope Hodgson, The 
  House on the Borderland
  New Talents
  Corruption Resistant
  Unique; Only available at character creation
  Prerequisites: Willpower 3
  Your character is not necessarily pure of 
  heart, nor a callous monster who can commit 
  great evil without it weighing on their con-
  science. They are, however, more resistant to 
  the insidious stain of corruption.
  Benefit: Your character gains a new Flaw for 
  every seven points of Corruption they gain.
  Normal: Your character gains a new Flaw 
  for every five points of Corruption.
  Evil Eye
  Unique; Only available at character creation
  Prerequisites: Willpower 3, must have 
  Gypsy blood
  Your character knows the secret signs and 
  words necessary to cast a minor curse.
  Benefit: 
  Your 
  character 
  automatically 
  learns the Lesser Hex ritual without need-
  ing the Magical Aptitude Talent. He uses his 
  Charisma + Willpower in place of Magic. This 
  Talent does not allow the globetrotter to learn 
  other rituals.
  Normal: Your character has no ability to 
  curse others unless he takes the Magical Apti-
  tude Talent and learns the Lesser Hex ritual.
  (Monster) Hunter
  Prerequisites: Intelligence 3
  Your character has dedicated themselves to 
  understanding and defeating a specific type of 
  supernatural threat.
  When you take this Talent you must pick 
  one type of monster as your focus of expertise. 
  The available types are apparitions, black magi-
  cians, mummies, shapeshifters, walking dead, 
  and vampires.
  Benefit: You gain +2 to any Skill roll that 
  directly relates to the study and combat of 
  your chosen foe. For instance, when battling a 
  vampire you would add the bonus to Archery, 
  Brawl, or Melee. When studying a haunting, 
  you could apply the bonus to Academics: Oc-
  cult or Investigation to help deduce the nature 
  of the threat before you. The Gamemaster has 
  the final word on whether or not the bonus 
  applies in a given situation.
  Normal: You have no special bonuses with 
  regard monstrous creatures.
  Advanced: You may take this Talent three 
  times. The bonus increases to +4 at second 
  
  Chapter the First: 
  Lights in the
  Darkness
  
                           
                       
  Leagues of Gothic Horror Expansion
  
  level and +8 at third level. Alternatively, you 
  may take the Talent again at first level and apply 
  the bonuses to a second, different monster.
  Past Life
  Only available at character creation 
  (but may be increased later with experience 
  points)
  Prerequisites: Willpower 3
  Your character has lived multiple lives down 
  the ages. Although details regarding his previ-
  ous selves are sketchy, most often appearing 
  in dreams or accessible only under hypnosis, 
  they can exert his will to tap into past experi-
  ences and manifest skills and abilities of which 
  the current incarnation has no knowledge.
  Benefit: Once per session you may spend a 
  Style point to recall a Skill used by one of your 
  past lives. You may pick any Skill in which you 
  are unskilled. You gain 2 levels in that Skill. 
  You may instead elect to gain fluency in a new 
  language group, but with no increase in your 
  Linguistics Skill. 
  Alternatively, for two Style points you tem-
  porarily gain the first level in one Talent you do 
  not currently possess.
  The Skill or Talent remains for the duration 
  of the current combat or Scene.
  Normal: You cannot gain temporary levels 
  in Skills or Talents you do not possess.
  Advanced: You may take this Talent up to 
  three times. You can access a past life twice 
  per session at second level, and three times 
  per session at third level. Each additional use 
  requires additional Style points to be spent.
  New Flaws
  Physical
  Slow Healer: The character heals more 
  slowly than others. He might have a poor me-
  tabolism, refuse to heed doctor’s orders, pick 
  at his scabs, or suffer frequent infections. He 
  heals one point of nonlethal damage every two 
  days, and one point of lethal damage each two 
  weeks. You earn a Style point whenever your 
  characters inability to heal quickly causes him 
  or his friends problems.
  Mental
  Fainter: Whether it is caused by the sight 
  of blood (especially your own), startling rev-
  elations, or sudden shocks, you are prone to 
  fainting at the most inopportune times. When-
  ever you fail a Horror check, you automatically 
  faint for a number of combat turns equal to the 
  Horror check’s Difficulty. During this time you 
  are incapable of taking any actions. You earn a 
  Style point each time your fainting causes you 
  or your companions trouble. 
  Screamer: Your character isn’t necessarily 
  faint-hearted or highly strung, but can’t help 
  unleashing a piercing scream when startled. 
  Whenever forced to make a Horror check, or 
  the Gamemaster considers they have been suit-
  ably startled, they must spend the next com-
  bat turn screaming. This counts as an attack 
  action. You earn a Style point whenever your 
  character’s screaming causes them or their al-
  lies serious problems.
  Vengeful: Your character never forgets and 
  they never forgive. Anyone who crosses or makes 
  a fool of them has made an enemy; at least until 
  your character gets even. You earn a Style point 
  whenever your character’s desire to get even 
  causes problems for them or their comrades.
  Social
  Opinionated: Your character has an opinion 
  about everything. Everything she believes, she 
  believes utterly. Everything she does not believe 
  in she despises or ridicules. She doesn’t think 
  herself better than others—she simply believes 
  that her views are the right ones. You earn a Style 
  point whenever your character’s outspoken 
  opinions cause problems for her or her allies.
  New Leagues
  Fairy Investigation Society
  The Victorian Era has seen a rise in interest 
  
                                      
  Lights in the Darkness
  
  concerning fairies. With fairy tales now consid-
  ered a means of entertaining children rather 
  than teaching them moral lessons or scaring 
  them witless, the public view of fairies has 
  altered dramatically. In place of tricksters and 
  monsters, and spirits of nature and heroes of 
  old, they are portrayed as diminutive winged 
  beings that lead a life of song and dance.
  Founded in 1886, the Fairy Investiga-
  tion Society has no patience for the modern 
  nonsense. Its members investigate the truth 
  behind fairy tales and seek to catalog as many 
  of the mysterious beings as possible.
  Starting Skill List: Pick two from Academ-
  ics: Occult, Expeditions, Investigation, Linguis-
  tics
  Gypsy Lore Society
  Founded in 1888, the Society seeks to bring 
  together scholars interested in the history, 
  culture, and lore of Gypsies, and foster better 
  understanding with the travellers. At least that 
  is how it is described to common members.
  An inner cabal (to which any globetrot-
  ter member automatically belongs) seeks to 
  learn from Gypsies all that they know about 
  the many supernatural terrors that lurk on 
  Europe’s borders, as well as the charms and 
  incantations Gypsies use to protect themselves 
  from these horrors.
  Special: Members must take Linguistics 
  1. The first language group selected must be 
  Romany.
  Starting Skill List: Pick one from Academ-
  ics: Occult, Anthropology, Art, Investigation, 
  Performance
  New Weird Science
  Ecto-Armor
  Artifact 0
  Leagues: Cunning Folk, Ghost Club, 
  Golden Circle, Holy Brotherhood, Ministry of 
  Unusual Affairs, Vengeant’s Guild
  As any ghost hunter knows, being attacked 
  by a ghost is not a pleasant experience. As incor-
  poreal entities, abilities such as Chill, Lacerate, 
  and Strangulation bypass conventional forms 
  of armor. Thanks to weird science, ghost-proof 
  armor is now available.
  Despite the name, the “armor” can be any 
  form of conventional clothing. The protection 
  comes from the garment being interwoven 
  with minute traces of ectoplasm. Against incor-
  poreal attacks by haunting spirits that seek to 
  injure the body, the wearer gains +2 Passive 
  Defense. Wearers should note that Ecto-Armor 
  provides absolutely no protection against ob-
  jects thrown by telekinesis.
  Enhancements: Increased Attribute: +2 
  Defense (+1 Enhancements)
  * Only protects against incorporeal attacks 
  against the body, hence its reduced cost.
  Electrotherapy Engine
  Artifact 2
  Leagues: Society for the Advancement of 
  Science and Technology, Society of Metaphysi-
  cians
  The use of electrical shocks to treat mental 
  disorders (electrotherapy) is not new, having 
  first been employed in 1744. The crude meth-
  ods used back then have since been refined by 
  inventors and alienists.
  The control panel is quite simple to oper-
  ate, having a lever that regulates the amount of 
  voltage and a single dial so it can be accurately 
  measured. Used in a modern city, the panel can 
  be wired directly into the electrical mains. A 
  portable version exists for field use, but it fills 
  two steamer trunks—one for the heavy-duty 
  voltaic cell and one for the control apparatus.
  The patient is attached to the device by 
  wires that connect to his temples and his 
  wrists. Through the control panel, the opera-
  tor can induce shocks of varying voltages and 
  durations. Due to the convulsions induced by 
  the current, the patient should also be held or 
  strapped down to prevent accidental harm.
  The Electrotherapy Engine gives a skilled 
  alienist 4 bonus dice and an unskilled operator 
  Alienism: Psychotherapy 4.
  Enhancements: Skill: Alienism: Psycho-
  therapy 4 (+1 Enhancement)*, Talent: Skilled 
  Assistant 2 (+4 Enhancements)
  
  Leagues of Gothic Horror Expansion
  
  Limitations: Exhausting: 1N (–1 Enhance-
  ment)**
  * Because the device affects only one 
  specialization of Alienism, it has a reduced 
  Enhancement cost.
  ** Affects the patient, not the operator.
  Etheric Purgative Tablets
  Artifact 2
  Leagues: Any
  Few things bother an upstanding Victorian 
  like not being in full control of his facilities. 
  The notion of being possessed by an ethereal 
  spirit is damned frightening. Fortunately, weird 
  science is on hand with a solution.
  When ingested by someone subjected to a 
  ghost’s Minor Possession or Possession power, 
  the target rolls the device’s Medicine Skill. 
  If he rolls more successes than the ghost’s 
  Willpower rating, the possession ends and the 
  spirit cannot try to possess that person until 
  the next combat or scene. If he scores more 
  than double the spirit’s Willpower rating, the 
  spirit cannot use Minor Possession or Posses-
  sion on the target for a full 24 hours.
  Note that taking Etheric Purgative in ad-
  vance of encountering a haunting spirit does 
  not protect one against possession—it is a 
  cure, not a preventative.
  One downside to the pharmaceutical is that 
  it causes intense nausea and headaches. Ver-
  sions of the drug exist without this side-effect, 
  but they are extremely complex to manufac-
  ture (Artifact 4).
  A batch contains five doses, each of which 
  is good for a single use.
  Enhancements: Ritual: Banish Spirit (+2 
  Enhancements), Skill: Medicine 8 (+6 En-
  hancements)*
  Limitations: Exhausting: –2N (–4 Enhance-
  ments)
  * As this is weird science rather than an 
  occult relic, Medicine is used in place of Magic 
  for invoking the ritual.
  Ghost Lantern
  Artifact 1
  Leagues: Cunning Folk, Ghost Club, 
  Golden Circle, Holy Brotherhood, Magicians’ 
  Circle, Ministry of Unusual Affairs, Vengeants’ 
  Guild
  Detecting ghosts is not easy. Etheric Glass 
  Plates require time to develop, and whether 
  one has managed to point the camera in the 
  right place is a matter of luck. Etheric Paint 
  Cartridges require you to know where the 
  ghost is before you fire, and by the time an 
  Etheric Disturbance Monitor beeps it may be 
  too late to take defensive action. Fortunately, it 
  is a problem magicians have now solved.
  The Ghost Lantern is based around a 
  standard household lantern of the sort which 
  burns oil. Ectoplasm is essential in the con-
  struction—the wick must be made of it and 
  the substance must be worked in the lantern’s 
  glass. When Ghost Oil (see below) is placed 
  inside and the wick lit, the lantern radiates a 
  beam of pale light to a range of 50 feet. 
  There is one rather serious problem magi-
  cians have yet to iron out—any normal source 
  of illumination, be it natural or artificial, ne-
  gates the Ghost Lantern’s effect. Thus, it can 
  be used only at night or in darkened rooms. 
  The weak illumination from the lantern im-
  parts a –4 Visibility penalty to see anything 
  except ghosts, which become fully visible to 
  all viewers so long as the phantom remains in 
  the light. In game terms, the spirit is treated as 
  having a zero Visibility modifier as opposed to 
  its usual –8 modifier.
  Enhancements: Extra Sense: See ghosts 
  (+2 Enhancements), Increased Range: 50 feet 
  (+2 Enhancements)
  Limitations: Requires Special Fuel: Ghost 
  Oil (–2 Enhancements)
  Ghost Oil
  Artifact 0
  Leagues: Cunning Folk, Ghost Club, 
  Golden Circle, Holy Brotherhood, Magicians’ 
  Circle, Ministry of Unusual Affairs, Vengeants’ 
  Guild
  Ghost Oil is a special blend of ectoplasam, 
  etherinol, and standard lamp oil. Its sole use is 
  as fuel for a Ghost Lantern.
  A batch contains five vials, each of which fu-
  els a Ghost Lantern for one combat or scene.
  
  Lights in the Darkness
  
  Leyometer
  Artifact 2
  Leagues: Ancient Order of Druids, Ghost 
  Club, Holy Brotherhood, Magicians’ Circle, 
  Society of Metaphysicians, Vengeants’ Guild
  Ley lines are not only useful sources of magical 
  energy for sorcerers. Whether it acts as a magnet 
  or tears through the veil between worlds is not yet 
  understood, but the energy that flows along them 
  is often connected to supernatural disturbances. 
  As such, detecting ley lines can be an essential part 
  of a globetrotters’ investigations.
  In form, the device takes the shape of a tradi-
  tional Y-shaped dowsing rod. This being weird 
  science, the artifact is metal and has a special 
  resonating crystal on the indicating arm, plus 
  numerous wires concealed inside its length. 
  To operate it, one simply grips the two arms 
  and walks slowly. The user makes an Empathy 
  roll using the Skill dice provided by the device. 
  A globetrotter with the Dowsing Talent uses 
  his own Empathy but gains no bonus dice from 
  the artifact. The greater the number of success 
  rolled, the more sensitive the artifact is to the 
  strength and location of the ley line.
  Enhancements: Skill: Empathy 6 dice 
  (+2 Enhancements)*, Talent: Dowser (+1 
  Enhancement)**
  * Can be used only for dowsing purposes 
  with the Leyometer, hence its reduced cost.
  ** Because the device can detect only ley 
  lines, it has a reduced Enhancement cost.
  Life-Transference Engine, Mark I
  Artifact 5
  Leagues: None
  This terrible machine has the capability to 
  heal crippling injuries in a matter of minutes. 
  Unfortunately, for one person to heal, another 
  must suffer horrific injuries. Few would volun-
  teer to be subject to this device, lest it was to 
  save a dear friend.
  The operator rolls the device’s Magic Skill 
  with a Difficulty equal to the victim’s Body rat-
  ing. Each additional success inflicts one point 
  of lethal damage on the target and heals one 
  nonlethal (or downgrades one lethal wound to 
  nonlethal) on the patient.
  Enhancements: Ritual: Drain Life (+3 
  Enhancements), Skill: Magic 8 dice (+6 En-
  hancements)
  Life-Transference Engine, Mark II
  Artifact 2
  Leagues: None
  A variant of the above, this diabolical ma-
  chine provides short-term respite from illness 
  by transferring the malady from one patient to 
  another. The respite is temporary, lasting but one 
  week. This is little comfort for the unfortunate 
  recipient, who may suddenly be struck down 
  with cancer or malaria for the same period.
  Enhancements: Increased Duration: One 
  Week (+4 Enhancements), Remove Flaw: Dy-
  ing, Illness, or Sickly (+2 Enhancements)
  Limitations: Flaw: Dying, Illness, or Sickly 
  (–2 Enhancements)
  Miniature Gatling Gun
  Artifact 1
  Leagues: Ministry of Unusual Affairs
  While many supernatural creatures are im-
  mune to mundane weapons, there is something 
  satisfying about unleashing a torrent of lead 
  in their direction. Against certain monsters, 
  such as vampires, the sheer force of impact is 
  enough to stagger the fiend and prevent their 
  advance, even if it inflicts no true harm.
  The best weapon for laying down a wall 
  of lead is the machine gun. Alas, a conven-
  tional weapon of that type weighs as much as 60 
  pounds, preventing it from being carried by one 
  man and fired from the hip. Fortunately, the Gun 
  Club has produced a miniaturized version.
  Weighting just 15 pounds, which is only 
  a few pounds more than an elephant gun, 
  and fitted with a 125-round magazine, the 
  Miniature Gatling Gun is perfect for mowing 
  down hordes of insane cultists or giving packs 
  of werewolves something to think about (the 
  latter being especially true if one can actually 
  afford to manufacture 125 silver bullets).
  Enhancements: Reduced Weight 2 (+4 
  Enhancements)
  Limitations: Reduced Capacity: –50% (–2 
  Enhancements)
  
                         
  Leagues of Gothic Horror Expansion
  
  Psychoanalyzer
  Artifact 0
  Leagues: Society for the Advancement of Sci-
  ence and Technology, Society of Metaphysicians
  The human brain is a wondrous but fragile 
  organ. It is also extremely complex—when it 
  goes wrong, repairing it can be a lengthy process 
  for both the victim and the treating alienist.
  The Psychoanalyzer consists of two parts. 
  The patient wears a metal helmet covered in 
  wires and valves. A cable connects the helmet 
  to a wooden box of similar size to a small suit-
  case covered in dials. By asking questions, the 
  alienist can immediately see how various parts 
  of the patient’s brain are responding, allow-
  ing him to probe further down a given line or 
  switch to a new track.
  Although the device itself does not speed 
  up recovery, it allows the alienist to find the 
  root problem with greater efficiency and deter-
  mine whether his methods are effective. With 
  trial and error, even a person with no experi-
  ence of alienism can attempt psychotherapy. 
  The Psychoanalyzer gives a skilled alienist 2 
  bonus dice and an unskilled operator Alien-
  ism: Psychotherapy 4.
  The Psychoanalyzer and Electrotherapy 
  Engine can be used in conjunction with each 
  other. A trained alienist using both devices 
  gains a total of 6 bonus dice. An operator with 
  no knowledge of alienism has a rating of 6 dice 
  in Alienism: Psychotherapy.
  Enhancements: Skill: Alienism: Psycho-
  therapy 4 (+1 Enhancement)*
  * Because the device affects only one spe-
  cialization, it has a reduced Enhancement 
  cost.
  Specimen Collection Vehicle
  Artifact 5
  Leagues: Ministry of Unusual Affairs
  Although committed to defend Great 
  Britain and her empire against supernatural 
  threats, the Ministry is not comprised of execu-
  tioners. In order to understand one’s foes one 
  requires information, and the easiest way to 
  acquire that is through the interrogation and 
  study of specimens.
  With horses being easily spooked, especially 
  by supernatural creatures, the vehicle is based 
  around an internal combustion engine auto-
  mobile. In place of the rear passenger seats is a 
  reinforced cage, into which specimens may be 
  bundled by the crew or by means of an extend-
  ible grasping arm.
  Other features include a spotlight fitted with 
  a lens capable of illuminating ethereal entities 
  and a complex weave of electrified wires that 
  provide the crew limited protection against 
  mentalism, rituals, and supernatural powers.
  Enhancements: Extra Limb: Strength 4 
  (+6 Enhancements), Extra Sensors: Ethereal 
  (+2 Enhancements), Improved Defence: +8 
  (+4 Enhancements)*, Improved Structure: +4 
  (+2 Enhancements)*, Talent: Psychic Resis-
  tance (+2 Enhancements)
  Limitations: Reduced Passenger Capacity: 
  75% (–3 Enhancements), Requires Mainte-
  nance: Difficulty 3 (–4 Enhancements)
  * Holding cage only. Based on the basic 
  automobile’s statistics.
  New Rituals
  Nightmare
  Rank 4
  Where as the Fear ritual generates a short-
  lived vision of terror, this insidious ritual tor-
  ments the magician’s victim with night after 
  night of nightmares.
  The caster makes a Magic roll modified for 
  range and the desired Difficulty to overcome the 
  effect of the nightmare upon waking. If he rolls 
  more successes than the target’s Willpower, the 
  victim suffers a nightmare each time he tries to 
  sleep. He must endure bad dreams for a num-
  ber of days equal to the additional successes. 
  The victim makes a Body + Willpower roll each 
  morning upon waking. If this roll is failed, the 
  victim has suffered a restless night and suffers 
  one point of nonlethal damage from fatigue.
  Nightmare
  Modifier
  Difficulty 1
  +2
  Difficulty 2
  +0
  
                                   
  Lights in the Darkness
  
  Difficulty 3
  –2
  Difficulty 4
  –4
  Difficulty 5
  –6
  New Occult Relics
  Babel Stone Amulet
  Artifact 5
  Leagues: Magicians’ Circle, Ministry of 
  Unusual Affairs
  Genesis 11:4 describes how the people of 
  the plain of Shinar constructed a tower whose 
  top would reach the heavens. Later theolo-
  gians named this building the Tower of Babel. 
  Thanks to erroneous translation, the descrip-
  tion of the tower contains a flaw, though. 
  Rather than “reach unto heaven,” the phrase 
  should read “is like unto heaven.” In fact, the 
  apex of the tower had a crystal capstone.
  Down the millennia, a few shards of this 
  unique crystal have been located and formed 
  into amulets by occultists who understand 
  their arcane potential. Suitably enchanted, 
  they greatly enhance the user’s ability to un-
  derstand languages.
  In game terms, the user gains Linguistics: 
  Deciphering and Translate at 8 dice (or +8 bo-
  nus dice if he already has the Linguistics Skill). 
  He gains no additional language groups, nor 
  can the relic’s Linguistics Skill be used for any 
  other purpose.
  Enhancements: Skill: Linguistics 8 dice 
  (+3 Enhancements)*, Talent: Skilled Assistant 
  3 (+6 Enhancements)
  Limitations: Flaw: Blabber Mouth (–2 En-
  hancements)**
  * Bonus dice or Teamwork modifiers apply 
  only to Linguistics: Deciphering and Linguis-
  tics: Translate.
  ** Your character couldn’t keep a secret 
  if her life depended on it. She isn’t boastful 
  or malicious—she just doesn’t know when 
  to stop talking. You earn a Style point when-
  ever your character reveals information that 
  comes back to haunt her or causes trouble for 
  her or her allies.
  Coward’s Heart
  Artifact 2
  Leagues: None
  Discretion is the better part of valor, or so 
  the adage goes. Sometimes it pays to just turn 
  tail and run like the wind. This relic allows 
  the user to move at greatly enhanced speeds 
  (for any reason, not just running away from a 
  fight), but imbues his heart with cowardice.
  A coward’s heart is not easy to create, primar-
  ily because the required component is the heart 
  of a coward. The word “coward” is subject to 
  much interpretation, though. A soldier who flees 
  in the face of the enemy, while potentially doing 
  the right thing to save his life, may be branded 
  a coward, and thus his heart can be used in the 
  enchantment. The organ must be removed from 
  his corpse before it putrefies. Only a Black Magi-
  cian would cut out a living coward’s heart, for 
  that is mostly certainly an Evil act.
  Dried until it is shriveled, the heart is then 
  inscribed with mystic signs. In order to be ef-
  fective, it must be placed over the user’s heart. 
  Typically it is worn as a pendant.
  Enhancements: Talent: Run (+2 Enhance-
  ments), Talent: Swift 2 (+4 Enhancements)
  Limitations: Flaw: Coward (–2 Enhance-
  ments)
  Cursed Idol
  Artifact 3
  Leagues: Holy Brotherhood, Magicians’ 
  Circle, Ministry of Unusual Affairs
  From an inscribed stick to a gold statue, 
  idols take many forms. It is a foolish globetrot-
  ter who steals idols from ancient temples, for 
  many are cursed to plague those who wrong-
  fully remove them.
  This particular variant inflicts the thief 
  with terrible nightmares night after night. It 
  continues to do this until the idol is returned 
  to its rightful place and the thief atones for his 
  actions. Even if the ritual is unsuccessful, the 
  victim still suffers bad dreams—he does not, 
  however, lose any sleep because of them.
  Enhancements: Ritual: Nightmare (+4 
  Enhancements), Skill: Magic 10 dice (+8 En-
  hancements)*
  
  Leagues of Gothic Horror Expansion
  10
  Limitations: Special: Can only cast the 
  ritual once per day and only at sunset (–4 
  Enhancements), Special: Only affects target for 
  one night per casting (–2 Enhancements)
  * The idol always attempts to cast its ritual 
  to affect the thief, no matter his distance from 
  the idol. This is always at Difficulty 3 (–2 pen-
  alty). Thus, while it has a total of 10 dice, it 
  only ever rolls a maximum of 8 dice. Unlike 
  the normal ritual, the effect lasts only for one 
  night.
  Executioner’s Axe
  Artifact 1
  Leagues: Golden Circle, Vengeants’ Guild
  To create an Executioner’s Axe, the magician 
  must enchant a two-handed axe (3L damage) 
  that has been used to decapitate someone. This 
  may be an actual historical relic used to execute 
  prisoners or, in the case of Black Magicians, a 
  modern axe that has beheaded a sacrifice.
  Through magical enchantments, the weap-
  on becomes attuned to seeking out the head of 
  user’s foes when wielded in combat.
  Enhancements: Skill: Melee 4 dice (+2 
  Enhancements), Talent: Accuracy 2 (+2 En-
  hancements)*
  Limitations: Flaw: Callous (–2 Enhance-
  ments)
  * Can be used only when making a Called 
  Shot to the head.
  Fumsup
  Artifact 2
  Leagues: Golden Circle, Holy Brother-
  hood, Magicians’ Circle, Ministry of Unusual 
  Affairs, Vengeants’ Guild
  Carved in the form of a baby or small per-
  son, a Fumsup is a good luck charm worn by 
  soldiers to protect them from enemy bullets. 
  Its name is a derivative of “thumbs up,” a sym-
  bol meaning good luck in many cultures.
  An enchanted Fumsup truly possesses the 
  ability to protect the wearer from ranged attacks. 
  While not especially useful against most super-
  natural creatures, it is a potent form of protection 
  against the weapons of their mortal servants.
  Enhancements: Skill: Athletics 4 dice (+1 
  Enhancements)*, Talent: Dodge (+2 Enhance-
  ments)
  * Can only be used when performing a 
  Dodge. The wearer adds his Strength to this as 
  normal. Characters who already have Athlet-
  ics gain +2 bonus dice when dodging.
  Ghost Shirt
  Artifact 0
  Leagues: Cunning Folk, Magicians’ Circle
  First created by the Lakota people, these 
  garments provide magical protection against 
  bullets. Rather than being bulletproof vests for 
  warriors intent on bloodshed, they were en-
  chanted to provide protection to natives con-
  ducting peaceful resistance. Should the wearer 
  resort to violence, the Ghost Shirt immediately 
  and permanently loses all of its powers.
  Enhancements: Increased Attribute: De-
  fense +6 (+3 Enhancements)*
  Limitations: Flaw: Pacifist (–2 Enhance-
  ments)
  * Can only be used against bullets.
  Holy Relics
  Unique Artifact 1
  Leagues: Any
  Holy relics are the physical remains or 
  personal effects of saints. Despite commonly 
  being associated with Catholicism, they are not 
  confined to Christianity.
  From pieces of bone and strands of hair to 
  fragments of cloth and well-worn rosaries, the 
  Catholic Church recognizes three categories of 
  relic. First-class relics are either directly related 
  to Jesus (such as a nail or splinter from the True 
  Cross) or are the physical remains of a saint. 
  Second-class relics are items once used by a 
  saint. Third-class relics are simply any object 
  that has touched a first or second-class relic. 
  That is, they are holy only by association.
  In game terms, all relics are unique Arti-
  facts, even if they are of the same sort—such 
  as a strand of hair from a given saint. First-class 
  relics are powerful objects, and are rarely pos-
  sessed by the Leagues (the Holy Brotherhood 
  being the noted exception). Instead, they are 
  found in cathedrals and the like.
  
  Lights in the Darkness
  11
  Second-class relics are either lucky charms or 
  aid with a certain skill associated with the saint. 
  For instance, St Francis of Assisi and Animal Han-
  dling, or Firearms and St Adrian of Nicomedia. 
  The Enhancements below are for this type of 
  relic. Third-class relics may comfort their owner, 
  but they have no supernatural powers.
  Enhancements: Skill: Pick one (+2 En-
  hancements) or Talent: Lucky (+2 Enhance-
  ments)
  Hungry Grass
  Artifact 4
  Leagues: Golden Circle
  The vital ingredient of this relic is grass 
  plucked from around an unshriven corpse. 
  Once fully prepared, ingesting the dried grass 
  causes the imbiber to suffer from ravenous 
  hunger for the next month. Rarely fatal, hun-
  gry grass is a type of physical curse. A batch 
  contains five doses.
  Enhancements: Increased Duration: One 
  Month (+6 Enhancements), Induce Flaw: Rav-
  enous (+2 Enhancements)*
  * If the imbiber does not consume twice 
  the quantity of food required for an average 
  adult, he will suffer from starvation. You earn 
  a Style point whenever your character’s hun-
  ger forces him or his friends to starve.
  Kladenets
  Unique Artifact 4
  Featured in several Russian fairy tales, Klad-
  enets is known as the “self-swinging sword.” 
  When commanded by its owner, the sword 
  floats in the air, thrusting, slashing, and parry-
  ing with the skill of a master swordsman.
  In combat, the sword grants its owner a 
  second attack or defense action (his choice). 
  In both cases, the sword’s Melee rating must be 
  used. As his move action, the owner can move 
  the sword a short distance. Should line of sight 
  be lost, the blade crashes to the ground, an 
  inanimate object once more.
  Enhancements: Skill: Melee 8 (+6 En-
  hancements), Special Movement: Floats with a 
  Move equal to half wielder’s Willpower rating 
  (+2 Enhancements)
  Lamen
  Artifact 3
  Leagues: Ancient Order of Druids, Cun-
  ning Folk, Golden Circle, Hellfire Club, Magi-
  cians’ Circle, Vengeants’ Guild
  Worn as a pendant around the neck, a la-
  men acts as a storehouse of magical energy a 
  magician can call upon to help fuel rituals. 
  Unlike other occult relics, each lamen must 
  be attuned to a specific magical tradition on 
  its creation, such as Ceremonial or Natural. 
  This cannot be changed. Only those with the 
  Magical Aptitude Talent and the same magical 
  tradition as imbued into the lamen can draw 
  upon its power.
  A lamen can take most any material form—it 
  is, at its most simple, an object inscribed with 
  mystical signs.
  Enhancements: Skill: Magic +4 dice (+4 
  Enhancements), Talent: Skilled Assistant 2 (+4 
  Enhancements)
  Limitations: Special: Specialized Tradition 
  (–2 Enhancements)
  Lobera
  Unique Artifact 3
  Owned by Saint Ferdinand III, King of 
  Castille (1201-52), this sword’s full name is la 
  espada lobera, or “the wolf-slaying sword.” 
  Ostensibly canonized for his military suc-
  cesses against the Spanish Moors during the 
  lengthy Reconquista, Ferdinand truly owes his 
  exalted position to his fight against a plague of 
  werewolves that threatened Spain in the 13th 
  century. Such was the Vatican’s regard for his 
  secret crusade that Pope Innocent IV named 
  him “invincible champion of Jesus Christ.”
  The blade with which Ferdinand slew a 
  goodly number of werewolves supposedly 
  lies in Seville Cathedral, where it is honored 
  as a holy relic. This is actually a fake—the real 
  sword has not been seen for many centuries.
  Enhancements: Increased Damage: +4 
  (+2 Enhancements)*, Special: Can harm were-
  wolves (+4 Enhancements)
  * Only against werewolves, vampires in 
  wolf form, ordinary wolves, and other lu-
  pines.
  
  Leagues of Gothic Horror Expansion
  1
  Long Healing Prayer
  Artifact 3
  Leagues: Any
  Created 
  by 
  Bahá’u’lláh 
  (1817-1892), 
  founder of the Bahá’í Faith, the Long Healing 
  Prayer (Lawh-i-Anta’l-Kafi in Arabic) is a prayer 
  inscribed on an amulet.
  Worn around the neck, it promotes rapid re-
  covery from physical injury. In order to gain any 
  benefit, the amulet must be constantly worn. 
  Removing the amulet at any time and for any 
  reason negates the magical effect. For instance, 
  a globetrotter wearing the pendant would 
  normally heal a single lethal wound each three 
  days. If he removes it for any reason, he must 
  wait an entire week to heal his injury.
  Enhancements: Talent: Quick Healer (+2 
  Enhancements)
  Lucky Heather
  Artifact 1
  Leagues: Any
  Heather has long been associated with 
  luck by the Gypsies. The bunches sold by 
  old women to raise a few coppers are pretty 
  enough, but are utterly mundane. Only those 
  who cross a Gypsy’s palm with silver will be 
  granted a bunch of truly lucky heather, and 
  even then they must be cautious, for Gypsies 
  have been known to cheat outsiders.
  A batch contains five bunches, each of 
  which is good for a single use. When the luck 
  from a particular bunch is used, the heather 
  rapidly withers
  Enhancements: Talent: Lucky (+2 En-
  hancements)
  Nábrók
  Artifact 3
  Leagues: Hellfire Club
  The procurement of wealth through magical 
  means is possible, but it often requires drastic 
  action. Nábrók, literally “death underpants” in 
  Icelandic, is one such means.
  Unlike other relics, nábrók cannot be bor-
  rowed—they must be custom made for the 
  individual user. Their creation is both complex 
  and grisly. First, one must convince a living 
  person to allow the magician to use their skin 
  after death. For reasons that will become clear, 
  the person must be male. Once the volunteer 
  is dead, his corpse must be exhumed and his 
  skin flayed from the waist down as a single 
  piece. Finally, the magician must steal a single 
  coin from a poor widow and place it in the 
  nábrók scrotum. So long as the coin remains 
  in place and the pants worn, the wearer will 
  benefit from great wealth.
  In game terms, the relic functions as a Bonus 
  Resource, save that the user has Wealth 3. The 
  pants stack with any Wealth Resource the magi-
  cian has, but to a maximum of Wealth 3. Power-
  ful magicians can create more potent nábrók, 
  vastly increasing their wealth. Similarly, weaker 
  magicians can enchant less potent versions.
  Enhancements: Resource: Wealth 3 (+6 
  Enhancements)
  Skofnung
  Unique Artifact 3
  Described by King Hrólf Kraki of Denmark 
  as the best sword ever wielded in the northern 
  land, Skofnung possessed supernatural sharp-
  New Talent
      Berserker Fury
  Prerequisites: Willpower 3
  Your character can enter a state of reck-
  less battle frenzy, increasing power and 
  aggression at a cost to health.
  Benefit: As a free action, your charac-
  ter can exert (take one point of nonle-
  thal damage) to gain +2 bonus to all 
  Strength-based Skill and Attribute rolls 
  until the end of the combat turn.
  Normal: Your character cannot exert 
  himself in battle to gain an advantage.
  Advanced: You may purchase this Talent 
  up to three times. Your character gains a 
  +4 bonus to all Strength-based Skill rolls 
  at second level and a +8 bonus at third 
  level.
  
                                     
  Lights in the Darkness
  1
  ness. It was also imbued with the spirits of a 
  dozen berserkers, who would grant their fury 
  to the wielder on command.
  According to the Laxdœla saga, the sword 
  was last carried by Gellir Thorkelsson. Although 
  born in Iceland, Gellir is buried in Denmark, 
  where he died on the return voyage from a 
  pilgrimage to Rome. The saga states that Gellir 
  was interred in a burial mound near Roskilde 
  and that his blade was buried with him.
  Enhancements: Increased Damage: +2 
  (+2 Enhancements), Talent: Berserker Fury 2 
  (+4 Enhancements; see sidebar opposite)
  Sword of Saint Peter
  Unique Artifact 1
  The history of the weapon is shrouded in 
  folklore. All that is known for sure is that it was 
  wielded by saint Peter in the Garden of Gethse-
  mane and used to slice off the ear of Malchus, 
  the high priest’s servant.
  One later tale claims it was brought to 
  England by Joseph of Arimathea. Stored at 
  Glastonbury Abbey, it was later gifted to Saint 
  George in his struggle against the dragon. An-
  other tells that Pope John XIII gave it to Bishop 
  Jordan, Bishop of Poland, in the 10th century. 
  The bishop subsequently donated it to Poznan 
  Cathedral, where it supposedly lies to this day.
  It differs from conventional swords in that 
  it more resembles a machete. The sword is not 
  a super weapon, nor is it especially blessed. Its 
  only known power is that anyone wounded by 
  it becomes deaf for a short period.
  Enhancements: Inflict Flaw: Deaf (+2 
  Enhancements)*
  * Anyone who suffers a lethal wound from 
  the blade gains the Deaf Flaw. The Flaw re-
  mains until all wounds inflicted by the blade 
  are fully healed.
  Troll Blood
  Artifact 1
  Leagues: Cunning Folk, Golden Circle, 
  Holy Brotherhood, Magicians’ Circle
  If the legends are to be believed, Viking 
  warriors would mix mead with troll blood 
  and consume it, temporarily enhancing their 
  strength and size. Trolls, if they still exist, are 
  much rarer these days, and so magicians have 
  formulated a new recipe involving herbs im-
  bued with magical essence.
  Unless the imbiber remembers to remove his 
  clothes, the sudden alteration in size and mass 
  will cause clothing to rip. Armor, or similarly 
  restrictive clothing, requires tremendous pres-
  sure before it rips apart. Failing to remove such 
  garments inflicts 1N damage on the wearer.
  A batch contains five doses, each of which is 
  good for an entire combat or scene. The brew 
  has no affect on globetrotters who already 
  have the Giant Talent. 
  Enhancements: Talent: Giant (+2 En-
  hancements)
  Witch Pin
  Artifact 1
  Leagues: Cunning Folk, Ghost Club, Gold-
  en Circle, Holy Brotherhood, Magicians’ Circle, 
  Ministry of Unusual Affairs, Vengeants’ Guild
  In days of yore, witchfinders would prick 
  the flesh of suspected magicians with a long, 
  thin needle. If the victim felt no pain and no 
  blood was drawn, then clearly they were in 
  league with Satan.
  The modern versions of this crude device 
  work in exactly the same manner. Of course, 
  they tell the user only whether the target is 
  capable of invoking magic—it does not reveal 
  their magical tradition. Use of a Witch Pin 
  should be done surreptitiously—magician or 
  not, people tend to react poorly to strangers 
  trying to stick them with pins.
  Enhancements: Extra Sense: Detect magic 
  (+2 Enhancements)
  New Occult Tomes
  Codex Coemeterium
  Language: 
  Latin; 
  Author: 
  Unknown; 
  Publication: 16th century; Complexity: 4; 
  Horror: 4; Tradition: Ceremonial Magic; 
  Contents: Channel Dead, Raise Dead, Spirit 
  Binding, Summon Horror
  
  Leagues of Gothic Horror Expansion
  1
  Devoted to necromancy and demonology, 
  the sole surviving copy of the grimoire is con-
  sidered one of the great books of the magic 
  arts. Rumors abound that concealed within the 
  text are all the names of Satan. Recited in the 
  correct order, which alas the volume does not 
  provide, a magician might not only be able to 
  summon Satan, but to bind him to their will.
  Compendium Maleficarum
  Language: Latin; Author: Francesco Maria 
  Guazzo; Publication: 1608; Complexity: 3; 
  Horror: 2; Tradition: Black Magic; Contents: 
  Beast Speech, Empower, Lesser Hex, Summon 
  Horror
  Written as a witch hunter’s manual, this 
  tome goes into great detail on the subject of 
  making pacts with devils. Among the informa-
  tion are the names of many fallen angels and 
  the gifts they bestow on corrupted mortals. 
  This makes it a handy resource for magicians 
  keen to invoke Summon Horror.
  Daemonolatrione Libri Tres
  Language: Latin; Author: Nicholas Rémy; 
  Publication: 1595; Complexity: 2; Horror: 
  3; Tradition: Black Magic; Contents: Control 
  Animal, Spirit Binding
  An early work concerning witchcraft, the 
  Daemonolatreiae contains archival evidence 
  and testimonies from over 900 witch trials. 
  Much of the horror comes not from descrip-
  tions of rituals, but the various means of tor-
  ture used to extract confessions.
  De Lamiis et Pythonicis Mulieribus
  Language: Latin; Author: Ulrich Molitor; 
  Publication: 1489; Complexity: 3; Horror: 2; 
  Tradition: Natural; Contents: Augury, Control 
  Weather, Lesser Hex
  Written as a dialogue, Of Witches and Di-
  viner Women argues that magic is an illusion 
  produced by the Devil to fool mortals. Oddly, 
  the work states that Satan is not an evil spirit 
  opposed against God, but works his arts with 
  God’s permission to sort out the righteous from 
  sinners. Similarly, he dismisses any evidence of 
  magical practices obtained through torture, 
  insisting that prisoners will say anything when 
  gripped by the fear of punishment.
  Despite the author’s belief that magic does 
  not exist, several of the spells he includes are 
  very real.
  Formicarius
  Language: Latin; Author: Johannes Nider; 
  Publication: 1475; Complexity: 2; Horror: 
  2; Tradition: Black Magic; Contents: Form of 
  the Beast, Lesser Hex, Levitate
  The second book ever to be printed on the 
  subject of witchcraft, the book moves magic 
  away from the typical Renaissance view that it 
  was the purview of educated men performing 
  elaborate rituals. Instead, the author argues 
  that magic is more commonly practiced by 
  uneducated women. In essence, Nider is the 
  first person to describe the stereotypical witch 
  of later times. Ironically, the author insists that 
  witches cannot fly, yet includes a ritual that al-
  lows a magician to levitate.
  Elsewhere, the text provides information 
  on several infamous sorcerers of the age. One, 
  Scavius, was supposedly able to avoid capture 
  multiple times by transforming into a mouse. 
  The author was gracious enough to include 
  the ritual in his book.
  Madrid Codex
  Language: Mayan; Author: Unknown; 
  Publication: 
  Unknown; 
  Complexity: 
  4; 
  Horror: 3; Tradition: Old Ways (Mayan); Con-
  tents: Augury, Control Weather
  Discovered in Spain around 1860, the 
  Madrid Codex is one of only three Mayan 
  works dating to the period before the Spanish 
  conquest. The codex is mainly concerned with 
  calculating horoscopes and divinatory rituals, 
  though there is a lengthy section concerning 
  weather control and human sacrifice.
  Translation: Charles Étienne Brasseur de 
  Bourbourg (1814-1874) produced a French 
  translation in 1870. As little is known of Mayan 
  glyphs at this time, the work is mostly errone-
  ous. As a result, the Complexity increases to 6 
  and it contains no Control Weather ritual.
  
                                                                           
  “So, Gypsies are out of favor, too?”
  “We Rom are always out of favor, no mat-
  ter the time or place. We are used to it.”
  –F, Paul Wilson, The Keep
  Ever since the publication of Dracula, Gyp-
  sies, more correctly known as the Romany, have 
  been linked with Gothic Horror. This chapter 
  plays up to the fictional literary and cinematic 
  stereotype of Gypsies as being possessed of 
  strange powers and knowledge of the occult. It 
  is not intended to be a factual representation, 
  nor is it intended to deliberately offend.
  Despite sharing many common traits, the 
  Romany people have many unique customs. 
  In order to provide a coherent image for role-
  playing purposes, we have cherry picked vari-
  ous aspects from across the spectrum.
  A Brief History
  The origin of the Gypsies lies far back in 
  time, in an age when the pyramids of Egypt 
  were unweathered by time and the animal-
  headed gods were still worshipped.
  Ancient Origins
  They numbered among the followers 
  of Pharaoh Akhenaten and worshipped the 
  one god, Aten. Of all the modern peoples, 
  they alone remember the true reason for the 
  imposition of the new faith—it was not, as 
  Akhenaten’s successors suggested, an attempt 
  to destabilize Egypt, but to protect it against 
  the creeping darkness that had gradually infil-
  trated all levels of society and religion.
  Many had fought against evil since the days 
  of the first pharaoh, laying to rest animated 
  mummies and vengeful ghosts, and combat-
  ting insidious cults bent on promoting chaos, 
  but it was not until the rise of Akhenaten that 
  they were able to consolidate their strength and 
  emerge from the shadows and into the light.
  The victory of light over darkness burned 
  bright but short. Akhenaten and his immediate 
  successor, Smenkhare, died young, causing 
  the flame to sputter. The next pharaoh, the 
  boy king Tutankhamun, was swayed by the evil 
  priests to resume the old practises. 
  Wary that the king might return to Atenism 
  as he grew older and came to know his own 
  mind, Horemheb, the general of the army and 
  a secret worshipper of Set, had his master as-
  sassinated and claimed the throne for himself. 
  His first acts were to destroy Akhenaten’s new 
  city, Amarna, and scour away all vestiges of the 
  unwanted faith. The feeble flame died, casting 
  Egypt once more back into the embrace of 
  darkness.
  Exile
  Hounded by servants of evil and fearing for 
  their lives, the worshippers of Aten who would 
  become the Gypsies fled Egypt, but not before 
  their enemies rained down a hail of vile curses. 
  No place would the exiles find in society. No 
  welcome could they expect from others.
  1
  Chapter the Second: 
  Gypsies & Szgany
                               
  
  Effects of the Curses
  The ancient curses placed upon the Gyp-
  sies remain as potent today as when they 
  were first invoked. This manifests in two 
  ways.
       No Place in Society
  A Gypsy who remains in the same place 
  for a week automatically gains the Un-
  lucky Flaw. For each additional week in 
  the same location, the curse affects the 
  character one additional time per ses-
  sion. In order to rid themselves of this 
  blight, Gypsies must break camp often 
  and move at least ten miles from their 
  previous campsite.
  This curse prevents the Gypsies from ever 
  settling out of free will. Until only a few de-
  cades ago, Gypsies in some parts of Eastern 
  Europe were forcibly enslaved and pre-
  vented from wandering. Since slaves are 
  arguably outside the norms of society, they 
  were not affected by the curse, although 
  that was little relief for those beaten and 
  abused by cruel masters.
      No Welcome from Others
  The second curse has placed an eternal 
  stain on the Gypsies’ honor and reputa-
  tion, a fact made worse by the actions of 
  their nefarious Szgany cousins. Whether 
  it is deserved or not, every Gypsy auto-
  matically has the Bad Reputation Flaw.
  Leagues of Gothic Horror Expansion
  1
  Two groups fled the burning sands of 
  Egypt. A small column headed across the 
  Mediterranean to the lands that now form the 
  Balkans, Romania, and Bulgaria. Of these we 
  shall speak more later. The greater column 
  travelled further east, slowly wandering until 
  they reached what is now India.
  For millennia they survived on the edge of 
  society, but never peacefully. The ancient curse 
  worked its fell magic and persecutions increased 
  to the point of unbridled violence against the 
  Gypsies. Forced out again, the Gypsies headed 
  west, intent on joining up with those of their kin 
  who had chosen Europe as home.
  Europe
  Historical records indicate an influx of Gyp-
  sies occurred in Europe sometime in the 14th 
  century. Symon Semeonis, a Franciscan monk 
  writing in 1322, wrote of the “descendants of 
  Cain, who have swept into our lands in search 
  of their vile kin.”
  The phrase “vile kin” surprised the Gypsies, 
  for while they had been forced to live outside 
  of conventional society, they were by nature a 
  good people, sworn to defend all of humanity 
  against evil. What they discovered in Europe 
  shocked them.
  The original Gypsy settlers, now known as 
  the Szgany, had fallen far from grace. No longer 
  servants of light, they had been corrupted by 
  the native supernatural horrors that inhabited 
  the lofty mountains and dense woodlands. 
  Divided into small bands, each beholden to a 
  powerful noble, they had cast aside their faith 
  in favor of superstition and sold their loyalty 
  for gold, which they now craved for its material 
  rather than spiritual value.
  Even to this day, the Szgany continue to 
  taint the name of all Gypsies, for they are a 
  wicked people and knowingly vow loyalty to 
  powerful vampires.
  The new arrivals suffered varied fates. Some 
  were welcomed by the Holy Roman Emperor, 
  who granted them safe passage through his 
  realm (but not permission to settle). Others 
  were expelled from the lands they now called 
  home, enslaved, or put to death. This mixture 
  of wary acceptance and utter rejection would 
  continue to plague them until current times.
  Various attempts were made to prevent the 
  free movement of Gypsies and eradicate their 
  culture and language. Maria Theresa, Holy Ro-
  man Empress, issued a number of decrees that 
  required Gypsies to adopt permanent homes, 
  as well as give up all right to own horses or 
  wagons. In 17th century Spain, Gypsy children 
  were forcibly removed from their parents and 
  adults sent to workhouses.
  Such actions were not confined to distant 
  history. As late as 1896, Norway passed a law 
  permitting the state to remove children from 
  their families and place them into state institu-
  tions.
  
                                    
  Gypsies
  1
  Modern Age
  Although they are found across the globe, 
  the greatest numbers of Gypsies remain con-
  centrated in Eastern Europe. The lands there 
  are a border, not between the realms of men 
  but between light and darkness. Many horrors, 
  the existence of which are now denied in the 
  west, continue to haunt the night and prey on 
  the inhabitants. Unwanted and misunderstood, 
  the Gypsies continue to remain the first line of 
  defense against an evil that would otherwise 
  sweep freely across the continent.
  Cultural Overview
  Gypsies are a proud and passionate people, 
  used to living on the fringes of society and 
  enjoying a freedom of movement virtually un-
  known elsewhere in Victorian Europe. Gypsy 
  culture is ancient, complex, and rich. This sec-
  tions takes a brief look at some of the more 
  important aspects.
  Animals
  Gypsies have long been associated with 
  certain animals. Dogs are kept both to ward off 
  predators and aid in hunting, while dancing 
  bears are used to extract money from crowds 
  at markets and fairs. Both animals are treated 
  well—people will not pay to see a scrawny, 
  malnourished bear, and since both serve as 
  additional layers of security in camp, it pays to 
  have them healthy and strong.
  It is with horses that they are most associ-
  ated, though. Even those who dislike Gypsies 
  grudgingly acknowledge them as master 
  horse breeders. Their mounts are expensive, 
  especially to outsiders, and one must always 
  be wary of being cheated by an unscrupulous 
  trader (almost always of Szgany descent), but 
  the mounts are of superior stock.
  Not everyone sees the Gypsies’ natural 
  rapport with animals as a blessing. Ignorance 
  coupled with inherent prejudice has led many 
  a superstitious peasant to equate this to a pact 
  with the dark powers, further fuelling distrust 
  and antipathy toward Gypsies.
  Arts & Crafts
  Gypsies seldom buy tools and musical instru-
  ments from gadjee, being more than capable of 
  manufacturing their own, and while they might 
  trade animals with other Gypsies it is only to im-
  prove their breeding stock. Over time, different 
  sub-groups have emerged, each with a specialty. 
  Although rarely joined by blood ties, they func-
  tion as a clan, each member tracing his ances-
  try—real or imagined—back to the founder.
  Metalworking is divided among the Argin-
  tari (silversmiths), Aurari (goldsmiths), and 
  Kalderash (copper and tinsmiths), for example. 
  The Boyash are master carpenters and shapers 
  of wood in general, while the Lingurari make 
  wooden spoons. The Ursari are renowned for 
  their ability to train bears. The Lautari have 
  the best singing voices and musicianship. The 
  Rudari make excellent miners.
  New Rules
       New Group Contact
  Gypsies: Whether or not they have Gypsy 
  blood, and whether they are true friends 
  or require payment for their services, 
  the globetrotter has contacts among the 
  Gypsies. The Resource does not extend 
  to the Szgany, who are servants of evil 
  and have no desire to interact in any 
  friendly manner with outsiders.
       Gypsy Horses
  “Nothing is faster than Transylvanian 
  horses.” —Van Helsing (2004)
  Any horse raised and trained by Gypsies 
  has an additional Talent from the list be-
  low. This does not change the mount’s 
  Follower rating. Available Talents are: 
  Agile, Danger Sense, Diehard, Disease 
  Resistance, Dodge, Famine Hardy, Intel-
  ligent, Iron Jaw, Iron Will, Jump, Keen 
  Sense (usually hearing), Lucky, Pack 
  Mule, Quick Healer, Quick Reflexes, Ro-
  bust, Run, Strong, Swift, Swim, Tough, 
  Vigorous Defense.
  
  Leagues of Gothic Horror Expansion
  1
  Clothing and Wealth
  While rich Europeans invest their wealth in 
  buildings or store it in banks, Gypsies display 
  what little wealth they possess openly.
  This is most visible in their clothing. Not 
  only are green and red considered lucky, but 
  colorful clothing requires dyes, and they are 
  not cheap. Similarly, they wear their gold 
  and silver in the form of jewelry. Anklets and 
  bangles, rings, and necklaces are the most 
  common, but some choose to punch holes in 
  coins and thread them together.
  The equation of wealth with body fat is 
  not unique to Gypsy culture. Fat wives and 
  children are a clear sign that the husband and 
  father can provide well for them, and a fat man 
  is displaying his ability to earn enough coin to 
  keep himself nourished as well.
  Distrust
  Differences in culture and language have, 
  along with the ancient curses, fomented dis-
  trust between Gypsies and gadjee. The latter 
  is a plural word used to describe non-Gypsies 
  and Gypsies who have given up their tradi-
  tional culture. The singular terms are gadjo 
  (masculine) and gadji (feminine).
  No matter where they live, Gypsies have 
  endured a reputation for being cheats and 
  thieves. To be honest, Gypsies are more in-
  clined to steal, but not by their definition of the 
  word. Gypsy culture is very much centered on 
  the family. Within the close knit group, people 
  borrow what they need from relatives without 
  asking permission. With regard to outsiders, 
  they believe that anything left unattended is 
  unwanted, and thus free for the taking. Once 
  the Gypsy has finished with it, it might be 
  traded for something they currently need.
  The Szgany, who are always referred to by 
  that name in this chapter, are a different breed 
  altogether. They are readily prepared to cheat 
  and steal from anyone except their immedi-
  ate kin. Unfortunately, the predations of the 
  Szgany have tainted the Gypsies as a whole, 
  for in their ignorance non-Gypsies group both 
  factions together.
  The Evil Eye & Curses
  One reason why outsiders fear Gypsies is 
  their supposed ability to lay down heinous 
  curses through the malevolent power of the 
  evil eye or dread rituals.
  While it is true some Gypsies do have the 
  ability to invoke potent curses, either through 
  magical rituals or inherent arcane knowledge, 
  they are loathe to use them unless they are 
  truly deserved—having borne the weight of 
  terrible curses for millennia, they know the 
  effect they can have. Equally, cursing someone, 
  even if they truly deserve it, invites corruption, 
  for it is inherently evil (with a small “e”).
  Again, the Szgany are a noted exception. 
  Thoroughly evil, they think nothing of invok-
  ing a curse either to weaken their foes or sim-
  ply because it amuses them.
  Known throughout antiquity and across the 
  King of the Gypsies
  No matter where in the world a globe-
  trotter travels, wherever there are Gyp-
  sies there are one or more people who 
  title themselves King of the Gypsies. 
  Such lofty titles should not be taken at 
  face value.
  Gypsies are not, and never have been, 
  a feudal people. While prepared to aid 
  other Gypsies in trouble, they hold alle-
  giance only to the elders of their family 
  or sub-group. There is no one title used 
  by these elders—some call themselves 
  chiefs or captains, others headmen.
  Out of respect for their age and wisdom, 
  younger Gypsies often refer to any much 
  older person as “grandfather” or “grand-
  mother,” irrespective of any actual famil-
  ial bond.
  When the title King of the Gypsies is ac-
  cepted, it almost always applies to a small 
  region. In that regard, the Gypsy is most 
  often stating two simple claims. First, that 
  any Gypsy in trouble may come to him for 
  support, and second, that anyone who 
  harms a Gypsy under his protection will 
  suffer consequences. More often than 
  not, the so-called King simply commands 
  the largest family in the area, and thus can 
  call upon more resources.
  
  Gypsies
  1
  globe by various names, the evil eye is cast with 
  the eyes rather than an uttered jinx. It is widely 
  believed to bring misfortune, though the exact 
  form this takes depends on the punishment 
  the curser desires. Many cultures have devel-
  oped protective talismans to ward off the evil 
  eye. In most cases, they are utterly mundane 
  objects, sold to the gullible. Only rarely is one 
  a true occult relic.
  Faith
  Atenism is a dead faith, though its spirit is 
  not entirely lost. Modern Gypsies have adopted 
  the faith of the lands in which they dwell, with 
  those in Europe divided between Christianity 
  (Catholic and Orthodox primarily) and Islam. 
  Despite their adoptive faiths, Gypsies place 
  no trust in priests, places of worship, or holy 
  places. The elders of each family serve as spiri-
  tual leaders, orally passing on teachings to the 
  next generation.
  Unfortunately, Gypsies of any faith refer 
  to God as Devla. Its linguistic similarity to the 
  word devil has fuelled the erroneous belief 
  that Gypsies are servants of Satan. Arguably the 
  Szgany are, for those who bow before gods do 
  so only to the vilest entities.
  As an aside, the Aten was a solar deity, and 
  it is for this reason that Gypsies continue to 
  favor gold jewelry and coins.
  Fortune-Telling
  Gypsies have developed a reputation for 
  being able to foretell the future through the 
  Tarot cards, reading palms and tea leaves, and 
  gazing into crystal balls.
  A small few females (known as drabardi), 
  for only they possess the gift, can indeed discern 
  what is yet to come. In most families there are 
  only ever two fortune-tellers at any one time—
  an older woman, often an aged crone, and her 
  young apprentice. Rarely do they use their gift 
  to aid gadjee, for most have only petty desires 
  or uninteresting lives. On occasion, though, an 
  outsider will be invited to have his fortune told 
  by a true fortune-teller. Such invitations are met 
  with a mixture of excitement and dread.
  No Gypsy can read the fortune of another 
  Gypsy, however. This was one of the curses 
  laid upon them in antiquity—while they can 
  see the ultimate fate of others, their destiny is 
  shrouded in utter darkness. Gypsies are not 
  the only people with the gift, of course, and 
  gadjos have no problem reading their fate.
  Other Gypsies may claim to possess the abil-
  ity. These charlatans practise hokkani boro, the 
  “great trick.” Experts at cold reading strangers, 
  they take the dupe’s money and then “reveal” 
  whatever he or she wants to hear.
  Justice
  When a dispute arises before Gypsies, they 
  turn not to outside authorities, in whom they 
  place no trust, but to the kris, the traditional 
  Gypsy court. Gypsies prefer to settle problems 
  within the family, and taking a matter to the 
  kris is considered a last resort.
  The make-up of the court is fluid. The 
  elders of the families involved always attend, 
  and Gypsies respected for their wisdom and 
  knowledge of the traditional laws from other 
  families are often invited. Regardless of who 
  sits, there is always an odd number to prevent 
  the possibility of a tied vote.
  Until recently, only married men were per-
  mitted to show evidence or act in the role of 
  advocates. Many Gypsies are more open these 
  days, and women may play their part as well.
  Unlike in a Western European court, the 
  judgment of the kris is, in most cases, a recom-
  mendation—one intended to restore harmony 
  between the families. A divided people are 
  easier to persecute, while a strong bond en-
  sures that all prosper.
  When the restoration of balance is not 
  possible, the kris may impose a fine, the guilty 
  party being declared impure (which forces him 
  to lie apart from his family) for a fixed dura-
  tion, or permanent expulsion from Gypsy soci-
  ety. Once known among all Gypsies, the death 
  sentence is now limited only to the Szgany.
  Marriage
  As a nomadic people, family, both immedi-
  ate and extended, is extremely important to 
  Gypsies. Marriage serves as the bond between 
  
                  
  Leagues of Gothic Horror Expansion
  0
  two groups, thus widening the extended family 
  in an ever-expanding and increasingly tangled 
  web.
  Arranged marriages are not unusual, 
  though rarely do parents force their children 
  into a marriage. Contrary to British tradition, 
  in which a woman entering marriage comes 
  with a dowry, among Gypsies it is the groom’s 
  family that must pay a bride price.
  Until they wed, Gypsy girls wear their hair 
  openly. Once they have a husband, they are 
  required to wear a headscarf when in the pres-
  ence of outsiders—in this context, it means 
  anyone not of the immediate family. Given that 
  many groups travel in extended families, many 
  women keep their covering on at all times.
  The Szgany admire and greatly desire beau-
  tiful Gypsy girls as much as they do their mag-
  nificent horses. Where the two peoples live 
  in proximity, Szgany raids to kidnap potential 
  brides are all too common.
  Music, Song, and Dance
  Arguably, Gypsies have plenty to lament, 
  and yet they never allow these to weigh heavily 
  on their souls. Music, song, and dance form 
  an important part of their culture, serving as 
  a means of passing on traditional values and 
  folklore, and reinforcing the familial bond.
  Traditional songs are rarely accompanied 
  by musical instruments. Slow songs are sung 
  unaccompanied, while the beat of faster melo-
  dies is kept by clapping hands, clicking spoons, 
  and even clacking one’s tongue.
  The musical instrument most often associ-
  ated with Gypsies is the fiddle. In the hands of 
  a master, the instrument can stir the emotions, 
  bringing on everything from deep melancholy 
  to intense joy. As the old saying goes, “When 
  the fiddle cries, so does the listener.”
  Purity
  The memory of Atenism still lingers in 
  Gypsy culture in the form of their beliefs and 
  customs regarding purity. The lower body, 
  including the genitals, are considered unclean 
  and impure. Items of clothing worn on the 
  lower body are washed separately from upper 
  body garments, while the clothing of men-
  struating women are kept away from all other 
  clothes to avoid contamination. Clipping one’s 
  toenails and fingernails is taboo, though filing 
  them down is perfectly acceptable.
  The act of giving birth, because it produces 
  so many impure emissions, is never permitted 
  indoors. Additionally, no matter what steps she 
  takes, the new mother is considered impure 
  for the next 40 days. During this time, she is 
  tended only by menstruating women.
  The last act of impurity a Gypsy can bring 
  upon his people is death, for it affects not 
  only the deceased, but his entire family. Few, if 
  any, personal items are passed down the gen-
  erations. In order that they do not corrupt the 
  family, such items are either given to paupers 
  outside Gypsy society or cremated along with 
  the corpse.
  Gadjee are seen as impure by dint of their 
  lifestyle and lack of understanding of Gypsy 
  culture. Gypsies may invite them to eat with 
  the family, but they serve food from separate 
  pots using separate utensils. Most Gypsies eat 
  meals with their fingers, considering cutlery a 
  potential source of impurity.
  When it comes to accepting food from 
  gadjee, Gypsies are caught in a dilemma. On 
  the one hand, one cannot be sure the food has 
  been prepared in accordance with Gypsy re-
  quirements. Thus, it might be impure. On the 
  other hand, it is considered extremely impolite 
  to refuse food offered to you.
  Wagons
  The vardo, an enclosed horse-drawn 
  wagon, is the traditional home of the nomadic 
  Gypsies. Following a traditional, practical 
  design, the wooden sides of the wagon slope 
  outward as they rise, thus increasing the inte-
  rior space. The wheels are mounted outside 
  the main body of the wagon, allowing them to 
  ride lower to the ground.
  Brightly painted and elaborately carved, a 
  vardo is a work of art. Gold leaf is a common 
  interior decoration, being both a visible sign 
  of wealth and in keeping with their distant 
  origin.
  
  Gypsies
  1
  While they might appear small, vardos can 
  accommodate a small family in modest com-
  fort. Inside, there are areas reserved for cook-
  ing, living, storage, and sleeping. Not a square 
  inch of space is wasted. The family rarely 
  confines itself to living just inside its vardo, 
  however. Meals are often communal, cooked 
  over an open fire in the heart of a circle of wag-
  ons. On warm nights, the occupants frequently 
  forgo the comfort of their bed and sleep under 
  the stars.
  The circling of wagons is not just a conve-
  nient means of parking vehicles in a manner 
  that shows all are considered equal. As well 
  as being a protective measure against wolves 
  and bandits, a circle of Gypsy wagons counts 
  as a private residence for vampires with the 
  Invitation Weakness (see Guide to Vampires). 
  Circled wagons also make it easier for Gypsy 
  magicians to protect a larger area with certain 
  rituals (see sidebar).
  Refuge Resource
  Any globetrotter with Gypsy blood can 
  own a vardo (and a single horse to pull it) if 
  he takes the Refuge: Size 0 Resource. Given 
  the wagon’s finite size, this aspect cannot be 
  increased later. The character may, however, 
  take and improve both the Equipment and 
  Security aspects.
  Traditional areas for Equipment include 
  Craft, Diplomacy, Empathy (only for the pur-
  poses of using the Medium Talent), Investiga-
  tion (only for the Fortune-telling Talent), Magic, 
  and Medicine. At the Gamemaster’s discretion, 
  Performance, while likely to occur outside the 
  wagon, can benefit from there being a range 
  of instruments on hand plus exterior carvings 
  that help invoke the mood.
  In addition to a lock on the single door, 
  the Security aspect of the Resource can relate 
  to a stronger build. In this case, it provides a 
  bonus to the vehicle’s Structure. The modifier 
  also relates to the Gypsies’ supposed ability to 
  move around the land unseen and to vanish 
  wherever trouble comes their way. Thus, it 
  also hampers the Survival: Tracking of anyone 
  pursuing the vardo, as well Social Skill rolls to 
  question people the caravan may have passed. 
  It even applies to Magic rolls when casting the 
  Track ritual (see Guide to Black Magic) if the 
  vardo is the ritual’s target.
  Finally, since the vardo is a vehicle, there 
  is no reason why it cannot be improved with 
  weird science or magic. Regardless of the 
  methodology, a vardo could easily be equipped 
  with Improved Defense, Handling, Passenger 
  Capacity, Speed, or Structure. And imagine the 
  shock on a werewolf’s face when they realize 
  the vardo has a turret-mounted machine gun 
  firing silver bullets!
  Rules for Vardos 
      Rituals
  The circling of vardos greatly benefits 
  Gypsy magicians invoking rituals for the 
  benefit of the group. Two specific condi-
  tions must be met before they can reap 
  any reward, however.
  * The vardos must be stationary and ar-
  ranged in a circle encompassing an area 
  no greater than a 100-foot radius.
  * The magician must be a member of the 
  family or a Gypsy magician granted per-
  mission by the chieftain to work his art 
  on the family’s behalf. Magicians without 
  pure Gypsy blood cannot benefit from 
  this rule.
  These achieved, a Gypsy magician in-
  voking Alter Visibility, Arcane Ward (see 
  Guide to Black Magic), Elemental Fury, 
  Nature’s Embrace, or Seal Portal within 
  the perimeter treats the enclosed area as 
  being only a five foot radius (–2 modi-
  fier) when calculating Area of Effect 
  modifiers. In essence, the entire camp 
  becomes an extension of the magician.
      Statistics
  Regardless of exact size or shape, a Gyp-
  sy vardo has the following statics—Size: 
  2; Defense: 4; Structure: 12; Speed: 3 
  mph for a single horse and 6 mph for 
  two horses; Handling: –1; Crew: 1; Pas-
  sengers: 6.
  
                 
  Leagues of Gothic Horror Expansion
  
  Szgany
  As mentioned above, Szgany are Gypsies’ 
  wicked cousins, a malicious people who have 
  stained the name of all Romany.
  Rarely found outside the wilds of Hungary 
  and Transylvania, the various tribes serve pow-
  erful lords. Often this service dates back many 
  generations. In such cases, the tribe adopts the 
  name of its master as its own. That some of 
  their lords are vile vampires weighs little on 
  their souls—the Szgany are themselves heavily 
  tainted by darkness, and it is better, they say, to 
  serve as a dog than be served as a pig.
  Szgany loyalty to their master is absolute. 
  They may feign friendship with outsiders and 
  promise to complete services in return for coin, 
  but they will never betray their lord, no matter 
  the reward offered. Any contact with outsiders 
  is quickly reported back to their master, who is 
  likely to reward them further.
  Szgany are not considered favored servants 
  by their overlords. Rather, they are used as 
  laborers, wagon drivers, and guardians. They 
  are masterful if callous horsemen, though they 
  do not breed their own mounts. They prefer 
  instead to steal them from Gypsies. In combat 
  they favor heavy knives and rifles, the latter of 
  which they can fire from horseback as easily as 
  an infantryman on foot.
  Deep-seated loyalty and martial prowess 
  make Szgany fearsome opponents. Vampires 
  especially value them, for they make ideal 
  protectors during hours of daylight. When it 
  comes to their master’s life, they can be sui-
  cidal, standing against overwhelming odds or 
  throwing themselves in harm’s way to safe-
  guard their lord.
  When not on their master’s business, Szga-
  ny amuse themselves by raiding Gypsy camps 
  in search of hard liquor, gambling, and horses 
  and women to steal. They give no lip service to 
  any benevolent religion, devoting their prayers 
  instead to dark, pagan deities whose cults have 
  long been extinguished among other peoples. 
  Whatever their “faith,” they are a very super-
  stitious people. For example, they always spit 
  on money handed to them to ensure it brings 
  good luck.
  Gypsy Globetrotters 
  Creating a Gypsy globetrotter is no dif-
  ferent than creating a character from any 
  other culture. The one aspect players 
  might wish to devote a little time to is 
  choosing their character’s two Level 0 
  background Skills.
  Given that Leagues of Gothic Horror is 
  a game involving plenty of supernatural 
  occurrences, the obvious choice is to 
  leap straight for Academics: Occult. No 
  player can be blamed for this stereotypi-
  cal view of Gypsies, especially since it is 
  one the game promotes. There is more 
  to Gypsy culture worthy of exploring 
  than magic and mysticism, though.
  On the face of it, Animal Handling may 
  seem like a waste compared to Skills 
  such as Brawl, Firearms, Investigation, 
  and Melee, arguably the big four when 
  hunting monsters. Lets face it, how often 
  is training an animal going to come up in 
  an adventure?
  There is absolutely no reason why the 
  Skill cannot be used to try and calm wild 
  beasts, such as wolves, and it is certainly 
  a more logical choice than Diplomacy 
  or Intimidation. Given that the Empathy 
  write-up specifically states that it covers 
  humans, Animal Handling could double 
  up as an equivalent Skill for animals. 
  Now you know if that bear is merely cu-
  rious or about to charge.
  Gypsies are passionate about dance, 
  song, and music, all of which are neatly 
  tied up in Performance. The Skill is es-
  sential for the Captivate Talent, which is 
  very handy for temporarily stopping ev-
  erything from ghosts to vampires in their 
  tracks.
  Picking a Craft is true to Gypsy culture, 
  though it is of limited use in many games 
  without the Weird Science Talent. As 
  master metalworkers, Gypsy globetrot-
  ters might well use clockwork and steam 
  to create wondrous artifacts.
  Since some players will undoubtedly 
  wish to go down the stereotypical “Gyp-
  sies are thieves” road, we must devote a 
  little attention to their needs. Con and 
  Larceny are the logical choices, for to-
  gether they allow both confidence tricks 
  and true theft.
  
                                                                         
                         
  It was true that the ghastly sounds I had 
  heard through the fog had greatly upset 
  me but far worse was what emanated from 
  and surrounded these things and arose to 
  unsteady me, an atmosphere, a force—I do 
  not exactly know what to call it—of evil and 
  uncleanness, of terror and suffering, of ma-
  levolence and bitter anger. I felt quite at a loss 
  to cope with any of these things. —Susan Hill, 
  The Woman in Black
  Supernatural sites come in many forms. 
  From haunted houses and castles to the crum-
  bling piles of despotic lords who entreated 
  with the Devil. From the bloody crypts of 
  vampires, to the dark forests haunted by 
  werewolves; from the gore-soaked altars of 
  Aztec ruins, to the magnificent pyramids and 
  temples of Egypt; to the standing stone circles 
  of northwest Europe, across the world there 
  are perhaps tens of thousands of such sites.
  Simply being a site linked with the super-
  natural does not automatically qualify it for 
  Leagues of Gothic Horror, which aims for a 
  specific atmosphere. Likewise, many sites do 
  not have interesting legends. In many cases, 
  legends from different parts of the world share 
  similar themes: a wife murdered for a sup-
  posed act of betrayal, a wicked lord who re-
  turns as a ghost or vampire, a child who died 
  from disease.
  Let’s face it, most ghost sightings involve 
  specters that do nothing beside walk around 
  minding their own business. While they might 
  spook casual visitors, they are unworthy of be-
  ing investigated and combatted by the Leagues 
  of Adventure!
  What we have tried to do with this work 
  is detail sites that have good roleplaying po-
  tential, where the Gamemaster can take the 
  basic facts and legends we have presented and 
  shape them into a spooky tale.
  Every site detailed in this chapter exists (or 
  at least existed once upon a time). That said, 
  we have taken a lot of leeway with dates and 
  legends (which are often conflicting) to create 
  more dramatic and useful adventure seeds.
  For each entry we have suggested an an-
  tagonist from Leagues of Gothic Horror or the 
  Guides to Apparitions, Black Magic, and Mum-
  mies. For the latter works, standard entries 
  from the core book can be substituted if you 
  don’t own the supplements. Similarly, we have 
  also suggested a number of bonus Style points 
  for those using the optional Dark Places rule.
  In all instances the Gamemaster should feel 
  free to use whatever entities and Style points 
  best fit his campaign.
  Natural Loci
  If there is one thing Great Britain has plenty 
  of, it is sites associated with summoning other-
  world entities (most notably the Devil or faeries) 
  or healing (typically holy wells or springs). At the 
  Gamemaster’s discretion, these sites may be pure 
  folklore, mistaken folklore, or natural loci, places 
  where a specific form of natural magical energy is 
  concentrated in varying degrees of strength.
  
  Chapter the Third: 
  Supernatural Sites
  
                             
  Leagues of Gothic Horror Expansion
  
  Pure Folklore
  Sites that are pure folklore are utterly mun-
  dane. Whatever legend arose around them has 
  no basis in the supernatural.
  Mistaken Folklore
  Mistaken folklore contains a grain of truth 
  to the legends. Such sites are often located on 
  ley lines. Oral traditions often become con-
  fused, and tales of summoning devils and imps 
  may simply be a distant memory of ancient ritu-
  als carried out at certain times of year—times 
  when the ley line provides additional magical 
  energy. These places follow the usual rules for 
  ley lines.
  Natural Loci
  Natural loci are concentrations of energy 
  that magicians can tap into to invoke one spe-
  cific ritual. Gamemasters should assign these 
  special sites a value of 1, 2, 4, 8, or 16. Values 
  of 1 or 2 are most common, while 16 should 
  be extremely rare.
  At a healing site, for instance, the bonus ap-
  plies only to the Healing ritual. Note that remov-
  ing the water from a holy well or spring renders 
  it mundane—it is the source of the water, rather 
  than the water itself, that is the locus.
  At a summoning site, the magician adds the 
  site’s value to his Magic dice when the Sum-
  mon Horror spell is invoked. While the bonus 
  is appreciated by magicians, it is rarely enough 
  to offset the difficulty of breaking the veil and 
  calling forth a powerful entity. Hence, channel-
  ing extra magical energy or blood sacrifices are 
  still required in most circumstances.
  Optional Rules
  Corrupted Sites
  Whether it is due to a supernatural pres-
  ence or mankind’s inexhaustible capacity for 
  dark acts, some locations are so infused with 
  evil that merely entering them can cause men 
  and women of otherwise good nature and 
  pure souls to suffer corruption.
  All globetrotters gain one point of corrup-
  tion immediately upon entering a corrupted 
  site. At the Gamemaster’s discretion, a site of 
  great evil, such as Castle Dracula, might inflict 
  two or even three points of corruption. As bad 
  as this might be, remaining in the site for ex-
  tended periods significantly increases the risk 
  of further taint.
  For each 24-hour period spent at the site, 
  a globetrotter must make a Willpower x 2 roll. 
  The Difficulty begins at 1 for the first day, but 
  increases by one point for each subsequent 24 
  hours thereafter. There is no upper limit to 
  the Difficulty number—prolonged exposure 
  increases the likelihood of total corruption. 
  For each roll failed, the globetrotters gain an 
  additional point of corruption.
  Vacating the accursed site prevents the risk 
  of further taint, but it does not alleviate any 
  corruption accrued from visiting the site—that 
  must be cleansed in the usual way.
  Eerie Atmosphere
  Whether it is the weight of ages pressing 
  down on the soul, a bad reputation that fills 
  even the most learned mind with dread, the 
  state of decay reflecting that even the grand-
  est monument must eventually submit to the 
  ravages of time, the claustrophobic darkness of 
  a forest at night, or some other factor, certain 
  sites are spookier than others. Here one can-
  not help but glance at shadows, feel the hair 
  on the back of one’s neck rise, or utter a ner-
  vous laugh to try and calm one’s jitters.
  Whereas the optional Dark Places rule gives 
  supernatural creatures more Style points as 
  they draw strength from the latent evil associ-
  ated with a site, this rule inflicts a penalty to 
  globetrotters’ Horror checks. Such dark places 
  are not for the fainthearted!
  More often than not, the Eerie Atmosphere 
  only manifests at night, once the veil of dark-
  ness creeps over the land. Even in a known 
  haunted castle, visitors rarely feel spooked 
  during the hours of sunlight, though they may 
  
  Supernatural Sites
  
  be naturally wary of dark rooms or basements. 
  At the Gamemaster’s discretion, truly sinister 
  sites may retain a penalty during the daytime, 
  albeit at a lower level. 
  Not every supernatural site needs an Eerie 
  Atmosphere rating, of course. Likewise, the Eerie 
  Atmosphere may only manifest after a supernatu-
  ral creature makes its presence known. Walking 
  around an mansion at night may be slightly 
  spooky (but worth no penalty), but it takes on 
  a different air once the globetrotters know for 
  certain it is inhabited by a grisly specter.
  As a final note, the Eerie Atmosphere rat-
  ing of the sites in this work are suggestions 
  only—the individual Gamemaster has the final 
  say.
  Existing Sites: Dark Places & Eerie Atmosphere
  Location
  Dark Places
  Eerie Atmosphere
  Austria-Hungary: Castle Dracula
  8
  –4
  Austria-Hungary: Csejte Castle
  4
  –2
  Austria-Hungary: Hoia Forest
  2
  –1
  Austria-Hungary: Zvikov Castle
  2
  –1
  Egypt: Tomb of Neferkaptah
  1
  0
  Flying Dutchman
  2
  –1
  Generic: Asylum
  1
  0
  Generic: Castle
  1
  –1
  Generic: Forest
  0
  –1
  Generic: Graveyard
  0
  –1 (night only)
  Generic: Haunted House
  1
  –1
  Generic: Ruins
  0
  0
  Generic: Village (Fearful)
  0
  –1
  Generic: Village (Guilty)
  1
  0
  Generic: Village (Combination)
  1
  –1
  Germany: The Black Forest
  1
  0
  Germany: The Brocken
  0
  –1
  Germany: Castle Frankenstein
  2
  –1
  Great Britain: Borley Rectory
  1
  –1
  Great Britain: Flannon Isles
  0
  0
  Great Britain: Glamis Castle
  0
  –1
  Romania: Poenari Castle
  2
  –1
  Scandinavia: Blå Jungfrun
  0
  0
  Scandinavia: Blåkulla
  0
  0
  Scandinavia: Domen
  2
  0
  United States of America: New Orleans
  0
  0
  United States of America: Tarrytown
  1
  0
  
                   
  Leagues of Gothic Horror Expansion
  
  Location
  Penalty
  An old or sinister looking building 
  with known dark legends attached, 
  or with a naturally sinister atmos-
  phere. With regard to buildings, 
  the site is occupied by normal 
  people. E.g. most any castle/grand 
  house or forest after sunset.
  –1
  An old and rarely inhabited site 
  with known legends of terrible 
  events attached. E.g. a typical 
  abandoned haunted house.
  –2
  The haunt of a known and terrible 
  evil that sane men know to avoid. 
  E.g. Castle Dracula.
  –4
  Australia
  Devil’s Pool
  Suggested Entity: Ghost (Grief)
  Dark Places Style Points: 1
  Eerie Atmosphere Penalty: 0
  Formed at the confluence of three streams, 
  the Devil’s Pool (in Queensland) is believed to 
  be cursed. Long ago, the local Aborigine tribe 
  celebrated a wedding—that of a respected 
  elder and a younger girl. During the celebra-
  tions, a wandering tribe passed through the 
  area. Following ancient tradition, they were 
  invited to attend the festivities.
  The bride, Oolana, met the gaze of Dyga, 
  a young warrior from the visiting tribe and 
  the pair instantly fell in love. While the guests 
  danced, the pair snuck away to the pool, where 
  they spent the night together.
  Come the morning, the two tribes discov-
  ered the couple were missing. Finding them at 
  the pool, Dyga was forced to travel on with his 
  tribe, leaving Oolana behind. Grief-stricken at 
  losing the man she loved so intensely, the girl 
  threw herself into the pool and drowned. Un-
  able to rest in peace, her soul haunts the pool. 
  Still searching for Dyga, her ghost calls men to 
  her, luring them into a watery death.
  Adventure Seed: Sir Reginald Pettigrew, 
  famed explorer and chronicler of haunted 
  sites across the globe, has gone missing in 
  Australia. The last telegram received by his 
  daughter indicated that he was about to enter 
  a remote part of Queensland with the inten-
  tion of disproving a superstition concerning 
  a supposedly haunted pool. That was four 
  months ago. She, along with the Ghost Club, 
  are prepared to sponsor an expedition to track 
  down Sir Reginald.
  Larundel Mental Asylum
  Suggested Entity: Ghost (Child; add Lacer-
  ate)
  Dark Places Style Points: 1
  Eerie Atmosphere Penalty: 0
  Australia is a relatively new country, but its 
  care for the mentally ill remains as backward as 
  much of Europe—Freud is only just embarking 
  on his career and there have been few mean-
  ingful breakthroughs in alienism. Located on 
  the outskirts of Melbourne, Larundel asylum 
  has been open for only a decade.
  Currently, Larundel sits on the nebulous bor-
  der between the old world and the new world 
  of psychiatric care. Patients are kept locked in 
  overcrowded cells or straight jackets and locked 
  boots when not working in the garden, and yet 
  there is a gymnasium where they may exercise. 
  The head alienist, a fervent supporter of weird 
  science, has agreed to test two new devices—the 
  Electrotherapy Engine and the Psychoanalyzer. 
  If these prove successful, Larundel may be at 
  the dawn of a new age in alienism.
  Despite its recent construction, the asylum 
  already has a resident specter. Taken into state 
  custody after being orphaned, a young girl by 
  the name of Martha died within three months 
  of her arrival. As an orphan, the state did not 
  bother to conduct any form of official investiga-
  tion into her demise, and her corpse was hastily 
  buried in an unmarked grave on the grounds.
  Martha is not resting peacefully. Beginning 
  on the first anniversary of her death, both 
  patients and staff reported hearing sinister, 
  giggling laughter and the sound of a music box 
  (Martha’s only possession) during the hours of 
  darkness.
  Martha is no benevolent child ghost seek-
  ing justice for her untimely death (though it is 
  possible she was murdered). She was commit-
  
                                    
  Supernatural Sites
  
  ted to Larundel because she had stabbed both 
  her parents to death using a kitchen knife. It 
  seems she continues to enjoy inflicting harm, 
  for more than one worker has received deep 
  cuts as if slashed by a knife, despite being 
  alone at the time.
  Adventure Seed: Martha’s ghost has appar-
  ently claimed her first life—a guard was found 
  dead, his throat slashed. The head alienist, who 
  has little faith in the existence of apparitions, 
  has reluctantly given in to the demands of his 
  staff and contacted the Leagues of Adventure 
  for support.
  Austria-Hungary
  Brasov
  Suggested Entity: Ghost (The Pied Piper)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  In 1211, the small village of Brasov under-
  went a major change. Under order of King 
  Andrew II of Hungary, the Teutonic Knights 
  transformed the sleepy settlement into a forti-
  fied city—Kronstadt (“City of the Crown”).
  In less than a generation the knights had 
  been expelled, but the German colonists who 
  came with them remained. Thanks to its po-
  sition on the borders of Western Europe and 
  the Ottoman Empire, Brasov prospered as 
  a trading center. Borders have changed and 
  Brasov’s fortunes have declined, but it remains 
  an important city.
  The story of the Pied Piper of Hamelin 
  has been tied to Brasov. Local folklore has it 
  that the children spirited away from Hamelin 
  were taken to Brasov. Despite the lack of any 
  evidence, several families claim to be descen-
  dants of those unfortunate souls. Likely they 
  have heard the tales of the Brothers Grimm, 
  who claim the children lured away by the Piper 
  became the founders of Transylvania.
  Adventure Seed: Regardless of whether or 
  not the original Pied Piper story has any ties to 
  Brasov, the phantom has set his sights on the 
  city to help fulfill the quota he owes the Devil. 
  Many denizens have begun blaming the local 
  gypsy tribes for the kidnappings. Tensions are 
  growing and there have already been instances 
  of violence.
  The globetrotters are contacted by Francis 
  Hindes Groome (1851-1902), a senior mem-
  ber of the Gypsy Lore Society and leading 
  commentator on the Romani people. He be-
  lieves the gypsies are scapegoats for a common 
  murderer and seeks the help of the Leagues of 
  Adventure in bringing the real culprit to justice 
  before anger turns into bloody persecution.
  Houska Castle, Bohemia
  Suggested Entity: None
  Dark Places Style Points: 8
  Eerie Atmosphere Penalty: –2
  Constructed on the order of King Ottakar II 
  of Bohemia in the early 13th century, Houska 
  later became home to aristocratic families. 
  Few tarried more than a generation, and the 
  castle changed hands with great regularity. 
  Abandoned in the 18th century, it has recently 
  undergone renovation, though on whose or-
  ders is unclear.
  The castle was constructed over a deep 
  hole, the chapel lying directly above the center 
  of the pit. Locals referred to the void as “The 
  Gateway to Hell,” and with good reason—crea-
  tures that were both man and animal crawled 
  from its inky depths, while winged creatures 
  too large to be birds were frequently seen to 
  circle above it.
  Before construction work began, the king of-
  fered amnesty to any prisoner under sentence of 
  death prepared to be lowered into the hole and 
  report on what lay at the bottom. The first volun-
  teer to be lowered descended only a few yards 
  before he began screaming in terror. Quickly 
  hauled back to the surface, he was found to have 
  aged several decades. Incurably insane, he never 
  revealed what had caused his terror. Despite 
  rousing intense curiosity, the incident ensured 
  that no one else ventured into the hole. One can 
  only assume that the other volunteers’ execution 
  was carried out as planned.
  Houska Castle hardly lives up to its name. 
  It lacks any fortifications (although the walls 
  are quite thick), holds no strategic position 
  in the landscape, had no kitchens or source 
  
               
  Leagues of Gothic Horror Expansion
  
  of fresh water at the time of its construction, 
  and was never occupied during the early years 
  of its existence. Its construction, it seems, was 
  simply to plug The Gateway to Hell.
  Adventure Seed: Leopoldine. Princess of 
  Hohenlohe-Langenburg (1837-1903), has long 
  been fascinated by the tale concerning Houska 
  Castle. Keen to have the pit explored, she has 
  secured the services of the Speleological So-
  ciety. Having learned of the castle’s supposed 
  history, the Society has turned to Leagues with 
  an occult interest to join the expedition, just in 
  case there is any truth in the story.
  Scholomance, Transylvania
  Suggested Entity: Cultists (Magical Cult Lead-
  ers)
  Dark Places Style Points: 8
  Eerie Atmosphere Penalty: –2
  First known to Western occult scholars 
  through Emily Gerard’s (1849-1905) seminal 
  work Transylvanian Superstitions, published 
  in 1885, the Scholomance is a school of black 
  magic. Its location is described only as being 
  south of the city of Hermannstadt, close to an 
  unnamed mountain lake. Whether the school 
  is an actual building or merely a cave is not 
  known. The lake, though small, is said to be 
  bottomless.
  Traditionally, only ten students are admit-
  ted at any time to learn the dark arts at the feet 
  of Satan. The pupils are collectively known as 
  the Scholomonariu. Of these, only nine will 
  ever leave. The tenth remains behind to serve 
  Satan as his aide-de-camp in the mortal world.
  Although possible, it is unlikely that the 
  pupils are truly instructed by Satan in person. 
  More likely, the tenth student is the most 
  gifted, and he remains at the Scholomance to 
  pass on his wisdom to the next generation of 
  dark sorcerers.
  Adventure Seed: Many budding magicians 
  have sought the Scholomance, but none are 
  known to have succeeded—entrance no doubt 
  comes with a vow of secrecy. Eager to bring the 
  teaching of black magic to an end, the Holy 
  Brotherhood offers a sizeable reward to anyone 
  who can locate the accursed school, and an 
  even bigger reward if they can destroy it.
  Canada
  Isle of Demons
  Suggested Entity: Ghost (Wendigo; see p. 
  56)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –1
  Quirpon Island lies off the northeastern tip 
  of Newfoundland’s Great Northern Peninsula. 
  Beginning in the 15th century, cartographers 
  referred to it as “The Isle of Demons.” Various 
  nautical texts from the age describe the island 
  as being inhabited by wild beasts and terrify-
  ing demons. Few people have any reason to 
  visit the rugged island, and even the local Inuit 
  tribes give it a wide berth.
  Adventure Seed: Two months ago, a fish-
  ing vessel was shipwrecked off Quirpon Island. 
  It took rescuers three weeks to find the crew, 
  and by that time there was only one survivor. 
  Quite insane, he told his rescuers that he was 
  possessed by a demon that made him eat his 
  comrades. Shocked to the core, the authori-
  ties promptly had him committed to a lunatic 
  asylum.
  Doctor Pierre Gascon, the alienist treating 
  the mariner, believes there is more truth to 
  the man’s tale than people are prepared to 
  admit. Although he cannot save the mind of 
  his patient, he believes he can save others from 
  a similar fate. All he needs are globetrotters 
  prepared to venture onto the Isle of Demons 
  and lay the demon (or demons) to rest.
  Lake Minnewanka
  Suggested Entity: None (see below)
  Dark Places Style Points: None (see below)
  Eerie Atmosphere Penalty: 0
  The shores of Lake Minnewanka, a glacial 
  lake in western Canada, have been inhab-
  ited for around 10,000 years. According to the 
  myths of the indigenous people, a demon that 
  snatches people from the shore dwells within 
  the cold waters. It is described as being half-
  man and half-fish. The demon is not an appari-
  tion or some unholy cryptid, nor is it a figment 
  
             
  Supernatural Sites
  
  of the imagination. Locals legends, however, 
  only tell half the story.
  The shores of the lake were ideal hunting 
  grounds for the ancient tribes, but even in this 
  remote location they were not spared the rav-
  ages of disease. When their traditional medi-
  cine failed, the shamans turned to summoning 
  Vepar, the demon of pestilence (see Guide to 
  Black Magic).
  Although rarely summoned, century upon 
  century of summoning has left its mark on the 
  lake. Magicians seeking to summon Vepar, for 
  whatever purpose, receive an 8 dice bonus to 
  their Magic roll.
  Adventure Seed: Although the Angel of 
  Death (see Globetrotters’ Guide to Cads & 
  Cults) is a man of science—albeit perverted 
  to suit his diabolical cause—he is always on 
  the lookout for new diseases. He does not 
  put much faith in magic, but having learned 
  of Vepar’s existence, he is prepared to try his 
  hand. To that end, he has hired a debauched 
  black magician to travel to Lake Minnewanka, 
  summon Vepar, and return with a batch of his 
  diseased flies.
  Egypt
  Farafra Depression
  Suggested Entity: Ghost (Lost; add Posses-
  sion and Speech)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  In attempting to sweep aside millennia of 
  polytheism in favor of worshipping a single 
  god, the Aten, Pharaoh Akhenaten sealed his 
  own fate. Far from revolutionize Egypt, it was 
  an experiment that lasted a single lifetime. Fol-
  lowing the death of Tutankhamun, Akhenaten’s 
  majestic new city was razed to the ground and 
  left for the desert to swallow, while his name 
  was systematically removed from all inscrip-
  tions and monuments.
  Cast out from living memory, cursed by 
  the desecration of his name, and rejected by 
  the gods he sought to remove from power, 
  Akhenaten found no welcome in the afterlife. 
  His soul was condemned to haunt the western 
  desert at Egypt’s border, the arid, desolate, 
  and sparsely populated Farafra depression 
  until the end of time.
  Bedouin folklore testifies to this, for the 
  spectral image of the pharaoh has been spot-
  ted on many occasions. A sad figure, he at-
  tempts to converse with the living, imploring 
  the restitution of his name and attempting to 
  convert a new generation to Atenism.
  Adventure Seed: The world of Egyptology 
  places no belief in pharaonic ghosts. Profes-
  sor Gordon MacLeish, however, believed that 
  Bedouin stories were based partly on fact, and 
  insisted the somewhere in the desert lies a sec-
  ond city constructed by Akhenaten. A year ago, 
  the MacLeish Expedition set out to discover 
  and map the lost city. No word has been heard 
  since they left Cairo, and the Leagues are plan-
  ning a joint rescue mission.
  Valley of the Sorcerer
  Suggested Entity: Royal mummy (greater 
  mummy if you are using Guide to Mummies) 
  with Astral Body ability
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: 0
  Few Europeans visit the far south of Egypt, 
  especially the wild desert held back from en-
  gulfing the remnants of the ancient civilization 
  only by the Nile. East of Aswan lies a narrow, 
  deep valley known to the local Bedouins as the 
  Valley of the Sorcerer.
  Few of the hardy desert-dwellers will enter 
  the valley late in the day, for they fear being 
  caught by darkness before emerging from the 
  other end of the winding route. This fear is 
  deeply ingrained, and yet the Bedouins know 
  very few facts. The name of the fabled sorcerer, 
  supposedly once a mighty king or queen,  said 
  to be buried somewhere in the valley, is a mys-
  tery to them. Likewise, they cannot provide 
  an accurate date for his or her existence, pro-
  claiming only that the sorcerer lived “millions 
  of millions of years ago.” Europeans should 
  not take such a span of time literally, for it is 
  an expression that dates back to antiquity and 
  means “long ago” with the added emphasis of 
  “I am not sure exactly when.”
  
                   
               
  Leagues of Gothic Horror Expansion
  0
  Part way along the valley, engraved into the 
  southern cliff, are images of men and beasts 
  and suns and stars, as well as certain cabalistic 
  symbols easily recognizable to students of the 
  occult. Other symbols, though, are much more 
  obscure and hint at elder secrets best left un-
  disturbed by the passage of ages.
  Opposite the markings, halfway up the 
  sheer northern cliff, is a concealed opening—a 
  slab of rock cut to fit a gap with almost perfect 
  precision. Such as the skill of the ancient arti-
  sans that only a methodical study of the cliff 
  reveals its presence.
  Beyond, a shaft leads down to a single cham-
  ber, its walls and ceiling elaborately decorated 
  with hieroglyphs. In the center lies an open 
  sarcophagus wrought from a stone found no-
  where within the confines of Africa. Inside rests 
  a mummy—the sorcerer after whom the valley 
  is named. Clutched in the mummy’s hand is a 
  multifaceted red gem, a prize of such value as 
  to ensure a man would want for nothing for 
  the remainder of his mortal days. In their rush 
  to possess such a wondrous treasure, thieves 
  may fail to notice that the mummy’s left hand 
  has seven fingers.
  Adventure Seed: A friend of the globe-
  trotters approaches them with the intent of 
  recruiting them for an expedition to Egypt. 
  Having recently acquired an old papyrus from 
  his grandfather’s estate, the friend has learned 
  of a hidden valley in which lies a fabulous trea-
  sure. Whether the heroes agree to accompany 
  their friend or not, he is found dead the next 
  morning, apparently strangled. Examination 
  reveals that his killer had seven fingers on their 
  left hand. Clutched in the friend’s hands is the 
  ancient papyrus.
  France
  Château de Châteaubriant
  Suggested Entity: Ghost (Revenant)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  Originally constructed from wood in the 
  11th century, the castle has undergone many 
  modifications and expansions down the cen-
  turies. Damaged in a storm in 1720, the main 
  keep was abandoned and left to the elements. 
  While the keep remains in ruins, the other 
  structures on the site are currently being used 
  as a police station, court, and prison.
  The castle grounds are haunted by the 
  spirit of Françoise de Foix (1495-1537). At 
  court, she became an official mistress of King 
  Francis I (r. 1515-1547). Eventually rejected in 
  favor of a younger woman, Françoise returned 
  to her husband, Jean de Laval. She suddenly 
  died in 1537.
  Officially, the cause of death was listed sim-
  ply as “sickness.” In fact, her husband, jealous 
  of her closeness to the king, had her locked up 
  in a padded room and slowly bled to death. 
  Each year on 16 October, as the nearby church 
  bells ring midnight, the specter of Françoise 
  de Foix stalks the dark corridors of Château de 
  Châteaubriant.
  The ghost of Françoise de Foix does not 
  realize it is an apparition. Confused, it believes 
  she is still a prisoner slowly being bled to death 
  by her husband. To that end, she uses her 
  vampire-like power to drain blood from the 
  living. Sadly, this very act of trying to sustain 
  her long-perished physical body is what keeps 
  her fettered to the world of the living.
  Adventure Seed: A new governor has 
  taken up residence in the castle. Previously ig-
  norant of the story of Françoise de Foix, he was 
  horrified when told it, for he is a very distant 
  descendant of Jean de Laval. 
  Fearful that the specter will seek to drain 
  his blood come the next October, and far too 
  proud to vacate his position even for one night 
  (especially since no one else believes the leg-
  end), he turns to the Leagues to protect him.
  Germany
  Abandoned Village
  Suggested Entity: Vampire
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –2
  Not far from the city of Munich stands the 
  
                           
  Supernatural Sites
  1
  ruins of a long-abandoned village. Likely it 
  once had a name, but the people of Munich 
  never use it, for they believe the village is un-
  holy. Little remains save the crumbling shells 
  of houses and the cemetery.
  Dominating the graveyard is a marble 
  tomb, unusual for the large iron stake ham-
  mered through its roof and its bronze doors. 
  Inscribed on the tomb in German is the inscrip-
  tion, “Countess Dolingen of Gratz / in Styria / 
  sought and found death / 1801.” On the rear 
  face is another inscription, this time carved in 
  Russian. It reads, “The dead travel fast.” The 
  people of Munich are right to fear the village, 
  for the Countess is a vampire.
  The weather around the village behaves 
  strangely. One moment it can be sunny, the 
  next the air is filled with stinging pellets of 
  hail. Fog is commonplace. At least one large 
  wolf has been spotted in the vicinity.
  Adventure Seed: Whether it is a vampire 
  lackey, a crazed cultist, or a foolish tourist, 
  someone has removed the iron stake from the 
  tomb. Now free to travel abroad once more, 
  the Countess has began feeding on the fearful 
  citizens of Munich.
  Great Britain
  By area, Great Britain is perhaps the most 
  haunted nation on earth. Every castle, manor 
  house, and ruin, not to mention public house, 
  seems to have at least one apparition associ-
  ated with it, and in some cases as many as half 
  a dozen spirits haunt the same site. 
  In addition, the practise of Black Magic and 
  witchcraft remain common in rural areas, with 
  many insular communities honoring the gods 
  of their long dead ancestors.
  England
  Ancient Ram Inn
  Suggested Entity: Ghost (Poltergeist)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –1 (night only)
  Dating backed to 1145, the Ancient Ram has 
  fulfilled a variety of roles in its long existence. 
  Little remains of the original structure, for it 
  has been modernized over the years. The mod-
  ern building dates back to the 17th century.
  The Ancient Ram appears numerous times 
  in local folklore. Depending on whom one 
  asks, the inn was the site of a witch burning, 
  sits atop a pagan burial site, and was once 
  used by a cult of devil worshippers. What is 
  not known is that the inn stands on the inter-
  section of two ley lines, making it a place of 
  natural magical energy.
  Little of the supernatural activity makes 
  the regular newspapers, but it appears many 
  times in periodicals devoted to spiritualism. 
  Guests have been known to desert the inn in 
  the middle of the night, complaining of being 
  pulled from their beds, witnessing ghostly 
  apparitions, hearing disembodied voices, and 
  sensing an overwhelming aura of evil.
  Adventure Seed: The Ancient Ram makes 
  the local newspaper, the The Citizen (est. 
  1876), following an unexplained death. The 
  victim, a visitor from Bristol, was found dead 
  in his bedroom. According to the article, his 
  face was locked in a rictus of terror.
  Badbury Rings
  Suggested Entity: Ghost (Phantom Soldier)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1 (night only)
  An iron age hill fort, Badbury Rings sits 
  in an ancient landscape, as evidenced by the 
  presence of Bronze Age barrows nearby. Part 
  of a series of similar fortifications stretching 
  across the region, the Rings (named for its 
  three circular earth ramparts) is also seated at 
  the crossing of two ley lines.
  Held by the Durotriges tribe until captured 
  by the Romans in 44 AD, the fort’s later neigh-
  bors include a Roman fort (historically discov-
  ered in 1975), Vindocladia (a Roman town 
  discovered in 1992), and a Roman temple 
  (first excavated 1900). Badbury Rings was later 
  reused by the Romano-British in their attempt 
  to keep out the invading Saxons.
  Four ghosts have been recorded here—a 
  phantom warrior whose armor places it back 
  
  Leagues of Gothic Horror Expansion
  
  in the 6th century, a disfigured dwarf, a woman 
  in black, a black hound, and ghostly Roman 
  soldiers locked in battle with their Celtic 
  counterparts. Of these, only the first poses any 
  threat to curious visitors, for it has been known 
  to inflict swordlike injuries on the living.
  Adventure Seed: Despite being an obvi-
  ous site of antiquity, no excavations have taken 
  place within the Rings itself. Convinced that 
  Badbury Rings marks the site of Mount Badon, 
  where King Arthur defeated the Saxons, the 
  Society of Antiquarians plans a major excava-
  tion. First, though, it needs the troublesome 
  phantom warrior laid to rest.
  Bognor
  Suggested Entity: Ghost (Child; Manifesta-
  tion, Minor Possession, Strangulation)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  A coastal town in the county of Sussex, 
  Bognor was a fishing village of little note until 
  the 18th century, when Sir Richard Hotham 
  established it as a resort. The growth of the 
  railways, coupled with better working condi-
  tions, soon attracted the masses to the coast.
  The ghost of a child haunts a house in a 
  backstreet lane. Strangled by her stepfather 
  and hidden in one the walls, the specter has 
  grown vengeful. As well as strangling adults 
  (though never to the point of death), she takes 
  possession of young children and causes them 
  to leap from upper story windows to their 
  death on the cobblestones below. For this rea-
  son, the residents of the lane nail their upper 
  windows shut.
  Adventure Seed: Little is known about the 
  Bognor ghost outside the town, until one of 
  the globetrotters receives an anonymous letter 
  listing a number of “accidents” involving chil-
  dren dating back many decades. Who sent the 
  letter and what is their motive? Only a trip to 
  the seaside will uncover the answers.
  Canewdon
  Suggested Entity: Cultists or Witches
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: 0
  Inhabited since the Neolithic era, Canew-
  don (in Essex) has been noted for three 
  things—its status as a trading port, production 
  of sea salt, and witchcraft. Folklore dictates 
  that there are always nine witches present in 
  the small village, a sizeable number for a settle-
  ment that has a population of less than 1,000 
  souls. Unfortunately, the tales do not clarify 
  whether the witches are true witches, more 
  innocent practitioners of natural magic, or a 
  devil worshipping cult.
  The existence of witches is tied to the 
  church and its 15th century bell tower. When-
  ever a stone falls from the tower, one witch 
  dies, only to be replaced by another. So long 
  as the tower remains standing, Canewdon will 
  always be home to their ilk.
  Adventure Seed: The witches of Canewdon 
  have been relatively well-behaved for over 300 
  years. Recently, however, a number of animals 
  have been found mutilated. George Pickingill 
  (1816-1909), a resident of Canewdon and a 
  high-ranking member of the Cunning Folk, 
  believes their worship has taken a darker turn. 
  Through his contacts with the other Leagues, 
  he hopes to combat the witches before they 
  turn to human sacrifice.
  Castra Regis
  Suggested Entity: Cultists (possibly an enor-
  mous white worm)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: 0
  All that remains of the great house of Cas-
  tra Regis (Camp of the King) is a blasted pile 
  of rubble. The locals are quick, perhaps too 
  quick, to point out that the house was struck 
  repeatedly by lightning in 1860, during what 
  later became known as the Great Storm. Even 
  a cursory investigation reveals that the stone 
  has not crumpled inward, but has instead been 
  blasted outward, as if the destructive force oc-
  curred inside the building.
  The house, and the last scions of the 
  Caswall family who owned it for many gen-
  erations, were destroyed not by lightning 
  from the heavens, but by the emergence of a 
  colossal worm from within the earth. Sickly 
  white and monstrous in length, the creature 
  
  Supernatural Sites
  
  is an abomination that has lived in the tunnels 
  and caves beneath the region since before the 
  arrival of the Romans.
  Stories of the worm exist in folklore, though 
  the tales have become muddled and merged 
  over time. While locals sing of a brave knight 
  who slew a fearsome, wingless dragon, the 
  origin of the creature lies further back in time. 
  First worshipped by the druids as an earth god, 
  the cult was later taken over and continued by 
  the Romans. The tale of the knight refers not to 
  the slaying of the worm itself, but a righteous 
  crusade to stamp out the vile cult.
  For all their fervor, the knights failed in 
  their task. Since that fateful day, the Cult of the 
  White Worm has remained very small—one 
  master and three apprentices. The current 
  head of the cult is Lady Sylvia Donohoe, who 
  owns the estate neighboring Castra Regis. The 
  remainder of the cult is made up of the local 
  constable, magistrate, and doctor.
  Sacrifices offered to the white worm are 
  primarily livestock. Only on the rare occasions 
  when strangers pass through the sleepy and 
  remote district are human sacrifices offered to 
  the bloated monstrosity.
  Adventure Seed: The Society of Antiquar-
  ians recently started an excavation in Druid’s 
  Grove, which borders Castra Regis. Digging 
  unearthed the remains of a Roman temple 
  with a large well at the center. The last tele-
  graph sent from the local post office declared 
  they had explored the base of the well and 
  discovered it connected to a sprawling natural 
  cave system. Reports of Roman coins and an 
  “odd skull” (one of the worm’s many children 
  from earlier ages) had the Leagues excited, but 
  since then nothing has been heard from the 
  expedition.
  Chillingham Castle
  Suggested Entity: Ghost (Child; swap Noise 
  for Ghost Light and add Despair)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –1
  Constructed as a monastery in the 12th 
  century, Chillingham Castle stands on the 
  border between England and Scotland. With 
  the two nations locked in a series of conflicts, 
  the monastery became both a staging post for 
  English armies advancing north and a prime 
  target for Scottish armies raiding south. In 
  1344, a License to Crenellate was granted, al-
  lowing the monastery to be transformed into 
  a true castle.
  Relations between England and Scotland 
  gradually improved, and the castle was slowly 
  transformed from a fortification into a grand 
  house. This was completed in the early 19th 
  century, when the grounds were landscaped 
  into a park. The modern castle is home to 
  the Bennets, under their title as the Earls of 
  Tankerville.
  During its early history, many Scots cap-
  tured in battle were dragged to the castle dun-
  geon, tortured, and then executed. Numerous 
  ghosts are said to haunt the site, but it is the 
  “blue boy,” also known as the “radiant boy,” 
  whom the inhabitants fear the worst.
  His visitations are usually as a ball of light 
  that floats aimlessly around the castle. On rare 
  occasions, though, he manifests as a young 
  child clad in blue garments. Such manifesta-
  tions invariably spell dark portents for a mem-
  ber of the household.
  Adventure Seed: The “blue boy” has re-
  cently manifested. Fearful, Lord Charles, the 
  current earl, contacts his friends in London. 
  They suggest he summon the Leagues of Ad-
  venture to the castle with all haste.
  Historically, the “blue boy” haunting 
  stopped following renovation work in which 
  the bodies of a man and young boy were un-
  earthed inside walls 10 feet thick. Numerous 
  documents, some dating back to the time of 
  the Spanish Armada (1588) were discovered 
  alongside the bodies. This is the era of Renais-
  sance Magic, and the documents could be 
  occult texts.
  Earls of Tankerville: Charles Augustus 
  Bennet, 6th Earl of Tankerville (1810-99), 
  George Montagu Bennet, 7th Earl of Tanker-
  ville (1852-1931)
  Coglin Grange
  Suggested Entity: Vampire
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  
  Leagues of Gothic Horror Expansion
  
  The sleepy Cumbrian village of Coglin 
  doesn’t have much to make it noteworthy to 
  globetrotters, save for two modest mansions 
  and an old church. Coglin Grange, one of the 
  two houses of note, stands beside the ancient 
  churchyard.
  Although owned by the Fisher family, the 
  Grange has been rented out for several years. 
  The current occupants are the Cranswells—
  Amelia, and her two brothers, Edward and 
  Michael.
  Adventure Seed: Amelia has recently suf-
  fered a traumatic incident. On hearing a noise 
  by her ground floor bedroom window, she 
  awoke to see a creature with a brown face and 
  long nails scratching at the window. Paralyzed 
  by fear, she watched in horror as the fiend be-
  gan to tear away the lead flashing around the 
  window. Dislodging a pane of glass, the crea-
  ture soon opened the window and entered.
  Amelia is unsure of what happened next. 
  Her brothers record hearing her scream and 
  rushed into the room to find the window open 
  and their sister clutching multiple bleeding bite 
  injuries on her neck. Locals have subsequently 
  reported a spate of mysterious sheep killings.
  Creech Hill
  Suggested 
  Entity: Ghost (Fright; swap 
  Glimpse for Cold)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1 (night only)
  Creech Hill, which stands in eastern Som-
  erset, takes its name from the Celtic word crich 
  (“hill”). Dense undergrowth and trees conceal 
  much of the upper hill, but antiquarians have 
  recently recognized that the summit is a small 
  hillfort dating back to the pre-Roman era. Un-
  like larger hillforts, Creech Hill boasted just 
  a single rampart. Within its boundary are the 
  foundations of a Romano-Celtic temple.
  The lower slopes and surrounding land-
  scape are extensively farmed, but few locals 
  possess the courage to mount the summit after 
  dark. For generations, the locals have heard 
  tales of the Laughing Man.
  The specter is a dark shadow, humanoid 
  in form, but considerably taller than a grown 
  man. It takes its name from maniacal laughter, 
  which it utters as it chases unfortunate victims 
  away from the summit.
  Although it only ever manifests as a shad-
  owy figure, its laugh can drive a man insane. 
  Treat this audio effect exactly as the Manifesta-
  tion power (desired Horror rating +1 Haunt-
  ing points). This particular effect lasts for a 
  single combat turn.
  Adventure Seed: The Society of Antiquar-
  ians believes it is on the verge of unearthing a 
  spectacular archaeological find on Creech Hill. 
  Keen to prevent outsiders from looting the 
  site, watchmen were posted. Unfortunately, 
  the presence of the Laughing Man caused 
  the guardians to flee in terror, vowing never 
  to return to the excavation. Although they 
  have little belief in the existence of the spirit, 
  the antiquarians have been forced to contact 
  Leagues with an interest in the occult to allay 
  the watchmen’s fears. Little do they realize that 
  the Laughing Man is a very real entity.
  Dane Hills
  Suggested Entity: Black Annis (see p. 67)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  The inhabitants of Leicester avoid crossing 
  the wild and rugged Dane Hills to the west of 
  the city once the sun has set or when a fog has 
  risen. It is said the desolate hills are home to 
  a terrifying creature, a crone or witch by the 
  name of Black Annis. She resides in a cave, 
  carved into the side of a sandstone cliff by 
  her terrible iron claws. Known as Black Annis’ 
  Bower, it is distinguishable by the solitary oak 
  tree that grows near its entrance.
  The story of Black Annis is well known in 
  the region, but few consider it to be truth. The 
  crone is a deemed to be bogeyman, a fictitious 
  monster created to scare children into avoid-
  ing the natural perils of the Dane Hills.
  Adventure Seed: The legend of Black An-
  nis has just become very real. Two local boys 
  recently went missing in the hills. Only one 
  was found and he was half-insane. In moments 
  of lucidity he screamed the name of Black An-
  nis and claimed she took away his friend. Fear 
  has gripped Leicester, forcing the mayor to 
  look to the Leagues of Adventure.
  
  Supernatural Sites
  
  Like most educated people, the mayor be-
  lieves the boys became separated in the fog. 
  Alone, and well aware of the legend, the sur-
  viving boy’s imagination went into overdrive. 
  Unfortunately for him and those of his ilk, 
  Black Annis is very real.
  Dering Wood, Pluckley
  Suggested Entity: Ghost (Shadow; swap Illu-
  sion for Noise)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –2 (night); –1 
  (day)
  The village of Pluckley, Kent, boasts over 
  a dozen ghosts, making it perhaps the most 
  haunted village in England. The great major-
  ity of these spooks are harmless, in that they 
  mean no specific harm to mortals. Those that 
  haunt nearby Dering Woods, though, are more 
  hostile toward mortals.
  Rarely seen, save as black shadows, they 
  are frequently heard. Their hellish cries give 
  the woods its local nickname—Screaming 
  Woods. According to folklore, the specters are 
  the souls of travellers who became lost in the 
  wood and either wandered until they died of 
  thirst or took their own lives.
  Adventure Seed: Events in Dering Woods 
  have taken a ghastly turn. The corpses of 20 
  people were found by a poacher the day after 
  Halloween. The local coroner has been unable 
  to find a cause of death and has turned to the 
  Leagues of Adventure to solve the mystery.
  Farndon Bridge
  Suggested Entity: Ghost (Child, add Minor 
  Possession)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Bridges hold a special place in folklore, 
  being crossing points between the world we 
  know and that of the supernatural. Little won-
  der, then, that many are said to be haunted. 
  Farndon Bridge, on the English-Welsh border, 
  is one such structure.
  The story concerns the children of Madog 
  ap Gruffudd of Dinas Brân, a medieval Welsh 
  prince. Following his death in 1277 at the hands 
  of English invaders, John de Warenne, 6th Earl 
  of Surrey (1231-1304), and Roger Mortimer 
  (1231-82) were appointed legal guardians to 
  his two sons. Seeking to take possession of the 
  boys’ inheritance before they came of age, the 
  pair threw the young children from Farndon 
  Bridge into the freezing water below. When the 
  air is still and the night is at its blackest, locals 
  claim the pitiful wails of the children calling 
  for help can still be heard.
  Adventure Seed: Three children have 
  recently drowned near Farndon Bridge. A 
  fourth child, who was with the group, claims 
  to have seen two boys in the river. They called 
  out to his friends, who promptly dove into the 
  chilly water. Are the specters of the two young 
  princes venting frustration on the living, or are 
  they simply seeking new playmates after 600 
  years on their own?
  Farringdon Street Station, London
  Suggested Entity: Ghost (Child; add Shove)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: –1 (night only)
  Opened in 1863, Farringdon Street Station 
  is part of the Metropolitan Railway under-
  ground system. The station is haunted by “the 
  Screaming Specter.” 
  She is believed to be the spirit of Anne Nay-
  lor, an orphan who lived in the 18th century. 
  At the age of 12, she was murdered by her em-
  ployer at the workhouse, her corpse dumped 
  on the spot where the station now stands. Her 
  piercing screams have been reported many 
  times since the station opened.
  Adventure Seed: “The Screaming Specter” 
  is doing more than just wailing. Actually mani-
  festing as a young girl, she is using her Shove 
  ability to push people in front of arriving 
  trains. Several people has escaped with minor 
  injuries, but it is only a matter of time before 
  there is a fatality.
  As an aside, there is a minor train accident 
  at Farringdon Street in 1892. Supposedly 
  caused by a defective axle, a train derails short-
  ly after pulling out of the station. Five people 
  are injured. In Leagues of Gothic Horror, the 
  accident may well be caused by the ghost of 
  Anne Naylor.
  
  Leagues of Gothic Horror Expansion
  
  Fitz Manor
  Suggested Entity: Ghost (Hate; its Lacerate 
  manifests as deep holes in its victim’s hands 
  and feet)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: 0
  Fitz Manor has gazed out over the River 
  Severn since 1450, although it is widely be-
  lieved a wooden Saxon hall once occupied 
  the same site. Currently owned by the Baly 
  family, it was once the seat of the bishops of 
  Shrewsbury.
  The manor was the scene of a grisly execu-
  tion in the late 18th century. Charged with ho-
  mosexuality (possibly a false charge created to 
  legalize the murder of a Catholic clergyman), a 
  priest was crucified in the dining hall. It is said 
  that his persecutors ate their dinner in front of 
  him as he suffered.
  Adventure Seed: On the 100th anniversary 
  of his grisly death, the specter of the priest has 
  returned to haunt the living. Utterly terrified 
  after being assaulted by the angry spirit, the 
  Baly family has been forced to abandon their 
  ancestral home. What the phantom wants is as 
  yet unknown, but it is rumored that a Baly was 
  present at his crucifixion.
  Hexham
  Suggested Entity: Ghost (Shadow)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: 0
  Founded in 674, Hexham began as a monas-
  tery (Hexham Abbey). Over time, a settlement 
  grew outside the walls, creating a village.
  For a small settlement, Hexham’s history is 
  steeped in blood. The Saxon king Aelfwald was 
  murdered there in 788. William Wallace raided 
  and torched the town (as it had become) in 
  1297. King David II of Scotland sacked the 
  monastery in 1312. During the War of the 
  Roses, The Duke of Somerset, commander of 
  the defeated Lancastrian army, was executed in 
  the market square. A riot in 1761 was quelled 
  with violence, leaving 51 dead.
  It is not the bloodshed that gives Hexham 
  its current dark reputation, though. In 1889, 
  two boys digging in their garden unearthed a 
  pair of small stone heads of Celtic origin. Since 
  then, the boys’ home has been haunted. The 
  family has reported seeing a werewolf, a half-
  man, half-sheep figure, and a shadowy form.
  Adventure Seed: A friend of one of the 
  globetrotters, who knows of his interest in the 
  occult, hands him a copy of the Hexham Cou-
  rant, the local newspaper. Inside is an article 
  on the haunting.
  Holy Trinity Church, Blythburgh
  Suggested Entity: Ghost (Hellhound)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Known as the Cathedral of the Marshes, 
  Holy Trinity Church occupies a site that has 
  been a place of Christian worship since 654. In 
  1577, the church had the dubious honor of be-
  ing visited by none other than Satan himself. In 
  the guise of a monstrous black dog with glow-
  ing red eyes, the Devil clawed at the church 
  door, startling the congregation and leaving 
  scorch marks in the wood. The marks are still 
  visible today. In local folklore, the canine is 
  known as Black Shuck.
  After suffering from lightning strikes and 
  storm damage, the great church was largely 
  abandoned around 1651. By 1847, it was de-
  scribed as a “moldering into ruin.” The few pa-
  rishioners still prepared to risk falling masonry 
  were forced to shelter under umbrellas when-
  ever it rained. Following substantial renovation 
  work, the church reopened in 1884.
  Adventure Seed: The new vicar of Holy 
  Trinity Church was awoken in the night by the 
  sound of baleful howling. On investigating, he 
  discovered fresh burn marks on the door of 
  the church. 
  Knowing that the presence of Black Shuck 
  in 1577 led to near-disaster for the church, he 
  plans to make sure the Devil’s plans are foiled 
  by the Leagues of Adventure. Shortly after mak-
  ing contact, though, the vicar was found dead, 
  mauled by some horrible hound.
  Levens Hall
  Suggested Entity: Ghost (Gray Lady)
  Dark Places Style Points: 2
  
  Supernatural Sites
  
  Eerie Atmosphere Penalty: 0
  Built as a fortified keep in 1350, Levens Hall 
  stands in southern Cumbria. Originally raised 
  to keep an eye on the marauding Scots, it has 
  evolved into a grand country house, complete 
  with ornamental topiary garden.
  In the 18th century, a starving gypsy sought 
  alms at the hall. Turned away empty handed 
  by the lady of the house, she soon died, but 
  not before laying down a curse that no male 
  heir would be born to the family. For four 
  generations the estate has passed through the 
  female line, with husbands taking their wives’ 
  surname.
  Adventure Seed: Sir Josceline Bagot, the 
  great-great-nephew of the previous lady of 
  the manor, inherited the house in 1883. Well 
  aware of the curse, and desperate to sire a 
  son to inherit both the hall and his name, he 
  writes to the Leagues of Adventure. Sir Josce-
  line is adamant that if the gypsy’s ghost (she 
  still haunts the hall) can be banished, then the 
  curse will be broken.
  Medieval Monastery
  Suggested Entity: Ghost (Pestilence)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: 0
  Due to the efforts of King Henry VIII, Great 
  Britain’s green and pleasant land is dotted 
  with crumbling monasteries. This unnamed 
  monastery outside of Farnborough in southern 
  England was not one that fell to the monarch’s 
  privations. Indeed, his men were deathly afraid 
  to even enter the building, which had already 
  been abandoned for nearly two centuries.
  During the mid 14th century, the monks 
  inhabiting the monastery were accused of her-
  esy. Imprisoned in small cages and tortured to 
  extract confessions of their dealings with fell 
  spirits, the monks suffered constant agonies 
  for three years. Their torment was not ended 
  by the executioner’s axe or cleansing flame of 
  the pyre, but by the Black Death, which rav-
  aged the land at that time.
  Attempts to repopulate the monastery re-
  peatedly failed. Each time new monks took up 
  residence, they quickly fell victim to a variety 
  of diseases. When no more monks could be 
  persuaded to inhabit the monastery, the site 
  was abandoned and left to rot. By the time of 
  Henry VIII, it had already developed a sinister 
  reputation.
  Adventure Seed: A local businessman 
  has purchased the monastery with the intent 
  of transforming it into a grand hotel. Work 
  ground to a halt almost immediately, the work-
  men suddenly falling ill or fleeing in terror at 
  the sight of plague-ridden spectral monks drift-
  ing toward them. 
  Having invested a small fortune in acquir-
  ing the building, the businessman is not about 
  to abandon his dream, and so turns to the 
  Leagues of Adventure for assistance.
  Red Lion Public House, Avebury
  Suggested Entity: Ghost (Gray Lady; swap 
  Telekinesis for Lacerate)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Avebury, more famed among the Leagues 
  of Adventure for its prehistoric stone circle 
  and henge (which is a major ley line nexus), 
  is home to many haunting spirits. Like most 
  ghosts, the majority are harmless phantoms 
  who bear no particular malice toward the liv-
  ing. Not so the ghost of the Red Lion.
  Florrie, so the story goes, was the wife of an 
  English Civil War veteran. While her husband 
  was away fighting, Florrie became intimate 
  with several men. On his return, and learning 
  of his spouse’s infidelity, the soldier strangled 
  his wife and dumped her body in a well. Rarely 
  seen or heard, she commonly manifests by 
  scratching and biting patrons.
  The pub actually has a second haunting 
  spirit. Little is known about it, save that it 
  manifests as a man covered in blood. Whether 
  he is victim or perpetrator remains unknown. 
  The spirit, who has remained unnamed, has, 
  beside the occasional physical manifestation, 
  not interacted with mortals.
  Adventure Seed: Florrie has become agi-
  tated in recent months. Her activities are bad 
  for business, forcing the publican to seek help. 
  The globetrotters learn of his plight through 
  a druidic or scholarly acquaintance who regu-
  larly visits the stone circle.
  
  Leagues of Gothic Horror Expansion
  
  St Mary’s Church, Beaminster
  Suggested Entity: Ghost (Child; add Lacerate)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Beaminster, mentioned in the Domesday 
  Book (1086), has had a church since the Saxon 
  age. The site of the original church is now lost, 
  but the current Anglican church occupies a site 
  on which a Norman church formerly stood. The 
  only feature that remained of the Norman struc-
  ture into the modern age was the font, though 
  that was removed in 1863 for reasons that are 
  not altogether clear in the parish records.
  Although noted for its linen and wool 
  factories (not to mention its numerous inns), 
  Beaminster has no railway line. A modern 
  town, it nevertheless retains a remote and 
  isolated atmosphere.
  The locals, well aware of the legend, are 
  careful never to approach children seen 
  weeping on the church steps. One of these 
  is no child of flesh and blood, but a sinister 
  specter. Said to be the ghost of a child brutally 
  murdered with an axe (and in many versions 
  said to be denied a place in Heaven until its 
  murderer is revealed), it appears like any 
  normal child. When approached, its innocent 
  form is replaced by that of its hewn corpse. 
  Finger pointed accusingly, the ghost then ei-
  ther emits a terrifying scream and fades away 
  or, more malevolently, inflicts horrific wounds 
  on his victim. In the latter case, the deep cuts 
  resemble axe wounds.
  Adventure Seed: The ghost has gone too 
  far and actually committed murder (if a ghost 
  can be charged with such). Mrs. Dalrimple, an 
  elderly spinster, who was in town visiting her 
  sister and her family, was found dead in the 
  churchyard with horrific wounds. Is the ghostly 
  child really responsible for such a heinous act? 
  Is the Dalrimple family somehow connected to 
  the child’s ghostly existence? The Leagues of 
  Adventure intend to find out!
  St Mary’s Church, Clophill
  Suggested Entity: Cultists
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –1
  Built in 1350, Saint Mary’s Church was 
  abandoned in the 1840s, when its small size 
  made it unsuitable as a place of worship. Erect-
  ed on the site of an earlier leper hospital, the 
  church is unusual in that the altar is located 
  at the western end, rather than the traditional 
  eastern end. In occult lore, this means it faces 
  the Devil rather than Christ. Even when used as 
  a place of Christian worship, villagers reported 
  a strong aura of evil.
  Adventure Seed: St. Mary’s sinister reputa-
  tion and unusual alignment has attracted devil 
  worshippers. The local reverend has found 
  occult graffiti on the walls and witnessed 
  flickering lights in the structure late at night. 
  Convinced a cult is at work, but unsure who to 
  trust locally, he calls upon the Leagues of Ad-
  venture to rid his small village of their wicked 
  presence.
  West Ham
  Suggested Entity: Unknown
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Located in London’s East End, West Ham 
  is a poor area, predominately made up of row 
  upon row of terraced housing broken by nar-
  row streets. Here, life is hard and death is easy, 
  and the outside world pays little interest to 
  disappearances and strange stories.
  Between 1880 and 1889, at least seven girls 
  (none out of their teens) were kidnapped from 
  the streets of West Ham and either vanished or 
  were later found brutally murdered. It is only 
  in early 1890 that the crime wave finally makes 
  the newspapers. 
  On 31 January, Amelia Jeffs left her home to 
  fetch a fish supper for her family and promptly 
  disappeared. Her mutilated corpse was found 
  stuffed in a cupboard in an abandoned house 
  on 14 February. As with the other cases, news 
  of which is slowly filtering out, the police in-
  vestigation was slow off the mark and quickly 
  ran out of steam.
  There are plenty of rumors, of course. Some 
  say the missing girls were taken by a chemist offer-
  ing drug-laced sweets. Others suggest they were 
  taken to be sold into slavery in some barbaric 
  corner of the world. One eyewitness, an army 
  
  Supernatural Sites
  
  major, swears to have seen one of the girls be-
  ing dragged off the street by an ugly old woman. 
  More oddly is that the spate of disappearances 
  and murders began mere months after the first 
  electric arc-lights were installed in the city.
  Adventure Seed: A colleague of the globe-
  trotters has hit upon something peculiar while 
  investigation the various crimes plaguing West 
  Ham. He has discovered that the disappearanc-
  es and murders all appear to be centered on a 
  house in Portway—the house where the body 
  of Amelia Jeffs was so recently discovered.
  Wicken Fen
  Suggested Entity: Ghost (will-o’-the-wisp)
  Dark Places Style Points: 1
  Eerie Atmosphere Penalty: –1 (night only)
  A reed wetland in the flatlands of Cam-
  bridgeshire, Wicken Fen is haunted by the 
  Lantern Man. Only visible at night, the spirit 
  manifests as a ball of glowing light, similar in 
  appearance to a lantern. Many travellers have 
  reported an irresistible urge to follow the light 
  into the dank fens. Few locals have succumbed 
  to the spirit’s lure, for it is well known that 
  laying face down on the ground nullifies its 
  unearthly entrancement.
  Spinney Abbey, a former medieval priory 
  now a farm, sits on the edge of the fens. In its 
  long history it has been home to Isaac Barrow 
  (1630-77), a noted theologian and mathemati-
  cian, and Oliver Cromwell’s fourth son, Henry 
  (1628-74). Both men, plus numerous other 
  owners, have reported hearing the chanting of 
  monks. In 1892, the farmhouse was purchased 
  by Thomas Fuller.
  Adventure Seed: Several weeks ago, Po-
  lice Constable Richard Peake disappeared in 
  the fens. A manhunt involving scores of locals 
  revealed no trace of his body. The local police 
  believe he was murdered by a criminal gang, 
  whose activities he had discovered, but the lo-
  cal vicar is not so sure. 
  Peake came to him earlier the week of his 
  disappearance, claiming that he was being tar-
  geted by the Lantern Man. The last he heard, 
  Peake, armed with a bottle of holy water do-
  nated by the vicar, was going into the fens to 
  confront the spirit.
  Ireland
  Carrickaphouka Castle
  Suggested Entity: Ghost (Revenant)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  Located in County Cork, Carrickaphouka 
  Castle has been haunted by a vampire since 
  at least 1601. According to legend, the blood-
  sucker is Cormac McCarthy, the local sheriff at 
  the time. Aided by the English, he used his po-
  sition to subdue his fellow Irishmen and hunt 
  down rebels opposed to English rule.
  One story says that McCarthy, keen to 
  display his loyalty to his English overlords, 
  invited a popular rebel, James Fitzgerald, to 
  a peace conference at Carrickaphouka Castle. 
  Instead of being greeted as a guest, Fitzgerald 
  was poisoned and then roasted. In front of his 
  shocked masters, McCarthy promptly ate the 
  rebel’s flesh and drank his blood.
  Despite this grisly act, McCarthy, now os-
  tracized by his clan, lived for many more years, 
  albeit in exile in France. When he eventually 
  died, his thirst for blood animated him as a 
  vampiric specter and drew him back to his old 
  haunt. No records exist of the ghost ever being 
  destroyed, and thus one must assume that he 
  still haunts the castle (now a ruin) to this day. 
  Indeed, locals have reported hearing terrifying 
  screams emanating from the castle after dark 
  and seeing fresh blood on the gateway.
  As an aside, the name of the castle means 
  “rock of the pouka.” A shapeshifting spirit or 
  faerie, poukas, depending on which faerie 
  court they follow, can be benevolent or ma-
  levolent entities. McCarthy’s clan claimed the 
  rock on which the castle stood was inhabited 
  by a wicked pouka, and that it ensorcelled 
  their kinsman and forced him to commit his 
  heinous acts.
  Perhaps there is some truth in their claims, 
  or maybe their words were merely an attempt 
  to explain away their relative’s vile act.
  Adventure Seed: Acting on a wager, a 
  young scion of the McCarthy family entered 
  the castle with the intention of spending the 
  night. When he did not emerge the next morn-
  
  Leagues of Gothic Horror Expansion
  0
  ing, his kinsmen searched the ruins. His blood-
  less corpse was found with a look of abject 
  terror on its face. The boy’s father, a wealthy 
  landowner, wants his son’s killer brought to 
  justice, whether that is the justice of the land 
  or of the Almighty.
  Leap Castle
  Suggested Entity: Ghost
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  Once owned by the O’Carroll clan, Leap 
  Castle has seen its fair share of atrocities. Fol-
  lowing the death of the patriarch, his heirs fell 
  into dispute over who was the rightful owner 
  of the fortification.
  Tadhg, one of the sons, murdered his 
  brother Thaddeus while the latter, a priest, 
  was holding Mass in the castle chapel. Folklore 
  claims that Thaddeus’ bloody corpse fell across 
  the altar. Not content with this bloody act of 
  blasphemy, Tadhg converted the chapel into a 
  feasting hall. Beneath the floor he constructed 
  an oubliette, into which his enemies were 
  thrown and left to die. Despite, or perhaps 
  because of, his bloodthirsty ways, the English 
  granted Tadhg a knighthood. This spelled his 
  doom, for his remaining brothers ganged up 
  and murdered him.
  No sooner had Tadhg died then his ghost 
  began to walk the castle, denied access to 
  Heaven for the act of slaying his brother while 
  he was communing with God. It is said that on 
  the anniversary of Thaddeus’ death, a blood 
  stain appears on the floor of what has become 
  known as the “Bloody Chapel,” marking the 
  spot where he died.
  The castle is currently owned by Jona-
  than Charles Darby (whose family inherited 
  the castle in 1659) and his wife, Mildred. An 
  aspiring author of Gothic literature, Mildred 
  has held several seances in Leap Castle. She 
  has frequently witnessed a haunting spirit she 
  calls The Elemental, but whether or not this 
  is the ghost of Tadhg O’Carroll has yet to be 
  determined.
  Adventure Seed: Darby contacts the 
  Leagues out of fear for his wife’s sanity. She 
  has recently started acting strangely and writ-
  ing in an unknown language. During a recent 
  thunderstorm, he found her in the “Bloody 
  Chapel,” scratching at the flagstones until her 
  fingers bled. Is this the work of Thaddeus or 
  the Elemental, or has she been possessed by 
  the souls of those unfortunates who perished 
  in the oubliette?
  Scotland
  Greyfriars Kirkyard
  Suggested Entity: Ghost (Poltergeist; swap 
  Telekinesis for Lacerate)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1 (night only)
  Greyfriars Kirkyard (“churchyard”) sur-
  rounds Greyfriars Kirk, a parish church in cen-
  tral Edinburgh dating back to the early 17th 
  century. It takes its name from an older build-
  ing that stood on the site, a friary operated by 
  Franciscan monks (who wore gray habits). A 
  popular burial site for Edinburgh’s elite, it is 
  perhaps best known for the story of Greyfriars 
  Bobby—a tale of a dog whose loyalty to his 
  master extended beyond death.
  The tale most likely to concern the globe-
  trotters centers around the domed tomb of Sir 
  George MacKenzie (1636-91). Lord Advocate 
  of Scotland, he was nicknamed “Bloody MacK-
  enzie” for his treatment of Covenanters during 
  the brief rebellion by Presbyterian Covenant-
  ers following the restoration of King Charles 
  II. While awaiting trial, prisoners were kept 
  in makeshift barracks in Greyfriars Kirkyard. 
  MacKenzie was previously involved in a num-
  ber of witch trials, the outcome of which saw 
  several women executed for their supposed 
  crimes.
  The first report of strange activity concern-
  ing MacKenzie’s tomb dates back around 50 
  years. Seeking to escape corporal punishment, 
  a boy from the nearby George Heriot’s School 
  sought refuge in the mausoleum. He was 
  found the next day, a gibbering wreck whose 
  sanity never recovered.
  Since that event, MacKenzie’s spirit has 
  refused to rest in peace. Visitors to the church-
  
  Supernatural Sites
  1
  yard have reported being cut, bruised, bitten, 
  and scratched by an unknown assailant, and 
  numerous people have collapsed with no 
  obvious medical reason. As one might expect, 
  these attacks occur only after dark.
  Adventure Seed: The 300th anniversary 
  of MacKenzie’s death is fast approaching. Con-
  cerned that the poltergeist might step up its 
  activities, the pastor of Greyfriars Kirk writes to 
  the Leagues of Adventure.
  Hermitage Castle
  Suggested Entity: Ghost (Fright)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –2
  Constructed in the Norman motte-and-bai-
  ley style in the mid-13th century by Nicholas 
  de Soulis, Hermitage Castle stands in the Scot-
  tish Borders. The castle remained in his family 
  for only 80 years, when his eldest son, William, 
  forfeited it as punishment for involvement in 
  witchcraft and his part in a conspiracy against 
  King Robert the Bruce.
  Folklore says William was a despot who 
  preyed on his tenants and practised Black 
  Magic. Finally tiring of his excesses, the popu-
  lace rose up in arms against William. Such was 
  the fear that Satan would revive his disciple, 
  the people bound their captive in lead plates 
  and boiled him alive at Ninestane Rig, a nearby 
  stone circle.
  Given his place of execution and the fact his 
  corpse was placed in a cauldron, a vessel long 
  associated with the Celts, it is possible that the 
  story of wicked William is not all it seems. Per-
  haps he was a just and noble lord whose tenants 
  practised the old faith and refused to convert to 
  Christianity. Maybe his death was a time hon-
  ored sacrifice to appease the old gods.
  One thing makes the above unlikely—the 
  ghost. Wrapping his body in lead may have 
  prevented William physically rising from the 
  grave, but it did nothing to prevent his spirit 
  from living on. Known as Bad Lord Soulis, the 
  apparition stalks the abandoned castle, accom-
  panied by the sounds of demonic laughter and 
  the anguished cries of children (no doubt his 
  victims, fettered to him even in death).
  Adventure Seed: Legends abound that the 
  de Soulis family studied the arcane arts under 
  Michael Scot, the renowned mathematician, 
  scholar, and magician. When William was ex-
  ecuted and the castle seized, there was no re-
  cord of any arcane paraphernalia. This has led 
  many occult scholars to believe the lord hid his 
  grimoires and relics before his demise.
  When William Henry Walter Montagu Doug-
  las Scott, 6th Duke of Buccleuch and 8th Duke 
  of Queensberry, who owns the castle, uncov-
  ers a flagstone marked with a pentagram, the 
  Leagues prepare to head to Scotland in search 
  of de Soulis’ hidden treasures.
  Inverary Castle
  Suggested Entity: Ghost (Phantom Musician)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: –1 (night only)
  The secluded Inverary Castle, actually a 
  large country house, is the seat of the Duke 
  of Argyll, who is also chieftain of the Campbell 
  clan. By British standards the castle is a new 
  construction, having been raised in the 1750s.
  The castle’s resident ghost is no terrifying 
  wraith or malevolent specter. Folklore says he 
  was a harpist hung for daring to peep at the 
  lady of the house while she was in a state of 
  undress.
  Adventure Seed: For many years the harp-
  ist has been content to make his presence felt 
  only through his unearthly music. Alas, old 
  habits die hard, and the ghost has recently 
  made several appearances to the lady of the 
  house. Her husband has requested the Leagues 
  to attend with all haste. 
  Laying the peeping harpist to rest could 
  earn the globetrotters a powerful contact in 
  John George Edward Henry Douglas Suther-
  land Campbell, 9th Duke of Argyll. His wife, 
  the victim of the harpist’s leering, is Princess 
  Louise, Duchess of Argyll, sixth child of Queen 
  Victoria.
  Loch Ness
  Suggested Entity: Various
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  A 23-mile long ribbon of cold, dark water, 
  
  Leagues of Gothic Horror Expansion
  
  Loch Ness holds more water than the com-
  bined lakes of England and Wales. It is most 
  famous for the Loch Ness Monster, affection-
  ately known as Nessie, a creature that certain 
  Leagues have sought, and failed to find, for 
  many years. While Nessie may interest some 
  occult-focused Leagues, there are plentiful 
  other sites more worthy of their attention.
  Not far from the small village of Drumnad-
  rochit stand the crumbling remains of Urqu-
  hart Castle. The first documented existence of 
  the castle dates it to the 13th century, though 
  some scholars believe there was a fortification 
  on the site as early as the 6th century. History 
  records its last use as a fortification as being 
  in 1690, when the gatehouse was deliberately 
  destroyed by British forces to deny it as a place 
  of refuge to the rebellious Jacobites.
  The castle attracts scores of visitors and art-
  ists each year. Few, though, have heard the tale 
  of the two chambers said to be hidden beneath 
  the majestic ruins. One is said to be filled with 
  treasure, the other with plague.
  Another legend, one all but forgotten even 
  by locals, speaks of the castle being destroyed 
  because the desperate Jacobites were attempt-
  ing to summon forth “ a horror from the loch” 
  to aid their cause. Could they have been trying 
  to summon Nessie, or were their attentions 
  focused on forging a dark pact with Vepar (see 
  Guide to Black Magic)?
  Roughly halfway along the eastern shore 
  lies Inverfarigaig, a remote hamlet. Situated on 
  a hill overlooking the small community are the 
  ruins of an Iron Age fort. A crude construction, 
  it is unusual in that the stonework has been 
  vitrified, a process that requires intense, pro-
  longed exposure to heat.
  Further north and on the western bank is 
  Abriachan Forest. A wild upland area covered 
  in conifers, it is home to the “Abriachan Beast,” 
  a shaggy humanoid creature.
  Adventure Seed: The inhabitants of Drum-
  nadrochit have reported seeing strange lights 
  flickering in Urquhart Castle at night and of 
  unseasonal fog on the loch’s surface near the 
  abandoned fortification. The ruined castle’s 
  owner, Caroline Henrietta Stuart, Dowager 
  Countess of Seafield, requests the presence of 
  the Leagues of Adventure to investigate.
  Overtoun Bridge
  Suggested Entity: Ghost (Hellhound)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  John Campbell White, 1st Baron Overtoun 
  (1843-1908), inherited his lands in 1891. The 
  following year, he purchased the neighboring 
  estate. Seeking to join the two tracts together, 
  he ordered the construction of a bridge wide 
  enough to accommodate a carriage. Known 
  simply as Overtoun Bridge, work was com-
  pleted in 1895.
  Almost straight away the bridge developed a 
  bad reputation. For reasons yet to be explained, 
  dogs crossing the bridge are compelled to leap 
  to their deaths. Witnesses are adamant that 
  these were not simple accidents—the dogs 
  deliberately leapt over the parapet.
  No humans were injured during the construc-
  tion of the bridge, let alone killed. The spirit 
  responsible for the deaths is a hellhound—the 
  soul of a poacher. Cornered by a gamekeeper, the 
  poacher, a wicked and cruel man, shot the keeper 
  dead. The keeper’s dog leapt at his master’s mur-
  derer and the pair tumbled to their death into the 
  gorge now spanned by the bridge.
  Adventure Seed: Word of the bizarre dog 
  suicides has reached the clubhouses of both 
  the Kennel Club and the Menagerie Club. They 
  know little of the supernatural, but they are pre-
  pared to sponsor an expedition to determine 
  the nature of whatever is affecting the bridge 
  and bring it to a satisfactory conclusion.
  Wales
  Baskerville Hall
  Suggested Entity: Black Dog or Ghost (Hell-
  hound)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Ask any followers of the exploits of Sher-
  lock Holmes and Dr. Watson and they will tell 
  you that Baskerville Hall is located in Devon. 
  Unfortunately, this is erroneous.
  Holmes and Watson did indeed investigate 
  
              
               
  Supernatural Sites
  
  reports of ghostly hounds at Baskerville Hall in 
  1889, but their adventure took place in Powys, 
  Wales. Although they proved unable to end the 
  rampage of the spectral hounds, Arthur Conan 
  Doyle wrote up their story, changing the loca-
  tion to protect the owners of the true hall and 
  adding a false ending in which the hound turns 
  out to have earthly origins.
  The true Baskerville Hall, also known as Clyro 
  Court, was erected in 1839 by Thomas Mynors 
  Baskerville as a gift for his second wife, Elizabeth. 
  The legend of ghostly hounds predates the house 
  by several centuries, though manifestations 
  became more pronounced following the comple-
  tion of the abode and the arrival of Elizabeth. The 
  current occupants of the hall are Walter Mynors 
  Baskerville, Thomas’ son, his wife Bertha Maria, 
  and their only child, Ralph (b. 1884).
  Adventure Seed: While away on business in 
  France, Walter receives a telegram from his house, 
  who is being terrorized by the horrible hounds. 
  Thanks to a mutual friend, word of his wife’s plight 
  reaches the ears of one of the globetrotters.
  Japan
  Aokigahara Forest
  Suggested Entity: Ghost (Grief)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  Nestled on the northwest base of Mount 
  Fuji, Japan’s sacred mountain, Aokigahara, 
  also known as the Sea of Trees, is an area of 
  dense woodland. Such is the thickness of the 
  canopy and density of ground vegetation that 
  large areas are cast in darkness even on sum-
  mer days and it is extremely easy to become 
  disoriented if one leaves the paths that criss-
  cross the woodland.
  The remote forest has proven popular with 
  people looking to commit suicide. Indeed, 
  dozens venture here every year to end their 
  lives. It should be noted that the desire to travel 
  hundreds of miles to die in Aokigahara is not 
  down to any supernatural urging—it has simply 
  become the site for suicide in people’s minds.
  The cause of the urge to commit suicide is 
  down to a grief. According to legend, the site is 
  haunted by the ghost of a young woman who 
  killed herself here after her husband, a samu-
  rai, was reported as slain in battle. He had, in 
  fact, survived. On learning of his wife’s fate, 
  the samurai entered the forest and committed 
  seppuku (ritual suicide). Alas, the pair did not 
  meet up in the afterlife. One (possibly both) 
  of them linger still in the forest, possessing 
  people and committing suicide in the hope of 
  finding their lost partner.
  Adventure Seed: Japan is a modern nation. 
  While much of the population still believes in 
  ghosts, the government does not—at least not 
  officially. Foreigners are sought to rid the forest 
  of its reputation by proving there are no ghosts 
  dwelling there. Unofficially, the government 
  wants the ghosts banished forthwith.
  Mexico
  Pyramid of Vines
  Suggested Entity: Animated Vines
  Dark Places Style Points: 1
  Eerie Atmosphere Penalty: –1
  In the depths of the Yucatan stands a pyra-
  mid temple dedicated to a deity unknown to 
  antiquarians. The structure is unusual in that 
  it is surrounded by 50 yards of utterly barren 
  earth. Closer inspection reveals the ground 
  has been regularly burned and salted. The up-
  per layers of the structure are covered in thick 
  vines, from which grow blood red flowers.
  The vines are both alive and animate. Slow 
  moving, and possessed of a cunning but dull in-
  tellect, they attack only those asleep or uncon-
  scious, sliding into their chosen prey’s nose and 
  mouth to suffocate him. They then wrap around 
  the body, consuming the flesh and blood.
  A worse fate may await those with open 
  wounds, for the vines crawl inside the cut. A 
  small sliver then breaks off and grows. Even-
  tually the host will die, his flesh erupting in a 
  spray of blood and seeds.
  The local Indians, whose ancestors aban-
  doned the temple in ages past, scorch and salt 
  the earth to prevent the vines from spreading. 
  
                   
  Leagues of Gothic Horror Expansion
  
  Aware of what would happen if the vines ever es-
  caped, they show no mercy to those who would 
  trespass on the temple. Infected or not, an arrow 
  awaits anyone who has touched the temple and 
  tries to cross the barren strip of land.
  Adventure Seed: An expedition has 
  recently returned from Mexico. One of the 
  globetrotters meets a messy end as vines erupt 
  from his body while giving a public lecture. 
  The Leagues hurriedly plan an expedition to 
  find the source of the infection (the party vis-
  ited several sites) and prevent further deaths.
  Romania
  Chiajna Monastery
  Suggested Entity: Unknown
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  Located on the outskirts of Bucharest, Chi-
  ajna Monastery was abandoned before work 
  was completed. Some scholars argue it was 
  attacked by Turks, others that plague forced 
  a cessation. Oddly, the great bell, which had 
  been installed in the tower was removed and 
  thrown into the Dâmbovita River. A few visitors 
  have reported seeing strange faces formed by 
  plaster fallen from the walls.
  Adventure Seed: A small band of gypsies 
  has vanished while camped near the monas-
  tery. The Gypsy Lore Society plans to launch 
  an immediate investigation.
  House of the Devil
  Suggested Entity: Ghost (Hate)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –2
  If this ivy-covered house in Bucharest had 
  any other name it has long been forgotten. 
  Centuries old, the house has an unhappy past. 
  In the middle years of the 19th century, the 
  owner, regarded as a polite and caring person, 
  inexplicably murdered two women in the 
  house. A few years later, a young, clear-headed, 
  happy woman was driven to take her own life.
  On nights of the full moon, the number 666 
  (said to be the number of the Devil) can be seen 
  written in blood on one of the interior walls. 
  Even passersby in the street have commented 
  that one can feel a tangible aura of hate and an-
  ger emanating from the house on such nights.
  Adventure Seed: Whatever entity haunts 
  the house, its presence is growing stronger 
  and ranging further—people in the street 
  claim to have been attacked by a spectral as-
  sailant. Panic is spreading, and the Mayor of 
  Bucharest, desperate to restore order, swiftly 
  contacts the Leagues.
  Witches’ Pond
  Suggested Entity: Witches
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1 (night only)
  Some 12 miles south of Bucharest is Boldu-
  Creteasca Forest. Deep among the trees is 
  a small pond known as the Witches’ Pond. 
  Romanian folklore tells that it was beside this 
  pond that Vlad the Impaler was beheaded, his 
  blood flowing into the still water. With his last 
  breath he reportedly uttered a terrible curse.
  The pond has an unsavory reputation. 
  Animals refuse to drink from it, animals such 
  as frogs and newts do not live on its edges, 
  and local women who want to terminate their 
  pregnancy come to bathe in the water.
  Regardless of the weather, the pond never 
  changes. Hot summers do not cause it to dry 
  out, nor do heavy rains cause it to swell in size. 
  More oddly, the water never freezes over, even 
  in the depths of the biting Romanian winter. 
  The weather too plays strange tricks here, for 
  it has been known to snow in the area around 
  the pond in midsummer.
  Each year on the eve of St. George’s and 
  St. Andrew’s Day, gypsy witches gather at the 
  pond’s edge to invoke unspeakable rites. Lo-
  cals are extremely careful to avoid the pond at 
  these times, for fear of becoming the victim of 
  the gypsy’s dark magic.
  Adventure Seed: Unsubstantiated rumors 
  claim the gypsies are kidnapping children for 
  sacrificial purposes. Over a dozen gypsies, 
  completely unassociated with those said to 
  be responsible, have been viciously attacked. 
  Theodore Cuza, a professor of history at the 
  
               
                           
  Supernatural Sites
  
  University of Bucharest and friend to several 
  gypsy tribes, contacts the League, imploring 
  their help in bringing the guilty to justice and 
  protecting the innocent.
  Russia
  Ivan Vasilli
  Suggested Entity: Ghost (Haunted Ship; as 
  Haunted House)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –2
  Not every supernatural site is a static loca-
  tion. Launched in 1897, the Ivan Vasilli was a 
  Russian steamer. Within weeks of her launch 
  strange things began to occur. The crew claimed 
  of sudden drops in temperature, paralysis, and 
  feelings of utter terror. More than one crew 
  member committed suicide just to escape what-
  ever accused entity haunted the ship.
  Adventure Seed: The owners of the steam-
  er are finding it difficult to replace lost crew 
  and would appreciate help by experienced 
  ghost hunters.
  United States
  Bruncknow’s Cabin
  Suggested Entity: Ghost (Hate)
  Dark Places Style Points: 2
  Eerie Atmosphere Penalty: –1
  News doesn’t travel particularly fast in the 
  Wild West, but Brunckow’s Cabin has already 
  developed a sinister reputation.
  Constructed from adobe with a tin roof, the 
  cabin was built by Frederick Brunckow and four 
  fellow prospectors, who together had formed 
  the San Pedro Silver Mine company. In July 
  1860, William Williams, a miner in Brunckow’s 
  employ, left the cabin to purchase supplies at 
  Fort Buchanan. On returning, he found the 
  cabin ransacked, his comrades dead, and the 
  Mexican laborers they had hired missing. De-
  spite any evidence linking them to the deaths, 
  the Mexicans were duly blamed. Little good it 
  did the dead, for they were never seen again.
  By 1873, the cabin and mine were owned by 
  Milton B. Duffield, the first US Marshal appoint-
  ed to the Arizona Territory. It was occupied, 
  though, by James Holmes, who also claimed 
  the mining stake. As Duffield approached the 
  cabin to arrest the squatter, Holmes emerged 
  from the cabin with a crazed look in his eyes 
  and gunned him down in cold blood.
  In 1877, Ed Schieffelin (later known as the 
  “father of Tombstone”) used the cabin as a 
  base for his prospecting activities. Although no 
  more murders occurred during his occupancy, 
  he and his comrades discovered several fresh 
  graves. These deaths were blamed on the 
  Apaches who lived nearby, again without any 
  evidence linking them to the death.
  An article in the Arizona Democrat newspaper 
  published in 1881 claimed that an additional 
  17 men had died at the cabin. The article stated 
  that, “The graves lie thick around the old adobe 
  house.... Prospectors and miners avoid the spot as 
  they would the plague, and many of them will tell 
  you that the unquiet spirits of the departed are 
  wont to revisit.... and wander about the scene.”
  Unbeknownst to the various owners of the 
  cabin, it is built on an Indian burial ground. 
  The spirit that induces men to murder, and 
  slaughters those that resist its powers, is a 
  hate, the collective souls of countless Indian 
  warriors angered at the White Man’s lack of 
  respect for their place of burial.
  Adventure Seed: The area around the 
  cabin still has plenty of valuable ore to yield 
  and it makes an ideal center of operations. The 
  Prospectors’ Club plans to launch a prospect-
  ing expedition, but it is looking for globetrot-
  ters with knowledge of the supernatural to 
  accompany the party.
  Hotel del Coronado
  Suggested Entity: Ghost (Grief)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Opened in 1888, the 399-room Hotel del 
  Coronado, located just across the bay from San 
  Diego, California), is the world’s largest resort 
  hotel. Catering to the rich and powerful, it 
  
  Leagues of Gothic Horror Expansion
  
  boasts a large salt-water pool, tennis grounds, 
  a yacht club, and Japanese tea garden. Guests 
  can take part in activities such as hunting, 
  billiards, bowling, and deep sea fishing. Until 
  1892, the hotel is nothing out of the ordinary 
  with regard to the supernatural.
  That year, though, a guest by the name of 
  Kate Morgan is found dead on the steps lead-
  ing to the beach. No foul play was suspected 
  and it made little impact in the local newspa-
  pers’ gossip columns. A few nights later, Kate 
  returned to begin haunting the hotel.
  The young architect who designed the hotel, 
  James W. Reid, never explained why it had 399 
  rooms, when 400 would have been a more aes-
  thetically pleasing number. Shortly after he com-
  pleted the plans, he had a mental breakdown. 
  Stories circulate among the staff that there is a 
  room 400, but that it was sealed up for an un-
  known (but obviously mysterious) reason.
  Adventure Seed: For obvious reasons, the 
  hotel owner, John Diedrich Spreckels, does 
  not want his guests disturbed by a spirit. A 
  sizeable check, plus the chance to stay at the 
  resort, should attract globetrotters from far 
  and wide.
  Jerome, Arizona
  Suggested Entity: Ghost (Revenant; swap 
  Chill Touch for Firestater)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  Claims to mine ore in the Verde District of 
  Arizona were staked in 1866, but it wasn’t until 
  1873 that a small mining camp was opened 
  on Cleopatra Hill. A frontier mining town, 
  Jerome’s population is a mere 250 at the start 
  of the 1890s. Over the decade, it increases ten-
  fold as miners flock to the town to extract cop-
  per, gold, lead, silver, and zinc ore. The town 
  is mostly populated by white Americans, but 
  there is a growing number of Chinese, Irish, 
  Italian, and Slavic inhabitants.
  Despite its relatively small size and isolated 
  location, Jerome boasts a post office, school-
  house, and public library. There are plenty of 
  establishments where workers can spend their 
  money on alcohol, opium, women, and games 
  of chance, but absolutely nowhere for them to 
  sate their spiritual needs. Jerome soon earns 
  the title “the wickedest town in the West.”
  Less than 20 years old (as of 1890) and 
  Jerome already has a vengeful specter. The ap-
  parition is the soul of a young prostitute mur-
  dered by a drunken client. As so often happens 
  in such lawless places, her killer remains free 
  to continue his life.
  Lack of justice has caused the ghost to take 
  drastic steps. Between 1884 and 1888, four 
  major fires devastate the business district. In 
  1888, over half the houses in the town are 
  burnt to the ground.
  Adventure Seed: William Munds, a local 
  merchant and rancher, and the nearest thing 
  Jerome has to a mayor, is worried that the 
  ghost will drive away miners from the produc-
  tive ore veins. Having heard of the Leagues of 
  Adventure from a friend back east, he decides 
  to write to them for assistance.
  King Opera House
  Suggested Entity: Ghost (Revenant; swap 
  Chill with Lacerate. Manifests as a spectral 
  whip)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: 0
  For the past six years, the King Opera House 
  in Van Buren, Arkansas, has put on numerous 
  plays and operas. It has also been the site of a 
  grisly murder.
  In 1889, a troupe of traveling performers 
  was visiting the opera house. The daughter of 
  a local doctor had become infatuated with the 
  troupe’s leading man and hoped to leave with 
  him when the performers departed town. Word 
  of this planned elopement reached the doctor, 
  who arranged to meet with the actor supposedly 
  in order to give the arrangement his blessing.
  Instead, the doctor pulled out a pistol, shot 
  the actor in the leg, and proceeded to whip 
  him to death. Needless to say, the actor’s spirit 
  took affront at this tragic event and began 
  haunting the opera house. What became of 
  the doctor’s daughter is unknown. She sup-
  posedly left town to live with relatives, though 
  some suspect she was committed to a lunatic 
  asylum after breaking down on hearing of her 
  lover’s cruel death.
  
  Supernatural Sites
  
  Adventure Seed: Business has sharply de-
  creased since the whip-cracking vengeful spirit 
  of the actor took up residence in the opera 
  house. The manager desires it rid of with all 
  haste before he goes bankrupt. Appeasing the 
  spirit’s lust for vengeance may not be easy, as 
  his killer died of a heart attack (perfectly natu-
  ral causes) several months after the incident.
  Pickens County Courthouse
  Suggested Entity: Ghost (Fright)
  Dark Places Style Points: 1
  Eerie Atmosphere Penalty: 0
  To the people of Carrollton, Alabama, the 
  Pickens County Courthouse was a source of 
  great civic pride. It was wasn’t a particularly 
  grand or attractive building, but its construction 
  to replace the one destroyed during the Civil 
  War involved a lot of hardship and sacrifice. On 
  the night of November 16, 1876, the second 
  courthouse was burned to the ground.
  Henry Wells, a freed slave, was accused of 
  committing the heinous act. For sure Wells was 
  something of a thug, prone to use his fists at 
  the slightest provocation, but there was little 
  firm evidence linking him to the fire. Lack of 
  evidence didn’t much bother the townsfolk. A 
  mob quickly gathered outside the new court 
  building where Wells was being held. Their in-
  tention was obvious—they would seek justice 
  the old fashioned way.
  Peering from the courthouse window, Wells 
  knew what fate had in store for him. As he 
  shouted out that he would return to torment 
  the townsfolk if they killed him, a massive bolt 
  of lighting rent the sky, illuminating the pris-
  oner’s face at the window. Well’s threat carried 
  little weight and he was duly dragged from his 
  sanctuary and hanged for his supposed crime. 
  No one was ever charged with his murder.
  The very next day, one of the lynch mob 
  awoke from his drunken stupor on the steps of 
  the courthouse. Glancing up, he was horrified 
  to see the face of Henry Wells, whose corpse 
  was still swinging from a tree, staring down at 
  him from the window at which he had shouted 
  his curse the previous evening.
  Despite being unjustly hanged, Wells is not 
  a hanged man spirit. Nor is his spirit free to 
  wander as it wishes. Instead, it dwells within 
  the window panes of the new courthouse. It 
  can freely move between different panes, but it 
  is unable to manifest outside of them.
  Adventure Seed: Wells’ ghost has moved 
  from simple appearances to terrifying the lo-
  cals. It is not only those directly involved in 
  his murder and their families that have been 
  subjected to his wrath—he equally blames 
  everyone who failed to prevent his death. Until 
  the ghost is laid to rest, the courthouse has 
  been closed (officially for renovation work on 
  storm damage).
  Rhode Island
  Suggested Entity: Vampire
  Dark Places Style Points: 0 (except when en-
  counters occur in places such as graveyards)
  Eerie Atmosphere Penalty: 0
  The neighboring states have always viewed 
  the inhabitants of Rhode Island as a little odd 
  and prone to superstitions they left behind 
  centuries ago. Take, for instance, the vampire 
  plague that reportedly began in 1799.
  The first event tied to the supernatural 
  predates the vampires by three years. In this 
  year, Stephen Staples wrote to his local town 
  council asking for permission to conduct an 
  experiment, in which he planned to save the 
  life of his daughter by exhuming the remains 
  of another daughter who had died soon 
  before. The Ghost Club, among others, has 
  long pondered whether Staples believed his 
  dead daughter was a vampire feasting on his 
  remaining child, or whether he intended some 
  bizarre necromantic experiment.
  Not every case seems to have had the 
  townsfolk of Rhode Island’s various communi-
  ties lining up as innocent victims to be slaugh-
  tered. In Woodstock, sacrifices were offered at 
  an altar to the Demon Vampire as late as 1852. 
  Whether or not they continue to this day would 
  require investigation by the Leagues.
  Adventure Seed: Attacks continue into 
  the late Victorian period. In 1892, the family 
  of Mercy Brown desperately writes to Leagues 
  with an occult interest requesting help in 
  bringing peace to their daughter, who they 
  suspect has risen from her grave as a vampire.
  
  Leagues of Gothic Horror Expansion
  
  The Sultan’s Palace
  Suggested Entity: Ghost (as Hate, but swap 
  Suggestion for Liquid and Shatter for Noise)
  Dark Places Style Points: 4
  Eerie Atmosphere Penalty: –2
  Located on the corner of Dauphine Street 
  and Orleans Street in New Orleans’ French 
  Quarter, the Sultan’s Palace (more correctly 
  known as 716 Dauphine St.) has a dark and 
  sinister history.
  Around 1837, the house was purchased by a 
  Turkish gentleman who quickly became known 
  simply as the Sultan. Within days of his arrival, 
  the windows were covered with heavy drapes, 
  additional locks were added to all the doors, and 
  the front gates were secured with chains. Strange 
  music and chanting were often heard emanating 
  from the building at night, and the smell of in-
  cense wafted down the neighboring streets.
  Rumors quickly arose that the mysterious 
  owner had installed a harem of girls and boys, 
  with whom he undertook all manner of de-
  bauched pleasures.
  A few weeks later, the Sultan’s residence came 
  to a bloody end. On discovering blood seeping 
  from the house, a passerby duly informed the 
  authorities. When the police forced entry, they 
  found a bloodbath—every man, woman, and 
  child in the house had been dismembered in 
  a frenzy of violence. Another discovery was un-
  earthed in the courtyard—the Sultan had been 
  buried alive in the earth, leaving only his left 
  hand grasping hopelessly at the air.
  One version of the story adds a twist to the 
  ending. The Sultan was not in fact a sultan, but 
  the true Sultan’s brother. Absconding with a 
  fortune in gold and a large part of his brother’s 
  harem, he fled to America, where he could en-
  joy his new lifestyle. Incensed at the betrayal, 
  the real Sultan ordered assassins to rid him of 
  his troublesome sibling.
  Others claim there is a more sinister ending, 
  an ending quickly hushed by the New Orleans’ 
  authorities. In this version, the Sultan was sum-
  moning demons. No one knows the whole 
  truth, but it is whispered that the Sultan went 
  a step too far and unleashed a horror he could 
  not control. An alternate version says the Sultan 
  had made a deal with Satan, promising his soul 
  in return for power, but tried to renege on the 
  deal. In both stories, it is claimed the police hur-
  riedly erased mystical symbols from the walls.
  Adventure Seed: It seems that the Sultan 
  did indeed summon some malevolent entity, 
  and it has yet to leave. Although no one has 
  yet died, residents have been frightened away 
  by pools of blood and horrible screams. The 
  house is currently empty. The globetrotters 
  are contacted by an elderly policeman, one 
  of those who washed away evidence. Near to 
  death from cancer, he wants to know the truth 
  before he dies.
  Winchester House
  Suggested Entity: Ghost (Hate)
  Dark Places Style Points: 0
  Eerie Atmosphere Penalty: –1 (night only)
  After inheriting a vast fortune and large 
  share of the Winchester Repeating Arms 
  Company from her husband’s estate, Sarah 
  Winchester chose to invest in the construction 
  of a grand new house. This was not entirely 
  her choice. 
  Consulting a medium after the death of her 
  daughter and husband, Sarah was told in no un-
  certain terms that she should leave her current 
  home, move West, and construct a new house. 
  Oddly, the construction had to be ever ongoing 
  and the home would also be inhabited by the 
  souls of those shot with Winchester rifles.
  Sarah must have believed the medium, 
  for she immediately headed to San Jose, 
  California, and bought a plot of land. Work 
  commenced in 1884 and, as per the medium’s 
  words, continues to this day. To date, the man-
  sion has seven storeys and numerous wings. 
  As predicted, it also attracted ghosts. Rather 
  than unique entities, the collective souls have 
  formed a gestalt hate.
  Adventure Seed: Sarah Winchester be-
  lieves that only through continued expansion 
  of the house can the spirits be appeased. Alas, 
  they are making the task difficult by driving 
  away workmen. Money is no object for the 
  rich widow, and she is prepared to bring the 
  best ghost hunters in the world to her mansion 
  (with first class travel and accommodation as 
  an added bonus).
  
                                                                       
               
  Whoever fights monsters should see to 
  it that in the process he does not become a 
  monster. And if you gaze long enough into 
  an abyss, the abyss will gaze back into you. 
  —Friedrich Nietzsche
  Ghosts
  Apparitions share certain common abili-
  ties. In order to avoid repeating these abilities 
  multiple times, all haunting spirits have been 
  grouped under the one heading. Entries in the 
  statistics marked “*” and “**” refer to the com-
  mon entries below.
  * Spirits are immune to nonlethal damage, 
  and cannot be stunned. In addition, only 
  magical rituals, enchanted weapons, or weird 
  science weapons created specifically for the 
  purpose of harming incorporeal entities can 
  inflict lethal damage. 
  ** Spirits can pass through solid matter as if 
  it were air.
  Avenger
  Revenge is a common motivation for spirits 
  refusing to pass over to the next world. In the 
  case of the avenger, it is all-consuming. Simply 
  killing the focus of its hate is not enough to sat-
  isfy this apparition. Its chosen victim or victims 
  must be made to suffer before the searing heat 
  of the spirit’s fury can be sated.
  Avengers have just one special power—the 
  ability to possess the living. Some target their 
  victims, inhabiting their bodies and forcing 
  them to take actions that damage their social 
  standing, drain their finances, or cause harm 
  to those close to them. Others use unwitting 
  dupes to fulfill their dark desire.
  Given that they cannot access the skills 
  of their hosts, avengers are among the most 
  varied of apparitions, for they possess the 
  skills they had in life. The Gamemaster should 
  always alter the Skills below to suit the occupa-
  tion of the spirit in life.
  The example statistics below are for a 
  businessman who lost everything he held 
  dear after being cheated and ended his life 
  by committing suicide. Through his host, he 
  can interfere with his enemies’ business plans 
  and besmirch their names. If he chooses to use 
  multiple hosts, tracking down his activities be-
  comes a very difficult task for any investigators. 
  Eventually, the spirit will reveal its identity and 
  enact the final revenge, but not before destroy-
  ing the names and businesses of those who led 
  to its death.
  Avenger
  Follower 1
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 5
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 7, Initiative 4, Defense 7, Stun N/A, Health 
  7*, Horror —
  
  Chapter the Fourth: 
  Things That Go
  Bump in the Night
  
  Leagues of Gothic Horror Expansion
  0
  Skills: Athletics 4, Bureaucracy 4, Con 4, Di-
  plomacy 4, Firearms 4
  Talents: Iron Will (+1 Willpower rating)
  Resources: None
  Powers: Possession (see below)
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through applicable special 
  powers)**
  Weapons: None
  Possession: An avenger’s possession is espe-
  cially powerful. If it rolls more than the target’s 
  Willpower rating, the victim is possessed for one 
  hour per additional success. If it rolls more than 
  double the victim’s Willpower rating, it takes 
  possession for one day per additional success.
  Clanker
  A distant and weaker cousin of the polter-
  geist, clankers are in many ways the traditional 
  vision of ghosts. Their name comes from their 
  most common form of interaction with mor-
  tals—the sound of clanking chains. Many of 
  these minor spirits have a preferred noise, 
  and thus may be known by other names. For 
  instance, a clanker that generates the noise 
  of heavy footsteps is more often known as a 
  “stomper,” while a “tapper” taps on doors, 
  walls, and windows. Of all the clanker types, 
  “screamers” are perhaps the most frightening.
  In Wales, Southwest Britain, and the United 
  States, these spirits are often associated with 
  mines. Known as “knockers,” they are said to 
  either cause cave-ins by hammering at support 
  beams until they give way or warning miners 
  of impending doom by mimicking the noise 
  of timbers about to shatter and bring the roof 
  down.
  Although their constant noise can eventu-
  ally shred nerves, clankers are rarely ever 
  malicious—their noise is their only means of 
  communicating with mortals. In most cases, 
  the ghost is simply stuck in the mortal world, 
  unable to move on to the next world without 
  human intervention. For example, a knocker 
  might be the spirit of a miner killed in a cave-
  in. While his bones remain buried under tons 
  of rock rather than lying in sanctified ground, 
  his spirit is unable to rest peacefully.
  Clanker
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 1, 
  Strength 2, Charisma 2, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size 0, Move 3, Per-
  ception 4, Initiative 2, Defense 4, Stun N/A*, 
  Health 5*, Horror —
  Skills: Empathy 4, Intimidation 4
  Talents/Resources: None
  Powers: Noise
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through applicable special 
  powers)**
  Weapons: None
  Dream Evil
  Children fear many things. The wrath or 
  abuse of parents. The darkness that engulfs 
  their bedrooms once the lights are turned out. 
  Bullying by older siblings. Even clowns. When 
  a troubled child sleeps, its deep-seated fears 
  can manifest a life of their own.
  Although included under apparitions, the 
  dream evil is not a true ghost. While it shares 
  many similarities with haunting spirits, it is, 
  in fact, a sub-conscious psychic projection. A 
  dream evil’s power varies with the fears of its 
  creator. A child with intense fear, for example, 
  creates a more potent dream evil (Follower 
  2+) than one with only minor troubles (Fol-
  lower 0).
  In one sense, ridding the world of a dream 
  evil is remarkably simple—one need only awak-
  en the child from his slumber. Unfortunately, 
  once the child next slides into Morpheus’ em-
  brace, the fiend will manifest again. Not even 
  weird science and magic are permanent rem-
  edies. A dream evil blasted with ectoplasmic 
  bullets or subject to a Banish ritual is indeed 
  destroyed, but only until the next night, when 
  it reforms completely uninjured and ready to 
  wreak more havoc. 
  The only permanent method is to rid the 
  child of its fears, for once they are gone the 
  dream evil cannot form.
  
  Things That Go Bump in the Night
  1
  Dream Evil
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 1, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 4
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 5, Initiative 2, Defense 5, Stun N/A, Health 
  5*, Horror —
  Skills: Intimidation 6
  Talents/Resources: None
  Powers: Illusion, Manifestation, Shove, Tele-
  kinesis
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through applicable special 
  powers)**
  Weapons: None
  Gast
  In Scandinavian folklore, a gjenganger is a 
  form of revenant. Like other revenants, some 
  return from the grave in search of vengeance, 
  while others are too sinful to enter Heaven yet 
  not sinful enough to spend eternity in Hell. 
  Gasts are a form of gjenganger.
  Scandinavian folklore tells how revenants 
  can be recognized because the spirits resemble 
  the person they were in life. Not so the gast, 
  whose natural appearance is skeletal. Gasts are 
  always of the second type of revenant.
  Although it has wickedly sharp claws 
  and teeth, its most feared power is the død-
  ningeknip, or “dead man’s pinch.” The flesh or 
  mortals touched in this manner quickly turns 
  blue. Shortly afterward, the victim is stricken 
  with a terrible, and often fatal, disease. The in-
  sidious gast most often targets sleeping people, 
  for they are unable to avoid its privations.
  Gast
  Follower 1
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 4
  Secondary Attributes: Size 0, Move 4, Per-
  ception 6, Initiative 4, Defense 6, Stun N/A*, 
  Health 6*, Horror —
  Skills: Brawl 7, Intimidation 7
  Talents: Fearsome (Can temporarily frighten 
  opponents within 10 feet when manifested)
  Resources: None
  Powers: Corporeal Form, Lacerate, Manifesta-
  tion, Sickness
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: Bite/Claw 8L***
  *** These are only used when corporeal. In 
  its ephemeral form, a gast uses its Lacerate 
  power.
  Gibberling
  Unlike other haunting spirits, the manner 
  of a person’s death is largely irrelevant when it 
  comes to creating a gibberling. All that matters 
  is that the unfortunate mortal was in the grip 
  of mental illness at the time. Rather than cur-
  ing their ill, death actually magnifies it. 
  Gibberlings are utterly insane and seek only 
  to bring others to the same state of madness. 
  This they do through sanity-draining illusions, 
  insane cackling, and shadowy glimpses of their 
  ghostly presence. This is not a planned, malicious 
  campaign against the living. Although the ghost 
  begins gently and slowly ramps up the terror, its 
  actions are instinctive rather than thoughtful.
  Gibberlings are among the hardest spirits to 
  help pass over. Incapable of speech, and non-
  reactive to alienism, it is next to impossible to 
  deduce what ties the spirit to the mortal realm 
  without lengthy investigation, and even that 
  may prove ultimately fruitless.
  Gibberling
  Follower 1
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 1, Will-
  power 5
  Secondary Attributes: Size 0, Move 4, Per-
  ception 6, Initiative 3, Defense 7, Stun N/A*, 
  Health 7*, Horror —
  Skills: Empathy 6, Intimidation 7
  
  Leagues of Gothic Horror Expansion
  
  Talents: None (The spirit has an additional 
  power, instead)
  Resources: None
  Powers: Glimpse, Illusion, Liquid, Minor Pos-
  session (see below), Nightmare, Noise
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Minor Possession: Victims of this insidious 
  power develop mental illness while possessed. 
  The spirit can inflict only the following Flaws: 
  Delusion, Depressed, Megalomania, Multiple 
  Personalities, Obsession, Paranoia
  Hauntrait
  Not every apparition is a free-roaming 
  entity. A hauntrait, as the name suggests, is fet-
  tered to a portrait and exists only within the 
  confines of a picture frame.
  Many hauntraits are tethered to just one 
  specific portrait—usually that of the spirit in 
  life, though it may be the image of a loved one 
  or victim in rare cases. A small few are capable 
  of flitting between any portrait within the same 
  building. These spirits are especially difficult to 
  destroy, for they can be harmed only within the 
  painting to which they are tied.
  Since they cannot move freely, hauntraits 
  can only affect mortals within line of sight of the 
  painting they currently infest.
  Hauntrait
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 1, 
  Strength 1, Charisma 2, Intelligence 1, Will-
  power 4
  Secondary Attributes: Size 0, Move 2, Per-
  ception 5, Initiative 2, Defense 5, Stun N/A*, 
  Health 6*, Horror —
  Skills: Intimidation 7
  Talents/Resources: None
  Powers: Despair, Minor Possession, Telekine-
  sis, plus two others
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Leech
  No matter what life throws at people, there 
  is always hope. This powerful emotion, with-
  out which there is only despair, is food for an 
  insidious haunting spirit.
  A relative of the grief (see Guide to Appari-
  tions), the leech survives by draining the hope 
  of the living. Ironically, it is birthed by suicides. 
  Destined to an eternity in Hell for its sin, the 
  spirit desperately clings to the hope that it can 
  be saved. Lacking any sense of personal hope, 
  it must feed on the hope of others to save it 
  from damnation.
  Assuming corporeal form, the spirit at-
  tempts to befriend a mortal it has chosen as 
  its prey. The spirit spends as much time as pos-
  sible with its chosen victim. Over a period of 
  months, the leech’s presence causes the victim 
  to sink first into a general malaise. As time pro-
  gresses, the victim becomes depressed, before 
  finally committing suicide as the last vestiges of 
  hope are drained from his soul.
  Leech
  Follower 1
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 2, Will-
  power 4
  Secondary Attributes: Size 0, Move 4, Per-
  ception 6, Initiative 4, Defense 6, Stun N/A*, 
  Health 7*, Horror —
  Skills***: Empathy 7
  Talents: Charismatic (+1 Charisma rating)
  Resources: None
  Powers: Corporeal Form, Despair, Drain Hope 
  (see below)
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)***
  Weapons: None
  *** A leech has five Skill points left to assign. 
  These should be based on its chosen prey.
  Drain Hope: Each month a leech befriends 
  a mortal, it may make a Willpower roll with 
  a Difficulty equal to the target’s Willpower. 
  Victims with the Hope Motivation treat their 
  Willpower as being one point higher.
  The first successful roll gives the victim 
  
  Things That Go Bump in the Night
  
  the Doomsayer Flaw. The second roll trades 
  Doomsayer for Malaise, and the third Malaise 
  for Depressed. The fourth and final successful 
  roll means the victim ends his own life.
  The Flaws remain (and should be role-
  played) until either superseded as above or 
  the victim spends an entire month without any 
  contact with the leech. This is far from easy, as 
  the victim considers the spirit the only person 
  who understands his growing despair. 
  Each month without contact, the Flaws are 
  reversed—Depressed becomes Malaise after 
  the first month, Malaise becomes Doomsayer 
  after the second month. After the third month, 
  the victim is fully recovered.
  Lost
  Numerous reports of ghosts carrying lan-
  terns or candles prompted the Ghost Club to 
  conduct a lengthy investigation. Their conclu-
  sion was that many of these haunting spirits 
  formed a unique class—the lost.
  As the name implies, a lost is searching for 
  something, and it is this search that keeps the 
  ghost bound to the physical world. It might be 
  its bones, which lie forgotten in some unhal-
  lowed grave. It might be the remains of some-
  one it murdered and whose corpse it concealed. 
  It might equally be a buried treasure, which it 
  either wants returned to its rightful owner (if 
  stolen by the ghost in life) or to reveal to the 
  public (to break the hold over the apparition).
  Unfortunately, the lost have taken it upon 
  themselves to complete this task and resent 
  interference. Although rarely powerful entities, 
  they can be extremely malicious and no two losts 
  necessarily share any common powers. Indeed, 
  apart from the ability to manifest, they have dis-
  played a wide range of supernatural powers.
  Given enough time, a lost will eventually 
  find what it seeks on its own and silently depart 
  to the next world. In the meantime, it continues 
  to haunt the living, though usually as an inci-
  dental part of its seemingly endless task.
  Lost
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size 0, Move 4, Per-
  ception 4, Initiative 3, Defense 5, Stun N/A*, 
  Health 4*, Horror —
  Skills: Intimidation 6
  Talents/Resources: None
  Powers: Manifestation plus two others
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Pest
  Some apparitions are a threat to life and 
  limb. Others pose a hazard to sanity. Some, 
  though, are just annoying entities. One such 
  spirit that falls into the latter category has been 
  dubbed the pest by the Ghost Club.
  While they possess a limited ability to in-
  flict physical harm or mental damage, pests are 
  mostly harmless. They might scrawl threaten-
  ing messages on walls in blood, create a stench 
  like rotting flesh during dinner, spoil food and 
  drink, and flutter one’s newspaper or cor-
  respondence, but that is about it. As harmless 
  as this interaction with mortals might be, pests 
  are still souls trapped in this realm and thus 
  should be helped to the other side.
  Ghost hunters are mostly agreed that pests 
  are the spirits of children, mischievous but 
  not truly evil in most instances. It is widely 
  supposed that they are victims of some crime, 
  unable to reach the spirit world until their 
  murderer is brought to justice or their bones 
  recovered and buried in hallowed ground.
  Pest
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 1, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 4
  Secondary Attributes: Size 0, Move 3, Per-
  ception 5, Initiative 2, Defense 5, Stun N/A*, 
  Health 5*, Horror —
  
  Leagues of Gothic Horror Expansion
  
  Skills: Empathy 6
  Talents/Resources: None
  Powers: Breeze, Liquid, Odor, Putrefy
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Phobe
  Named for Phobetor, the Greek god of 
  nightmares, these spirits haunt not the houses 
  of the living, but their dreams. Although ca-
  pable of interaction with mortals only through 
  nightmares, these nocturnal visions may be 
  form a of limited communication. By correctly 
  interpreting them, a globetrotter may unlock 
  the secret of how to lay the spirit to rest.
  Unfortunately, the nightmares generated 
  by a phobe are especially horrific. More than 
  one victim has awoken incurably insane, while 
  others have died of heart failure in their sleep.
  Phobe
  Follower 1
  Archetype: Spirit; Motivation: Duty; Style: 0
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 5
  Secondary Attributes: Size 0, Move 4, Per-
  ception 7, Initiative 4, Defense 7, Stun N/A*, 
  Health 7*, Horror —
  Skills: Empathy 7, Intimidation 7
  Talents: Iron Will (+1 Willpower rating)
  Resources: None
  Powers: Nightmare*
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  * The cost in Haunting points is equal to half 
  the Horror check Difficulty, rounded up. For 
  instance, a Difficulty 5 nightmare would 
  cost 3 Haunting points instead of the usual 
  5 points.
  Topplegänger
  Related to poltergeists as opposed to 
  Nightmares
  Since Phobe’s have only a single power, 
  it is easy to reduce their presence down 
  to a single Horror check when their vic-
  tims awake. The existence of these spirits 
  (and others with the Nightmare power) 
  allows the Gamemaster to run an entire 
  adventure set in a dreamscape, especially 
  if all the globetrotters have fallen asleep.
  Such an adventure would not be confined 
  to the laws of reality—as any dreamer 
  knows, the landscape and characters in a 
  dream or nightmare can change rapidly 
  and without rhyme or reason. In place 
  of a single Horror check on waking, the 
  globetrotters would make them as they 
  face specific encounters.
  Any character who fails a Horror check can 
  make an immediate Body + Willpower 
  roll (Difficulty 2). With success, he awak-
  ens in a cold sweat and his torment ends 
  (at least until he slumbers once more).
  Whether a person who dies in his night-
  mare perishes in the real world is left for 
  the Gamemaster to determine. We sug-
  gest that if he “dies” in his nightmare, 
  the globetrotter awakens and makes a 
  Horror check (Difficulty 3). Any lethal 
  wounds he suffered in his nightmare be-
  come nonlethal wounds on waking. This 
  represents extreme tiredness and mental 
  shock from the experience.
  On waking, the globetrotter may believe 
  his experiences were just a conventional, 
  if rather terrifying, nightmare. If he was 
  injured, the Gamemaster can inflict a 
  matching minor injury to indicate that 
  his disturbed sleep was more than a 
  crumb of half-digested cheese.
  For example, a globetrotter who suffered 
  a wound to his arm during an attack by 
  some ferocious beast may awake to find 
  scratches on the same arm. One who 
  “died” from falling a great height may 
  find bruises on his skin.
  Another convention in horror stories is 
  for a character to awaken from a trou-
  bled dream, only to later discover that 
  he is actually still asleep and trapped in 
  the nightmare. Such a ploy should be 
  used sparingly to give it maximum effect 
  and prevent the players from wondering 
  when the nightmare ends and their char-
  acters’ normal lives begin.
  
  Things That Go Bump in the Night
  
  dopplegängers, the topplegänger name was at-
  tributed by the Ghost Club. Initially a joke, the 
  name has stuck and entered common ghost 
  hunter parlance.
  Unlike their noisy cousins, topplegängers 
  interact with the physical world only through 
  pushing over objects. They are more annoy-
  ing than anything else, having little interest in 
  throwing objects at mortals or lacerating them 
  with ephemeral claws. Instead, they amuse 
  themselves and terrify their victims by slam-
  ming doors, pushing objects off shelves and 
  tables, or annoying household pets by lifting 
  them off the ground. That said, they are quite 
  capable of shoving someone down stairs if the 
  mood takes them.
  Among the weakest haunting spirits 
  known, they have no capability to manifest a 
  visual presence, any noise save for what their 
  tantrums produce, or odors. While their weak 
  wills make them relatively easy to exorcise, 
  their lack of visual form makes it extremely 
  difficult to track them down.
  Topplegänger
  Follower 0
  Archetype: Spirit; Motivation: Duty; Style: 1
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 3, Defense 5, Stun N/A, Health 
  4*, Horror —
  Skills: Empathy 6
  Talents/Resources: None
  Powers: Breeze, Shove, Telekinesis
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Vampire Mist
  Technically a vampire mist is not a trapped 
  soul and thus is not a haunting spirit. Due to 
  its intangible form, though, it is frequently 
  listed among that ilk by the Leagues.
  Although they can be summoned from 
  other dimensions by powerful magicians, most 
  are spontaneously created by the relentless 
  wickedness perpetrated in cities. Negative en-
  ergy builds up to a critical point, whereupon 
  it is released in the birth of a vampire mist. 
  Several Leagues are investigating the theory 
  that vampire mists can be spawned from the 
  ashes of slain vampires. Although currently 
  unsupported by hard evidence, the fact that 
  some vampires can transform into mist while 
  others can apparently survive death makes it a 
  worthy investigation.
  A vampire mist has no defined shape. It is 
  nothing more than a fuzzy gray blob with neb-
  ulous borders, like a tiny patch of fog, albeit 
  one that can move against the wind.
  Dissipated by sunlight, the creatures 
  emerge from whatever shadows they call home 
  only at night, and preferably when the land 
  is blanketed with mist or fog. Mindless and 
  driven by insatiable hunger, they drift along in 
  search of prey.
  Whereas a vampire leaves distinctive punc-
  ture wounds, a vampire mist has no teeth to 
  which to tear flesh nor mouth to sup. When it 
  feeds, it literally draws the blood out through 
  its victim’s exposed skin. The first the victim 
  knows is a stinging sensation. Should they 
  look at their exposed skin, they appear to be 
  sweating miniscule droplets of blood. Once 
  any residual droplets of blood are wiped away, 
  the victim appears to be covered with deep 
  bruises on any exposed flesh.
  As a vampire mist feeds, its color rap-
  idly changes from gray-white through various 
  shades of ever-darkening pink until it becomes 
  crimson. The latter generally occurs after con-
  suming eight pints in rapid succession. This 
  change in color is one of the mist’s primary 
  weaknesses, for it reveals its presence to any 
  monster hunters.
  Speed is of the essence, though, for as the 
  creature digests its meal it gradually resumes 
  its natural coloration. As a rough guideline, 
  one pint is digested each hour after feeding.
  Vampire Mist
  Follower 0
  Archetype: Monster; Motivation: Survival; 
  Style: 0
  
  Leagues of Gothic Horror Expansion
  
  Primary Attributes: Body 0, Dexterity 3, 
  Strength 2, Charisma 0, Intelligence 0, Will-
  power 4
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 4, Initiative 3, Defense 7, Stun N/A, Health 
  4*, Horror —
  Skills: Stealth 8
  Talents/Resources: None
  Flaws: Intangible (Cannot communicate or 
  use tools)***
  Weapons: Blood drain (see below)
  *** Unlike true spirits, a vampire mist cannot 
  pass through solid objects. It can, however, 
  slide through the smallest of holes.
  Blood Drain: A vampire mist fills a five 
  foot square. Any creature caught in this area 
  automatically suffers 1L Area of Effect caustic 
  damage as its blood is drained.
  Invisibility: When concealed in natural 
  fog, a vampire mist is effectively invisible (–8 
  to Perception and attack rolls against it).
  After feeding, its change of hue makes 
  it more visible. The Perception modifier is 
  reduced by one for each point of damage it 
  inflicted in the previous combat. The modifier 
  returns to normal at the rate of one point per 
  hour. For example, a vampire mist that caused 
  five points of damage has an effective modifier 
  of –3. Starting in the second hour after feeding 
  its modifier becomes–4, then –5 in the third 
  hour, and so on.
  Sunlight Weakness: Vampire mist exposed 
  to sunlight suffers damage each round until it 
  finds deep shadows. Reflected sunlight inflicts 
  2L damage, weak direct sunlight 4L, and bright 
  direct sunlight 8L damage each round of ex-
  posure. The creature may resist only with its 
  Passive Defense.
  Wendigo (Alternate)
  Note: The wendigo detailed in Leagues of 
  Gothic Horror is a human whose cannibalism 
  has transformed them into a monster. This alter-
  nate version is a malevolent and hungry spirit.
  On dark nights, when the cold north wind 
  howls and frost coats the ground, the medi-
  cine men of the Algonquin tell stories of the 
  wendigo, the personification of cannibalism.
  Wendigo refers to both a malevolent spirit 
  and a corporeal being. Its natural form is that 
  of an ephemeral spirit. When manifest, a 
  wendigo has gaunt features, sunken eyes, pal-
  lid gray flesh, withered muscles and fat, and 
  tattered lips. It wears the smell of death and 
  corruption about it like a funeral shroud. 
  The fell spirit seeks to possess mortals, 
  whereupon it drives them to commit canni-
  balism—the wendigo craves human flesh but 
  cannot eat in its spirit form. In this regard, its 
  victims become corporeal wendigo.
  The Algonquin believe that when one faces 
  death by starvation, it is better to die than par-
  take of human flesh and become a wendigo.
  Wendigo (Alternate)
  Follower 1
  Archetype: Spirit; Motivation: Survival; 
  Style: 1
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 1, Intelligence 2, Will-
  power 5
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 7, Initiative 4, Defense 7, Stun N/A, Health 
  6*, Horror —
  Skills: Empathy 7, Intimidation 6
  Talents: Fearsome (Can temporarily frighten 
  opponents within 10 feet when manifested)
  Resources: None
  Powers: Manifestation, Nausea, Possession 
  (see below), Putrefy
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  Possession: The wendigo’s possession 
  works differently than the standard power. 
  Instead of taking control of its host and us-
  ing it as a meat puppet, the spirit forces the 
  victim to resort to cannibalism. Rather than 
  the length of possession being based on its 
  Willpower roll, the possession lasts until the 
  spirit is expelled.
  While possessed, the victim has the Obses-
  sion: Cannibalism Flaw. If the target of this 
  ability has previously consumed human flesh, 
  the wendigo treats its Willpower as being 2 
  points higher, both for possessing the victim 
  and resisting a Banish ritual.
  
                    
  Things That Go Bump in the Night
  
  Monsters
  Animated Armor
  Many grand houses, castles, and museums 
  contains collections, or at least a single suit, 
  of plate armor. A small few of these suits are 
  capable of walking and fighting of their own 
  volition. In many instances the armor has been 
  purposefully designed as a form of occult relic, 
  its movement made possible only by binding a 
  minor demon or spirit into the metal. In other 
  cases, the armor is a fetter for a minor ghost, 
  perhaps the suit’s former owner. 
  Regardless, the spirit cannot survive outside 
  the armor and is automatically banished from 
  the physical world when the suit is destroyed. 
  While it remains in the armor, however, the en-
  tity is immune to the Banish ritual in any form.
  Animated Armor
  Follower 1
  Archetype: Construct; Motivation: Duty; 
  Style: 0
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 3, Charisma 0, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 4, Initiative 3, Defense 5 (9)*, Stun N/A 
  Health 6*, Horror 2
  Skills: Athletics 6, Brawl 6, Melee 7
  Talents: Parry (Can parry as a reflexive action)
  Resources: None
  Flaws: Bestial (Can’t communicate or use tools)
  Weapons: Sword 10L or mace 9N
  * +4 Passive Defense due to plate armor.
  ** Animated armor is immune to nonlethal 
  damage, and cannot be stunned.
  Fachen
  Found in Scottish folklore, there are few 
  reliable descriptions of a fachen, for it is said 
  its appearance is so terrifying that it drives men 
  insane or causes their heart to seize in fear. It 
  is commonly described as being humanoid, 
  but has only one arm, which sprouts from the 
  center of its torso, and one leg, which is also 
  arranged centrally. Many are ascribed to have a 
  tuft of black feathers on top of their head.
  Despite its seeming infirmity, the fachen is 
  a nimble fiend, capable of leaping great dis-
  tances as it harries its chosen prey across the 
  wild and lonely places of Scotland.
  Fachen
  Follower 2
  Archetype: Demon; Motivation: Survival; 
  Style: 1
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 4, Charisma 0, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 7, Percep-
  tion 5, Initiative 5, Defense 6, Stun 3, Health 
  6, Horror 5
  Skills: Athletics 5 (Jumping 6), Brawl 6 (Punch-
  ing 7), Intimidation 6, Stealth 6, Survival 4
  Talents: Fearsome (Can intimidate opponents 
  within 10 feet), Jump (Jumping distance is 
  doubled)
  Resources: None
  Flaws: Primitive (+1 Style point whenever its 
  primitive nature hampers it or causes trouble)
  Weapons: Claw 8L
  Fext
  The first recorded appearance of a fext 
  dates back to the Thirty Years War (1618-48). 
  By all accounts they appear quite human and 
  extremely charismatic. All that separates them 
  from mortals is their ageless appearance and 
  the fact they can only be slain by a bullet made 
  from glass.
  The creation of a fext typically requires 
  dark magic, and more commonly the interfer-
  ence of a powerful demon. Dying officers are 
  approached with an officer of eternal life in 
  return for delivering fresh souls. Since fexts 
  are essentially human, they can still procreate. 
  Thus, it is possible to be born a fext.
  Fexts revel in carnage. They endeavor to 
  join armies as officers, whereupon they lead 
  
  Leagues of Gothic Horror Expansion
  
  men in senseless charges or butchery. Their 
  task done, they move on to new battlefields in 
  search of fresh amusement.
  Fext
  Follower 2
  Archetype: Monster; Motivation: Duty; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 4, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 6, Initiative 5, Defense 4, Stun 2, Health 
  5*, Horror —
  Skills: Brawl 4, Diplomacy 7 (Leadership 8), 
  Firearms 4, Intimidation 7 (Orders 8), Melee 
  4, Ride 4
  Talents: Attractive (+1 Charisma when dealing 
  with people; already included in its stats)
  Resources: Rank: Junior Officer (+2 Social 
  bonus)
  Flaws: Callous (+1 Style point when he does 
  something particularly selfish or refuses to 
  help someone in dire need)
  Weapons: Punch 4N, Light revolver 6L, Arming 
  sword 7L
  * Ignores all damage except that caused by 
  glass bullets. A fext suffers stun, knockback, 
  and knockdown as normal from other forms 
  of damage, but cannot be knocked out.
  Hangman Tree
  Whether in accordance with punishment 
  laid down in law or at the hands of an unruly 
  mob, man has been hanging wrongdoers and 
  suspected criminals since antiquity.
  The intense fear associated with impend-
  ing death and the growing agony of a slow 
  hanging, especially if the tree has been used 
  for multiple executions and lynchings, can 
  sometimes imbue the tree with a limited, and 
  thoroughly evil, intellect. This is not the same 
  as ghostly possession—what inhabits the tree 
  are strong, residual emotions, rather than 
  trapped souls.
  Known to the Leagues as hangman trees, 
  they appear to be ordinary trees. Although in-
  capable of picking up their roots and walking, 
  their branches are fully mobile. When a victim 
  moves within range, the branches spring to 
  life, grasping the prey around the neck and 
  lifting it high into the air.
  Hangman Tree
  Follower 3
  Archetype: Monster; Motivation: Survival; 
  Style: 1
  Primary Attributes: Body 9, Dexterity 2, 
  Strength 0, Charisma 0, Intelligence 0, Will-
  power 4
  Secondary Attributes: Size 8, Move 0, Percep-
  tion 4, Initiative 2, Defense 3, Stun N/A, Health 
  21*, Horror 3
  Skills: Brawl 14
  Talents: Parry (Can parry as a reflexive action), 
  Unarmed Parry (Can block melee weapons), 
  Vigorous Defense (Can parry two attacks with-
  out penalty)
  Resources: None
  Flaws: Bestial (Can’t communicate or use tools)
  Weapons: Branch 14N, Grapple 14
  * Trees are immune to nonlethal damage, and 
  cannot be stunned.
  Hanging: If the tree performs a grapple 
  and successfully pins its opponent, then the 
  victim has been grabbed around the neck and 
  lifted into the air. He automatically suffers 
  2L caustic damage each round the grapple is 
  maintained as the branch constricts around his 
  neck, suffocating him.
  Hearth Imp
  Similar in size to a small child, a hearth imp’s 
  body in made up of white and gray cinders and 
  ash. Its eyes and mouth are denoted by red-hot 
  coals, as are its hands. Its burning hands can 
  cause flammable material to combust, but only 
  if the fiendish creature retains contact with the 
  same spot for an entire combat turn. Its tiny 
  feet leave little scorched patches behind it as it 
  walks, but are not hot enough to cause fires.
  Hearth imps can enter our world only 
  through the Summon Horror ritual. The ritual 
  has certain additional requirements in order 
  for it to function.
  
  New Vampire Ability
      Heartless
  Prerequisites: Patron 2+
  Staking a vampire is a tried-and-tested 
  method of destruction, at least among 
  Western European bloodsuckers. Pierc-
  ing the heart of a vampire with this ability 
  is especially difficult. Despite the ability’s 
  name, the vampire does have a heart. 
  Unfortunately, it is not in his body.
  Through dark and terrible rituals, the 
  vampire has torn his black heart from his 
  chest cavity, thus ensuring he is consider-
  ably harder to destroy. This has not made 
  the vampire a true immortal, however, for 
  if the heart is found it can still be pierced 
  and the vampire’s unholy mockery of life 
  ended. In many ways it is considerably 
  easier—the heart is an inanimate object 
  (no Active Defense), though it retains the 
  Passive Defense (Body) of the vampire.
  Of course, the vampire is well aware of 
  this drawback and will undoubtedly have 
  taken great pains to ensure it is not easily 
  stumbled upon.
  Things That Go Bump in the Night
  
  During the summoning phase, magician 
  must be staring into a lit fire. Unlike a conven-
  tional Summon Horror ritual, a hearth fiend 
  can be summoned in a different location than 
  the magician (the range modifiers apply). How-
  ever, there must be a hearth, oven, or other 
  potential source of fire at the spot where the 
  creature is to be summoned. The heat source 
  need not be active, though, as it merely serves 
  as a gateway to our world.
  Hearth imps are notoriously stupid crea-
  tures. Once one is summoned, the magician 
  can see through its eyes. Failure to maintain 
  concentration on guiding its actions results 
  in the imp going on the rampage, setting fire 
  to anything or anyone that crosses its path. 
  Hearth imps are primarily used as tools of 
  destruction, either setting fire to buildings or 
  incinerating living victims.
  Once the imp’s usefulness is ended, the 
  magician need only extinguish the fire he used 
  in the summoning rite. This done, whether 
  deliberately or accidentally, the imp promptly 
  collapses into a pile of cold ashes.
  Hearth Imp
  Follower 1
  Archetype: Monster; Motivation: Duty; Style: 0
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 3, Charisma 0, Intelligence 0, Will-
  power 3
  Secondary Attributes: Size –1, Move 6, 
  Perception 3, Initiative 3, Defense 7, Stun 3, 
  Health 7*, Horror 3
  Skills: Athletics 6, Brawl 8, Stealth 6*
  Talents: Robust (+2 Health rating)
  Resources: None
  Flaws: Bestial (Can’t communicate or use tools)
  Weapons: Punch 9N, Grapple 9
  * +1 Size bonus to Stealth rolls
  Grapple: A hearth imp that successfully 
  grapples an opponent inflicts 2L caustic fire 
  damage each round. Since the target is already 
  being held, he cannot roll his Active Defense to 
  avoid the damage. The victim’s clothing will also 
  catch fire after one combat turn of grappling.
  Immune to Fire: No matter its intensity, 
  no form of fire or heat inflicts any damage on 
  a hearth imp.
  Water Weakness: Hearth imps are highly 
  susceptible to water. Each pint thrown over 
  one in the same attack inflicts 1L caustic dam-
  age. For example, a typical jug holds two pints 
  and would inflict 2L damage.
  Homunculus
  From the Latin for “little man,” a homun-
  culus is an artificial creation, a mockery of life 
  given consciousness by a demonic spirit. The 
  ritual for creating a homunculus is known to 
  only a few dark magicians.
  The basic ingredient of the enchantment 
  requires a mandrake root. This strange plant, 
  named for its root’s anthropomorphic appear-
  ance, allegedly grows only where the semen of 
  hanged men falls to the ground.
  The root must be picked before the sun 
  rises on a Friday morning (likely related to 
  the crucifixion of Jesus) by a dog of midnight 
  
  Leagues of Gothic Horror Expansion
  0
  black fur. It must then be washed of any soil 
  and “fed” a mixture of milk, honey, and the ma-
  gician’s blood as fell enchantments are uttered 
  over the growth. This ritual is repeated until 
  the next full moon, whereupon the root will 
  develop into a miniature human-like creature. 
  While the blood sacrifice is typical of black 
  magic, with regard to homunculi it bonds the 
  creature to the one who nurtured it.
  The use of the creator’s blood not only 
  ensures the creature’s loyalty, it also allows the 
  magician to use the homunculus’ senses as if 
  they were his own. Thus, the creature is often 
  employed to spy on others.
  A homunculus is loyal unto death to its 
  master and possessed of a most vile tem-
  perament. Although small, they are incredibly 
  strong, with a maniacal penchant for inflicting 
  pain. As a being created by magic, it has no 
  soul and no knowledge of good. Hence, killing 
  one is not an act of murder, despite its human 
  appearance.
  Homunculus
  Ally 2
  Archetype: Demon; Motivation: Duty; Style: 
  1
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 3, Charisma 1, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size –2, Move 6, 
  Perception 9, Initiative 5, Defense 8, Stun 3, 
  Health 4, Horror 2
  Skills: Athletics 6, Brawl 7, Intimidation 6, 
  Stealth 8*
  Talents: Alertness (+2 Perception rating)
  Resources: None
  Flaws: Bestial (Can’t communicate or use 
  tools)
  Weapons: Bite 9L
  * A homunculus has a +2 Size bonus to Stealth 
  rolls.
  Living Wall
  Contrary to what one might expect, a living 
  wall is not formed of flesh and blood. Through 
  a dark and forbidden ritual known only to a 
  handful of the most wicked and depraved ma-
  gicians, human souls can be imprisoned within 
  a brick or stone wall.
  Viewed at distance, the wall appears quite 
  mundane. When a living creature comes 
  within touching range, though, the spirits 
  manifest in the only way they know. Driven 
  insane by their terrible plight, they form faces 
  in the stone that scream out in anguish and 
  beg for release, while arms and legs of flesh 
  and blood emerge from the walls to grasp at 
  targets within range.
  A living wall that successfully grapples a liv-
  ing opponent drags it into the wall to join with 
  them. Each round the grapple is maintained, 
  the victim automatically takes 1L caustic dam-
  age. If the opponent dies, his body and soul 
  are sucked into the wall. Should the wall be 
  damaged, this automatically heals wounds 
  equal to the victim’s Body rating.
  Destroying the wall, which is only possible 
  with weapons or tools designed to smash 
  through brick or stone, frees the imprisoned 
  souls. They depart with a long, haunting wail.
  A living wall’s Size is not fixed. Each 10 feet 
  x 10 feet area counts as one point of Size. The 
  statistics below should be altered accordingly. 
  This change in Size does not affect its Attack 
  dice, but does increase its Health.
  Living Wall
  Follower 1
  Archetype: Construct; Motivation: Duty; 
  Style: 1
  Primary Attributes: Body 4, Dexterity 0, 
  Strength 4, Charisma 2, Intelligence 0, Will-
  power 2
  Secondary Attributes: Size 1, Move 0, Per-
  ception 2, Initiative 0, Defense 6*, Stun N/A**, 
  Health 16*, Horror 4
  Skills: Brawl 9, Intimidation 7
  Talents: Diehard (Automatically stabilizes at 
  negative Health)
  Resources: None
  Flaws: Bestial (Cannot communicate or use 
  tools)
  Weapons: Claw 0L
  * A living wall’s Defense and Health are 
  treated as if it were an inanimate object.
  
  Things That Go Bump in the Night
  1
  ** A living wall is immune to nonlethal dam-
  age, and cannot be stunned.
  Madness: A mentalist using Mind Control, 
  Modify Memory, Psychometry, or Telepathy 
  must make a Horror check at Difficulty 5 each 
  round they maintain a psychic link.
  Multiple Limbs: A living wall can attack one 
  opponent per five feet of length.
  Necromantic Jelly
  Over time, the negative energy associated 
  with graveyards can reach a point where it 
  spontaneously gives a semblance of life to de-
  caying corpses. Rather than rising as individual 
  zombies or skeletons, these unholy abomina-
  tions gather into a semi-translucent blob of 
  decaying flesh in which can be seen multiple 
  fragments of bone.
  Utterly mindless, they seek only to feed 
  on the living. This they do by flailing around 
  with slimy pseudopods, the touch of which is 
  a weak paralytic. Once its prey is unconscious, 
  the jelly flows over it, whereupon powerful 
  juices rapidly dissolve flesh and bone.
  Although necromantic jelly can manifest 
  spontaneously, it is extremely difficult for a 
  black magician to create, the Raise Dead ritual 
  being insufficient. Instead, the necromancer 
  must use Summon Horror to open a gateway 
  to a realm from where fell energy can infuse 
  with existing putrefying matter. The ritual 
  must be cast in a graveyard or other site where 
  they are multiple, rotting bodies.
  Necromantic jelly can, given sufficient raw 
  materials, exceed Size 1.
  Necromantic Jelly
  Follower 1
  Archetype: Undead; Motivation: Survival; 
  Style: 1
  Primary Attributes: Body 4, Dexterity 1, 
  Strength 4, Charisma 0, Intelligence 0, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 3, Initiative 1, Defense 5, Stun 4, Health 
  7, Horror 4
  Skills: Brawl 9, Stealth 6
  Talents: Knockout Blow (+1 bonus to stun 
  opponent)
  Resources: None
  Flaws: Bestial (Can’t communicate or use 
  tools)
  Weapons: Pseudopod 9N, Smother (see be-
  low)
  Smother: The jelly can only smother vic-
  tims incapable of putting up a fight (such as if 
  unconscious or asleep). Each round, the prey 
  suffers 2L caustic damage as its flesh and bone 
  are dissolved.
  Reaper
  Also known as grim reapers, grims, and 
  angels of death, these demons can enter the 
  physical world only through the Summon Hor-
  ror ritual.
  Occultists have long debated their true 
  appearance. When summoned, they adopt 
  the stereotypical guise of the Grim Reaper in 
  whatever culture the magician belongs to. For 
  instance, in much of Europe they are a cloaked 
  skeleton holding a scythe. In Scandinavia, they 
  adopt the guise of Pesta, an old hag holding a 
  broom. Their appearance is obviously a conve-
  nience to the summoner, but their true guise 
  remains a total mystery, for reapers do not talk 
  with the living.
  Reapers accept only one mission from 
  those who dare to summon them—the taking 
  of a human life. They can exist in the physi-
  cal world only between the hours of dusk and 
  dawn. Before they return to their native di-
  mension, they must take a human life. If they 
  cannot ensure their nominated target’s death, 
  they return to slay their summoner.
  While it appears they enjoy frightening op-
  ponents, they are under no compulsion to alert 
  their quarry to their presence in advance—slay-
  ing a sleeping target gives them just as much 
  satisfaction as hunting one down.
  Reapers can understand any spoken lan-
  guage but either cannot or will not converse 
  with mortals. What limited interaction they 
  bother with comprises nodding to acknowl-
  edge orders and pointing at victims as a means 
  of inducing fear.
  
  Leagues of Gothic Horror Expansion
  
  Reaper
  Follower 2
  Archetype: Demon; Motivation: Duty; Style: 
  1
  Primary Attributes: Body 5, Dexterity 4, 
  Strength 3, Charisma 2, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 4, Initiative 3, Defense 6, Stun N/A, Health 
  7*, Horror 4
  Skills: Intimidation 7, Melee 8, Stealth 9
  Talents: Fearsome (Can temporarily frighten 
  opponents), Skill Aptitude (+2 Stealth rating)
  Resources: None
  Flaws: Bestial (Can’t communicate or use 
  tools)
  Weapons: Scythe 11L
  * Reapers are immune to nonlethal damage, 
  and cannot be stunned.
  Sluagh
  Found in Irish and Scottish folklore, sluagh 
  are spirits bound into corporeal form. They 
  are the souls of sinners, too evil for entry into 
  Heaven but not wicked enough to earn a place 
  in Hell.
  Bound into the guise of ravens or crows, 
  they swarm together in search of souls. By 
  delivering these to the next world, they hope 
  to curry favor with one power or another. Slu-
  agh are unable to tear the souls from fit and 
  healthy people, and thus rarely target such 
  prey. Instead, they seek souls that are close to 
  passing over already, ones that are easier to rip 
  from their mortal shells and carry away. 
  In game terms, sluagh only target oppo-
  nents already at negative Health, although they 
  defend themselves if attacked.
  Because they are unwanted in the next 
  world, killing the swarm does not dispel the 
  spirits. It does, however, disperse them and 
  prevent them from adopting corporeal form 
  until the next full moon.
  Sluagh (Swarm)
  Follower 0
  Archetype: Corporeal spirit; Motivation: 
  Duty; Style: 0
  Primary Attributes: Body 1, Dexterity 3, 
  Strength 1, Charisma 0, Intelligence 1, Will-
  power 3
  Secondary Attributes: Size –2, Move 2 (Fly 
  8), Perception 4, Initiative 4, Defense 4, Stun 
  1, Health 6*, Horror 2
  Skills: Brawl 6
  Talents/Resources: None
  Flaws: Bestial (Can’t communicate or use 
  tools)
  Weapons: Beak 8L
  * Only attacks with an Area of Effect inflict 
  full damage on the swarm. All other weapons 
  inflict a maximum of one point of damage.
  Tupilaq
  A tupilaq is a true monstrosity, a construct 
  from the bone, hair, skin, and sinew of animals 
  and humans, and given unholy life by a black 
  magician for one purpose—to serve as the 
  instrument of his vengeance. 
  Once found only in Greenland, the secret 
  of creating them has slowly spread further 
  afield. The process of manufacturing one is not 
  for the fainthearted, nor those with an ounce 
  of goodness in their souls. First, the magician 
  must assemble the grisly collection of body 
  parts. Then, in a ritual that can last for days, 
  he must engage in sexual intercourse with the 
  abomination.
  Using a tupilaq to attack another magician 
  is very unwise. According to folklore, a more 
  powerful magician can take control of the 
  monster and force it to attacks its creator. The 
  only way the original sorcerer can prevent 
  this is to publicly admit to creating a tupilaq, 
  at which point it collapses into its constituent 
  parts. Similarly, the creature falls into ruin 
  once its target, or creator, is slain.
  In game terms, any magician with a higher 
  Magic rating than the creator, who is targeted 
  by the monster, can make a Willpower x 2 roll 
  as an attack action upon seeing the creature. 
  If they roll more successes than the creator’s 
  Willpower rating, control of the tupilaq is tak-
  en, and it may be sent back against its creator. 
  
                                
  Things That Go Bump in the Night
  
  Tupilaq
  Follower 2
  Archetype: Monster; Motivation: Duty; Style: 1
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 4, Charisma 3, Intelligence 0, Will-
  power 3
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 3, Initiative 2, Defense 5, Stun 3, Health 
  6, Horror 4
  Skills: Athletics 7, Brawl 8, Intimidation 9, 
  Stealth 6
  Talents: Fearsome 2 (Can temporarily frighten 
  opponents)
  Resources: None
  Flaws: Bestial (Can’t communicate or use tools)
  Weapons: Claws 8L
  Greater Horrors
  Baal
  Also known as: Bael
  Often attributed the title king, Baal is a 
  major demon, ranking only below the seven 
  princes of the infernal powers. With 66 legions 
  to command and vast estates to oversee, Baal 
  has little time for small talk with mortals—his 
  focus is on making a bargain and returning to 
  his infernal home.
  Baal passes on the secret of invisibility, 
  though his gift takes two distinct forms. First, 
  he can teach how to cloak oneself from the 
  gaze of others. He gifts the summoner the 
  Cloaking mentalist power. In the rare event 
  the magician is already a Mentalist with that 
  ability, he grants them Enshroud, instead.
  His second gift is more insidious—Baal can 
  make another person invisible to society, caus-
  ing friends to forget they exist. In game terms, 
  the victim is stricken with the Nonexistence rit-
  ual (see Guide to Black Magic). Given that this 
  is granted by a major demon, the unfortunate 
  victim has no chance of resisting the effect. 
  They remains nonexistent until the summoner 
  cancels the effect (which can be done at will) 
  or the magician is slain.
  Dealing with Demons
      Give Me Stuff!
  Summoners are urged to remember that 
  summoned horrors are not obedient 
  genies prepared to hand out wishes. In 
  order to acquire their services, one must 
  entreat with them. This can be done 
  through role-playing or use of Con or 
  Diplomacy (or even Intimidation if the 
  caster feels confident) rolls.
  In many instances, the demon wants 
  nothing in return—making a pact with 
  the minions of Satan always involves 
  pledging one’s soul to the Abyss. On oc-
  casion, one may ask for an additional fa-
  vor before granting a gift.
       Corruption
  The various great powers of the under-
  world can be summoned to grant many 
  potent favors. It might appear that these 
  free gifts come with no drawbacks, but 
  that is not the case. No matter why a magi-
  cian summons a demon, he is trafficking 
  with the powers of Hell. That in itself is 
  always an evil act. As the old saying goes, 
  “the road to Hell is paved with good in-
  tentions.” Using a demon’s gift to harm 
  others in any way, no matter how minor 
  the act seems, is always an Evil act.
      Kill the Demon!
  A magician may feel that since he has 
  summoned a member of Hell’s nobility 
  that he can rid the world of its presence 
  by defeating it in mortal combat. Alas, the 
  creature that answers the summons is a 
  mere avatar, a construct with a minute 
  fraction of the demon’s true potential. 
  Yes, the avatar can be slain, but doing so 
  only forces it back to Hell—the true de-
  mon remains unfazed by the attack.
  Insolence cannot go unpunished, of 
  course. While it can be summoned again, 
  the demon will never entreat with the 
  magician again. Worse, it may send min-
  ions (demonic or mortal) to teach the 
  wayward summoner humility.
  
  Leagues of Gothic Horror Expansion
  
  A monstrous being, Baal’s preferred form 
  has three heads—those of a toad, crowned 
  man, and cat—mounted on spider legs. As 
  granter of invisibility, it should come as no 
  surprise that he is capable of seeing invisible 
  opponents and seeing through the darkest 
  night or thickest fog without difficulty.
  Baal
  Patron 4
  Archetype: Demon; Motivation: Duty; Style: 
  4
  Primary Attributes: Body 5, Dexterity 3, 
  Strength 5, Charisma 1, Intelligence 5, Will-
  power 5
  Secondary Attributes: Size 0, Move 8, Percep-
  tion 10, Initiative 8, Defense 8, Stun 5, Health 
  10, Horror 5
  Skills: Academics: Occult 10, Academics: 
  Philosophy 10, Brawl 8, Con 5, Empathy 10, 
  Intimidation 8, Linguistics 8
  Talents: Blind Fight 3 (Ignores up to a 
  –8 penalty for poor lighting), Fearsome (Can 
  temporarily frighten foes), Skill Aptitude (+2 
  Intimidation rating)
  Resources: None
  Flaws: Aloof (+1 Style point whenever his 
  business-like attitude causes him trouble)
  Weapons: Bite 8L (cat’s head)
  Focalor
  Also known as: Forcalor, Furcalor
  Battleships are powerful symbols of might. 
  They dominate the oceans and can bombard 
  positions many miles inland. Attacking one, 
  even with a ship of the same class, is guaran-
  teed to result in the death of many men and 
  damage to one’s own vessels, with no guaran-
  tee of success. Fortunately for those keen on 
  sinking enemy warships, one can call upon the 
  service of Focalor, a duke of Hell.
  A warlike demon, Focalor specializes in the 
  destruction of warships. The summoner need 
  only specify the name of the vessel he wants 
  destroyed and the infernal duke will do the 
  rest. 
  While he guarantees success, the demon 
  cannot do the impossible. Rarely do targeted 
  vessels vanish into thin air. Instead, they suf-
  fer a catastrophic accident, such as a magazine 
  explosion or hitting a reef. Naturally, vessels in 
  harbor, especially dry dock, are much harder 
  for him to destroy. 
  Until the chosen vessel is destroyed (which 
  might take many months, even years), the 
  pact with Focalor remains in effect. Unless the 
  request is canceled, the magician is prevented 
  from making a deal with another major de-
  mon.
  Focalor is not to be summoned lightly, for 
  he is prone to attacking all in the vicinity with 
  wild abandon. The summoner may attempt to 
  command him to harm no one present. This 
  requires an Intimidation roll with a Difficulty 
  equal to Focalor’s Willpower.
  Focalor
  Patron 3
  Archetype: Demon; Motivation: Duty; Style: 
  3
  Primary Attributes: Body 4, Dexterity 4, 
  Strength 4, Charisma 2, Intelligence 3, Will-
  power 4
  Secondary Attributes: Size 0, Move 8, Percep-
  tion 7, Initiative 7, Defense 8, Stun 4, Health 
  10, Horror 3
  Skills: Athletics 9, Brawl 9, Empathy 8, Intimi-
  dation 9, Melee 9
  Talents: Fearsome 2 (Can temporarily frighten 
  foes), Rain of Blows (+4 to attack when mak-
  ing a Total Attack; see Globetrotters’ Guide to 
  the Far East), Robust (+2 Health rating)
  Resources: None
  Flaws: Belligerent (+1 Style point whenever 
  his aggressive attitude causes him trouble)
  Weapons: Punch 9N, Arming sword 12L
  Forneus
  A marquis of Hell, Forneus manifests pri-
  marily as a great sea monster. For this reason, 
  he must be summoned on the coast. Assum-
  ing the summoner does not go insane at the 
  sight of him (Horror rating 5), he can be com-
  manded to assume human form.
  
  Things That Go Bump in the Night
  
  Forneus is summoned by those who seek 
  to become popular, for he has the power to 
  give men a good name and be loved by friend 
  and foe alike. This he does by granting either 
  the Fame (popular) or Status (good name) 
  Resources. The chosen Resource is granted at 
  level 1 if the summoner does not possess it, 
  or a one level increase if he has the Resource 
  already.
  The demon can also impart the knowledge 
  of languages. This gift manifests as +4 Team-
  work bonus to the magician’s Linguistics. In 
  addition, the summoner can attempt to trans-
  late any written language, even ones for which 
  there is no known dictionary, using his Lin-
  guistics: Translate. For instance, Mayan glyphs 
  are not deciphered until the 20th century, and 
  even then the deciphering is prone to error.
  Forneus (Human Form)
  Patron 3
  Archetype: Demon; Motivation: Duty; Style: 
  3
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 3, Charisma 4, Intelligence 4, Will-
  power 4
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 8, Initiative 7, Defense 6, Stun 3, Health 7, 
  Horror — (5 in sea monster form)
  Skills: Con 8, Diplomacy 8, Empathy 8, Intimi-
  dation 8, Linguistics 8 (Translate 9), Perfor-
  mance 8 (Oratory 9)
  Talents: Fearsome (Can temporarily frighten 
  foes), Inspire (Grant allies within 10 feet a +2 
  Skill bonus as an attack action), Natural Leader 
  (Can recruit temporary Allies), Rabble-rouser 
  (Can recruit temporary Followers)
  Resources: None
  Flaws: Stubborn (+1 Style point whenever his 
  inflexibility causes him trouble, or he forces 
  others to go along with his idea)
  Weapons: Punch 1N
  Lamashtu
  A Mesopotamian demon and daughter 
  of the Sky God, Lamashtu revels in engaging 
  in malicious acts for no reason other than 
  because she can. Unlike the other greater hor-
  rors, Lamashtu is a spirit in the mortal world 
  and is only too keen to personally harm those 
  the summoner wishes. 
  Whether she is truly a unique entity is 
  open to debate. Mesopotamian texts list her as 
  having seven names, but also describe her as 
  being seven witches. These same texts list her 
  many evils, among which are the strangling of 
  children; harming pregnant women and moth-
  ers; devouring men; causing nightmares; and 
  spreading disease.
  Although she often manifests in the guise 
  of a human female, her true form is far more 
  monstrous. She has a human torso, arms, 
  and legs, but has the head of a lioness with a 
  donkey’s teeth and ears, a hirsute frame, long 
  fingers ending in wicked talons, and the tal-
  oned feet of a bird of prey.
  Lamashtu
  Patron 1
  Archetype: Demon; Motivation: Duty; Style: 
  1
  Primary Attributes: Body 0, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 5
  Secondary Attributes: Size 0, Move 4, Per-
  ception 8, Initiative 5, Defense 7, Stun N/A*, 
  Health 8*, Horror — (5 in true form)
  Skills: Empathy 8, Intimidation 10, Linguistics 
  8
  Talents: Fearsome 2 (Can temporarily frighten 
  foes)
  Resources: None
  Powers: Lacerate, Manifestation, Nightmare, 
  Sickness, Strangulation
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through applicable special 
  powers)**
  Weapons: None
  * Spirits are immune to nonlethal damage, 
  and cannot be stunned. In addition, only 
  magical rituals, enchanted weapons, or weird 
  science weapons created specifically for the 
  purpose of harming incorporeal entities can 
  inflict lethal damage. 
  ** Spirits can pass through solid matter as if 
  it were air.
  
  Leagues of Gothic Horror Expansion
  
  Mammon
  Also known as: Mamona
  Often listed among the seven princes of 
  Hell, Mammon is the personification of mate-
  rial greed. A master of temptation, he tricks and 
  lures men into craving easy money. According 
  to the Dictionnaire Infernal, he is Hell’s ambas-
  sador to Great Britain. Despite the vast wealth 
  he offers, Mammon appears to summoners as a 
  frail old man, undernourished and clad in rags.
  Mammon offers only one gift to mortals—
  wealth. More importantly, wealth that requires 
  no hard work. The demon prince grants a sum-
  moner the Wealth 1 Resource, or improves an 
  existing Wealth Resource by one level, and the 
  Moneywise Talent.
  Mammon
  Patron 2
  Archetype: Demon; Motivation: Duty; Style: 2
  Primary Attributes: Body 2, Dexterity 3, 
  Strength 2, Charisma 5, Intelligence 3, Will-
  power 4
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 7, Initiative 6, Defense 6, Stun 2, Health 
  4, Horror 2
  Skills: Bureaucracy 8, Con 9, Diplomacy 8, 
  Empathy 9, Intimidation 8
  Talents: Bold Defense (Uses Charisma for Ac-
  tive Defense), Charismatic (+1 Charisma when 
  dealing with people; included in stats), Fear-
  some (Can temporarily frighten foes)
  Resources: None
  Flaws: Envious (+1 Style point whenever his 
  envy causes trouble for him)
  Weapons: Punch 0N
  Sabnok
  Also known as: Sab Nac, Sabnac, Sabnach, 
  Sabnack, Sabnacke, Salmac, Savnock
  Another marquis in the ranks of the in-
  fernal host, and commander of 50 legions of 
  devils, Sabnock was widely summoned in ages 
  past for his ability to construct towers, castles, 
  and cities, and furnish them with deadly weap-
  ons and plenty of ammunition. He was most 
  popular among magicians for his willingness 
  to grant them familiars.
  While there is still plenty of conflict in 
  the world, castles are no longer popular. Still 
  keen to entreat with mortals, Sabnock has 
  the ability to grant the Refuge: Size Resource. 
  Creating houses out of thin air tends to attract 
  attention in the modern world, and thus the 
  magician most often gains deeds to an existing 
  structure. On occasion, someone has to die to 
  ensure this happens. In game terms, Sabnock 
  grants the Refuge: Size 1 Resource, or a one 
  level increase if the magician has an existing 
  Refuge.
  Asked for a familiar, he arranges for a spirit 
  to serve the magician. This acts as the Familiar 
  1 Resource. Sabnock can only grant new famil-
  iars—he cannot enhance existing ones.
  The demonic marquis has a third gift he of-
  fers. He has the capacity to ensure that wounds 
  fester or become filled with worms. Attempts 
  to heal lethal wounds inflicted on the chosen 
  victim suffer a –4 penalty. In addition, while 
  the curse is in effect, lethal wounds recover at 
  half the standard rate. This curse remains in 
  effect for a maximum of one month, but can 
  be cancelled at any time prior to that by the 
  magician with a simple word.
  The world may no longer desire castles 
  and other fortifications, but Sabnock retains 
  his warlike nature. He manifests as a human 
  with a lion’s head and is always dressed and 
  armed as a soldier native to the summoner’s 
  country, albeit in archaic fashion. Regardless of 
  his dress, he rides a pale horse (treat it as a 
  demonic steed).
  Sabnok
  Patron 3
  Archetype: Demon; Motivation: Duty; Style: 3
  Primary Attributes: Body 5, Dexterity 3, 
  Strength 4, Charisma 2, Intelligence 3, Will-
  power 4
  Secondary Attributes: Size 0, Move 7, Percep-
  tion 7, Initiative 6, Defense 8, Stun 5, Health 
  9, Horror —
  Skills: Empathy 8, Expeditions 8, Intimidation 
  7, Melee 9, Ride 8
  Talents: Fearsome (Can temporarily frighten 
  
                              
  Things That Go Bump in the Night
  
  foes), Flurry 2 (May attack the same opponent 
  twice without penalty), Mounted Charge (+2 
  charge bonus with no loss of Active Defense)
  Resources: None
  Flaws: Belligerent (+1 Style point whenever 
  his aggressive attitude causes trouble)
  Weapons: Punch 2N, Arming sword or spear 
  12L
  Unique Villains
  Black Annis
  Tis said the soul of mortal man recoil’d,
  To view Black Annis’ eye, so fierce and wild;
  Vast talons, foul with human flesh, there 
  grew
  In place of hands, and features livid blue
  Glar’d in her visage; while the obscene 
  waist
  Warm skins of human victims close em-
  braced. 
  —John Heyrick
  Lurking in the wilds of the Dane Hills of 
  Leicestershire (see p. 34), Black Annis is an 
  ugly crone. Her face is the blue-gray of blood-
  less meat and her claws are made of iron. In 
  some legends she has only one eye.
  Above all else, the evil hag savors the flesh 
  of children. She flays their skin and tans it on 
  the tree outside her cave before wearing them 
  as a skirt. Not afraid to venture into settle-
  ments, she has been known to snatch children 
  from their beds. 
  Fortunately for those who dwell nearby, the 
  taste of lamb also sates her appetite. The farm-
  ers would rather lose a lamb than a child, and 
  thus do nothing to provoke Black Annis when 
  she chooses to snatch a meal from their flock.
  Black Annis
  Patron 2
  Archetype: Monster; Motivation: Survival; 
  Style: 2
  Primary Attributes: Body 4, Dexterity 3, 
  Strength 4, Charisma 2, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 7, Percep-
  tion 5, Initiative 5, Defense 7, Stun 4, Health 
  9, Horror 3
  Skills: Athletics 9, Brawl 9, Intimidation 7, 
  Stealth 8
  Talents: Fearsome (Can temporarily frighten 
  foes), Parry (Can perform Parry as a reflexive 
  action using her iron claws), Robust (+2 
  Health rating)
  Resources: None
  Flaws: Sadism (+1 Style point whenever she is 
  needlessly cruel to her friends or enemies)
  Weapons: Iron claws 11L
  Catherine Mallevaux 
  “There is only one cure for grey hair. It was 
  invented by a Frenchman. It is called the guil-
  lotine.” —P. G. Wodehouse
  A minor aristocrat in 18th century France, 
  Catherine Mallevaux’s beauty made her a 
  popular woman at court. Unfortunately, she 
  was also vain and jealous. As she aged and her 
  looks began to fade, her jealousy became a 
  mania. On hearing of girls more attractive than 
  her, Mallevaux would have them kidnapped 
  and brought to her chateau. There she mur-
  dered them out of spite, but not before muti-
  lating their faces.
  Likely her depravity would soon have came 
  to the attention of the authorities. Before that 
  could happen, she was arrested by a mob 
  during the French Revolution and sentenced 
  to death for being a leeching aristocrat. While 
  languishing in jail, she was visited by a priest. 
  Instead of offering her absolution, he (being 
  a demon in disguise) offered Mallevaux a way 
  to escape not only death, but also the curse 
  of aging. All she had to do was give him her 
  soul. The dark bargain was struck without 
  hesitation.
  The following day, Mallevaux was dragged 
  to the guillotine and executed. Three days lat-
  er, she rose from her grave, her head restored 
  with both life and beauty. Mallevaux soon 
  discovered that her deal carried a heavy price. 
  
  Leagues of Gothic Horror Expansion
  
  The head on her shoulders began to age at a 
  rapid rate, transforming from beautiful maiden 
  to aged crone in a matter of weeks.
  In order to maintain her youth, and her life, 
  Mallevaux must kill regularly. She targets only 
  young, attractive women (Charisma 4+ or 3+ 
  with the Attractive Talent), decapitating them 
  in order to place their severed heads on her 
  slender shoulders. Alas, she cannot preserve 
  these heads for future use. Thus, every few 
  weeks she must acquire a new head. Her body 
  remains ageless.
  Mallevaux gains the memories of her vic-
  tims, as well retaining as her own, and their 
  voice. That said, she rarely tries to impersonate 
  them—she knows little of their mannerisms. 
  Worse, the join between her head and neck 
  is marked by an ugly red welt, something she 
  takes great pains to hide.
  Catherine Mallevaux
  Patron 2
  Archetype: Aristocrat; Motivation: Mystery; 
  Style: 2
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 2, Charisma 4, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 6, Initiative 6, Defense 6, Stun 3, Health 
  6, Horror —
  Skills*: Academics: History 5, Con 6, Diplo-
  macy 5, Linguistics 4, Melee 6, Performance 6, 
  Stealth 6
  Talents: Combat Aptitude (Can exchange at-
  tack and Defense dice), Flurry (May attack the 
  same opponent twice by making a Total Attack 
  with a –2 penalty on each attack), Quick Healer 
  (Doubles the normal healing rate)
  Resources: None
  Flaws: Vain (+1 Style point whenever she 
  steals the limelight or is forced to confront her 
  shortcomings)
  Weapons: Punch 0N, Sword cane 8L
  * Mallevaux has five Skill points to assign. 
  These should be based on the person whose 
  head she currently wears.
  Fresh Head: Mallevaux’s maximum Cha-
  risma depends on the person whose head she 
  wears. Her Charisma drops by one point each 
  month as the head undergoes rapid aging. 
  When it reaches zero, Mallevaux suffers one 
  lethal wound per day until she dies or places 
  a fresh head on her shoulders. These wounds 
  cannot be healed until she acquires a new 
  head, whereupon they heal naturally.
  The Click-Clack Man
  “Click-Clack down the track
  Click-Clack stab in the back
  Click-Clack hacketty-hack
  Click-Clack guts in a sack”
  —Traditional children’s rhyme
  Sung by children in the smog-shrouded 
  streets of London, the “Click-Clack” rhyme 
  dates back only to 1889. A year after the in-
  famous Whitechapel killings, a new wave of 
  terror struck the cobbled streets of England’s 
  capital city. The victims, a mixture of men and 
  women of all ages, but invariably lower-class, 
  were found eviscerated, their internal organs 
  missing, or with missing limbs. There have 
  been no eye-witnesses, though several people 
  have reported hearing a “click-clack” sound 
  late at night and the feeling of being followed. 
  Linking the two together, the gutter press 
  named the killer “The Click-Clack Man.”
  The murderer is Jack Higgins, a former sol-
  dier. Badly wounded in action, he lay among 
  the shattered remains of his comrades for a day 
  and a night before being taking to a medical 
  center. Conditions were little better there, and 
  while waiting his turn under the surgeon’s 
  knife, the screams of wounded men and the 
  stench of blood and gangrene ate away at his 
  sanity. The final straw came when the surgeon, 
  short on time and with many other patients 
  queued up, amputated both his legs rather 
  than try to save them.
  Discharged from the Army, Higgins was 
  forced to live on the streets as a beggar. 
  Haunted by his dead comrades, Higgins con-
  structed a pair of stilts to provide him with the 
  mobility he needed to do the task ahead. In his 
  deranged mind, Higgins believes he can save 
  his dead comrades by providing their spirits 
  with the limbs and organs they lost in battle.
  
  Things That Go Bump in the Night
  
  The Click-Clack Man
  Patron 2
  Archetype: Everyman; Motivation: Duty; 
  Style: 2
  Primary Attributes: Body 4, Dexterity 2, 
  Strength 3, Charisma 2, Intelligence 3, Will-
  power 4
  Secondary Attributes: Size 0, Move 5 (1), 
  Perception 7, Initiative 5, Defense 6, Stun 4, 
  Health 8, Horror —
  Skills: Acrobatics 6 (Balance 7), Athletics 4, 
  Brawl 5, Intimidation 5, Melee 8 (Knives 9), 
  Streetwise 6
  Talents: Flurry 2 (Can attack same opponent 
  twice with no penalty), Iron Stance (+1 
  Strength for resisting Knockback and Knock-
  down)
  Resources: None
  Flaws: Crippled (Severe; –4 Move rating; only 
  applies when not on stilts; +2 Style points 
  whenever he is limited by his immobility), 
  Fanatical (+1 Style point when his devotion 
  causes harm)
  Weapons: Punch 5N, Dagger 10L
  Dr. Henry Howard Holmes
  “I was born with the devil in me. I could 
  not help the fact that I was a murderer, no 
  more than the poet can help the inspiration to 
  sing.” —H. H. Holmes
  Born Herman Webster Mudgett in 1861, 
  Holmes obsession with death came at an early 
  age. A bright student, his jealous peers forced 
  him to view a skeleton in the local doctor’s of-
  fice. Fear quickly turned into fascination, and 
  Mudgett soon began his new hobby—dissect-
  ing animals.
  In 1884 he graduated from the Univer-
  sity of Michigan’s Department of Medicine and 
  Surgery. During his schooling, Mudgett drifted 
  into crime. After taking out insurance policies 
  in the name of other people, he stole cadavers 
  from the university, disfigured them so as to 
  be unrecognizable, and claimed they had died 
  in accidents. Naturally, the insurance policies 
  listed him as the beneficiary. It was after this 
  that he changed his name, so as to avoid any 
  repercussions from his criminal activities.
  Holmes moved to Chicago, where he found 
  employment as a druggist. When the owner’s 
  husband died, Holmes purchased the store. 
  Business boomed, and Holmes bought an 
  empty plot of land opposite the store. There, 
  he constructed the World’s Fair Hotel, a struc-
  ture known locally as “The Castle” because of 
  its enormous size.
  While the lower levels appeared quite nor-
  mal, the upper two floors were a labyrinth of 
  twisting and oddly-angled passageways, rooms 
  that could only be opened from the outside, 
  doorways that led nowhere, and such like. 
  Throughout the maze were listening devices, 
  which allowed Holmes to spy on those inside.
  Holmes’ chosen victims were lured to the 
  upper floors, whereupon their fate was sealed. 
  Some became trapped in airtight rooms and 
  were left to suffocate. Others were gassed, 
  choking to death as Holmes listened in. Many 
  fell prey to deadly traps Holmes’ had installed 
  throughout the corridors.
  Although he took gratification from their 
  deaths, Holmes was also making money from 
  his murderous venture. The corpses of his 
  victims would be stripped of flesh, the bones 
  cleaned, and the skeletons sold to medical 
  schools.
  Under normal circumstances, the disap-
  pearances may have been noticed. Chicago, 
  however, was hosting the World’s Fair, and the 
  city had tens of thousands of visitors staying 
  for varying lengths of time.
  Holmes’ last act in Chicago proved his 
  most lucrative. In 1893, Holmes met Minnie 
  Williams, a railroad heiress. Convincing her he 
  was in love with her, Holmes lured her to The 
  Castle by offering her a job. The vile cad then 
  convinced her to transfer the deed of expen-
  sive property in Fort Worth to one Alexander 
  Bond. This was one of Holmes’ many aliases.
  He promptly disappeared, but not before 
  leaving Williams’ with a lasting reminder of the 
  man she loved. Having lured Minnie’s sister 
  Anne to the hotel, Holmes sealed her in his 
  personal vault and turned on a gas line.
  Holmes’ current whereabouts are a mystery. 
  Wherever he is, he is likely using an alias and 
  
  Leagues of Gothic Horror Expansion
  0
  constructing another house of death to sate 
  his sick desires. As he descends ever further 
  into insanity, so his deathtraps become more 
  diabolical and more elaborate.
  Dr. Henry Howard Holmes
  Patron 1
  Archetype: Businessman; Motivation: Power; 
  Style: 1
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 5, Initiative 5, Defense 5, Stun 3, Health 
  5, Horror —
  Skills: Bureaucracy 5, Con 7, Craft: Pharma-
  cology 6, Medicine 5, Science: Chemistry 5, 
  Spying 5
  Talents: Jack of all Trades (Ignores the un-
  trained Skill penalty when using any general 
  Skill), Weird Science: Chemistry (Can structure 
  weird science devices)
  Resources: None
  Flaws: Sadism (+1 Style point whenever he is 
  needlessly cruel to his friends or enemies)
  Weapons: Punch 0N
  Igor
  Igor: “I am sorry, Master. We try and we 
  try, but I fear we are not so smart as Doctor 
  Frankenstein.” —Van Helsing
  A figure known only as Igor has been aiding 
  inventors and scientists since at least the 18th 
  century, when an assistant of that name worked 
  alongside Victor Frankenstein. Naturally, it is 
  impossible for the same person to have sur-
  vived into the present age, and yet Igor possess 
  memories that date back centuries. It is possible 
  he is not mortal, but some form of imp, sent 
  forth from the infernal realm to aid inventors.
  Incapable of truly originally ideas, yet natu-
  rally gifted at assisting others, Igor does not 
  work for just anyone. The inventors to whom 
  he offers his services are invariably walking a 
  dark path. Even if they do not start that way, 
  Igor’s presence subtly causes them to drift 
  toward darkness. What begins as a benevolent 
  study, such as Frankenstein’s attempts to re-
  move death, quickly become something more 
  sinister. Once he has corrupted them to the 
  stage where the populace turns against them, 
  Igor packs his bags and moves on, leaving his 
  former master to deal with the consequences.
  Few of his previous masters have treated 
  him well, but Igor never complains at being 
  treated as a lowly minion—the prize of steer-
  ing them from righteousness to damnation is 
  worth a few beatings.
  Igor is a pitiful figure. He has an enlarged 
  right eye, a hunchback, and a lame left leg. He 
  also has a pronounced lisp. 
  Igor
  Ally 2
  Archetype: Everyman; Motivation: Wisdom; 
  Style: 1
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 3, Charisma 1, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 6, Initiative 5, Defense 5, Stun 3, Health 
  6, Sanity 4
  Skills: Academics: Occult 4, Athletics 5, Brawl 
  5, Con 5, Craft: Chemistry 4, Craft: Electrics 4, 
  Craft: Mechanics 4, Craft: Pharmacology 4, In-
  vestigation 4, Medicine 4, Science: Chemistry 
  4, Science: Engineering 4
  Talents: Skilled Assistant 2 (Provides +4 Team-
  work bonus)
  Resources: None
  Flaws: Disfigured (–2 penalty on all rolls 
  where appearance is a factor; +1 Style point 
  whenever he is rejected because of his appear-
  ance), Lame (–2 penalty to Move rating; +1 
  Style point whenever he is unable to outrun 
  danger or if his bad leg gets him into trouble), 
  Speech Impediment (+1 Style point whenever 
  a severe problem or misunderstanding occurs 
  because of his speech impediment)
  Weapons: Punch 5N
  The Mudger
  DOCTOR: Yes. I think they’re rat hairs. 
  
  Things That Go Bump in the Night
  1
  LITEFOOT: Rat hairs? Do you know what 
  you’re saying, man? 
  DOCTOR: Yes, of course I know what I’m 
  saying. 
  LITEFOOT: But they’re nearly three inches 
  long. Hairs on a rat can’t be more than what, 
  quarter of an inch?
  —Doctor Who: The Talons of Weng-Chiang
  Few citizens give much thought to London’s 
  sewers, yet alone what can be found there. For 
  some, the sewers are a place of work. Not only 
  do workmen descend into the fetid depths to 
  repair the brickwork, but toshers haunt the 
  dark tunnels. Male and female, old and young, 
  and all at the very bottom of society, they search 
  through the effluent for valuables dropped by 
  those walking the streets above.
  Two such toshers were Molly and Cadger. 
  Several years ago, Molly was found curled up 
  in a tunnel by fellow toshers, whimpering 
  quietly and repeating the word “Mudger” over 
  and over. Of Cadger, who was never far from 
  her side, there was no sign. Molly had meant to 
  say two words—”murder” and “Cadger”—but 
  in her half-mad state she merged the two words 
  together. Word of the Mudger, a monster that 
  ate unwary toshers, quickly spread through the 
  subterranean community. Any toshers that van-
  ish are said to have fallen prey to his hunger.
  The sewers are inherently dangerous, and 
  many would consider the Mudger naught but 
  a fantasy, a figment of the imagination created 
  to explain sudden disappearances. In fact, the 
  Mudger is very real and a danger to toshers.
  Several months beforehand, a weird sci-
  entist poured the failed result of a chemical 
  concoction down the sewers. Had the scientist 
  been there to witness it, he would have been 
  fascinated to see the results his experiment had 
  on a common sewer rat. Imbibing the solution, 
  the rat began to grow to monstrous size.
  At first it fed on its fellow rats, but as it grew 
  larger is required more substantial meals. Poor 
  Cadger might not have been its first victim, 
  but it was his disappearance that brought its 
  existence to the tosher community.
  “Normal” giant rats, a rarity in themselves, 
  are little larger than dogs. The Mudger is mon-
  strous, measuring seven feet long (excluding 
  tail) and weighing over 250 pounds. A raven-
  ous fiend, it haunts the hundreds of miles of 
  accessible sewer pipes that weave and wind 
  beneath the city, feasting on whatever crosses 
  its path. When food is scarce, the Mudger 
  emerges from the sewers and prowls along the 
  banks of the Thames and the nearby streets.
  The Mudger
  Follower 2
  Archetype: Monster; Motivation: Survival; 
  Style: 1
  Primary Attributes: Body 3, Dexterity 4, 
  Strength 3, Charisma 0, Intelligence 1, Will-
  power 4
  Secondary Attributes: Size 0, Move 7 (14)*, 
  Perception 5, Initiative 5, Defense 7, Stun 3, 
  Health 9, Horror 3
  Skills: Athletics 4, Brawl 7, Intimidation 4, 
  Stealth 6, Survival 5
  Talents: Robust (+2 Health rating)
  Resources: None
  Flaws: Bestial (Can’t communicate or use 
  tools)
  Weapons: Bite 7L, Claws 7L
  * Animals with four or more legs double their 
  Move rating when running.
  Professor Joshua Lazarus
  “Ginny!” said Mr. Weasley, flabbergasted. 
  “Haven’t I taught you anything? What have 
  I always told you? Never trust anything that 
  can think for itself if you can’t see where it 
  keeps its brain!”
  —J. K. Rowling, Harry Potter and the Cham-
  ber of Secrets
  Servants are such bothersome things. You 
  have to find ones with good references, you 
  can never entirely trust them not to steal from 
  you or spread gossip about your household, 
  and you have to pay them for their time. 
  For those prepared to pay a not incon-
  siderable one-off fee, there is a solution that 
  can last a lifetime and replace several human 
  servants—Lazarus Industries manufactures a 
  range of domestic automata, from old-fash-
  
  Leagues of Gothic Horror Expansion
  
  ioned (and thus relatively cheap) steam-pow-
  ered models to (expensive) sleek, clockwork 
  designs.
  Joshua Lazarus is an engineering genius, 
  but even brilliance has its limits. While the 
  bodies of his automata were nigh-on perfect 
  examples of engineering excellence, he had 
  great difficulty getting the complex mechanical 
  brain to work correctly. Time after time they 
  malfunctioned after a short period. Within a 
  few years, Lazarus’ business had collapsed as 
  customers turned to rival inventors.
  Driven by a yearning to be remembered as 
  the greatest creator of automata ever, Lazarus 
  did not take his fate lightly. Originally trained 
  in medicine, Lazarus devoted several years to 
  perfecting a new means of automaton con-
  trol—a human brain. Naturally the brains had 
  to be lobotomized first—it simply wouldn’t do 
  to have the victim tell others of its fate.
  Aside from installing the brain in the me-
  chanical body, Lazarus remains detached from 
  the fleshy side of his work. Thugs are paid to 
  acquire fresh brains, and Lazarus doesn’t care 
  where they find them.
  Like his namesake, Lazarus rose from the 
  dead and relaunched his business. It has taken 
  time, but he has once again become a promi-
  nent supplier of automata.
  Alas, despite Lazarus having sold dozens of 
  automata to wealthy clients, his process is not 
  yet perfected. On occasion, a spark of its for-
  mer life flashes through an automaton’s brain, 
  driving it insane and sending it into a murder-
  ous rage. It is through such an occurrence that 
  the globetrotters are likely to become involved 
  with the mad inventor.
  Professor Joshua Lazarus
  Patron 2
  Archetype: Inventor; Motivation: Glory; 
  Style: 2
  Primary Attributes: Body 2, Dexterity 4, 
  Strength 2, Charisma 3, Intelligence 4, Will-
  power 3
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 7, Initiative 8, Defense 6, Stun 2, Health 
  5, Horror —
  Skills: Academics: Philosophy 5, Bureaucracy 
  5, Craft: Mechanics 7, Diplomacy 4, Firearms 
  6, Investigation 5, Linguistics 5, Medicine 7, 
  Melee 5, Science: Biology 6, Science: Engineer-
  ing 6
  Talents: Spark of Life (Can create intelligent 
  artifacts), Weird Science (Can create weird sci-
  ence devices)
  Resources: Status 1 (Renowned inventor; +2 
  Social bonus)
  Flaws: Condescending (+1 Style point when-
  ever he proves someone else wrong or estab-
  lishes his own superiority), Secret (+1 Style 
  point whenever he is confronted with the truth 
  or goes out of his way to protect the secret)
  Weapons: Punch 0N, Heavy revolver 9L, Sword 
  cane 7L
  The Rat King
  “And on this dirty night there were ap-
  propriately dirty deeds that not even the rain 
  could wash away.” —Terry Pratchett, Dodger
  Beggars expect to be ignored, perhaps 
  even roughed up and spat on by those who 
  consider themselves superior, if only by a rung 
  or two—such things are part of life on the low-
  est end of the social scale. 
  They may ignore being robbed or assaulted 
  by a member of the lower classes, who have lit-
  tle more than they, but woe betide the middle 
  or upper-class person who gives grave insult 
  to a beggar or turns him away in his hour of 
  greatest need. A mistreated beggar has little le-
  gal recourse, and usually lacks both the means 
  and courage to enact revenge in person, but 
  can call upon the services of the Rat King.
  In the eyes of beggars, the Rat King is an 
  avenging angel. In truth, he is an immortal, 
  a beggar who sold his soul to the Devil and 
  who now acts as his avenging agent. Sooner or 
  later, every beggar who survives the rigors of 
  street life learns the two things needed to sum-
  mon the Rat King—a mystic mark to draw on 
  houses and an eerie tune they must whistle.
  The Rat King appears as beggar. His face, 
  which boasts a long nose and ratlike incisors, 
  is pock-marked with the ravages of disease, 
  and his gray robe is tattered and stained. Ap-
  
  Things That Go Bump in the Night
  
  pearances can be deceiving, for the Rat King is 
  no longer entirely human. Beneath his robe, 
  his torso is nothing but a swarm of living rats.
  Although he can, and will, defend himself 
  if attacked, the Rat King does not avenge 
  wronged beggars with brute force. Those who 
  cross “his people” soon find rats infesting their 
  home. Unless they repent their error and make 
  amends, the rats grow in number and ferocity. 
  Eventually, the swarms attack the Rat King’s 
  victims, tearing at their flesh until there is 
  naught left but bones.
  Protector of beggars the Rat King might be, 
  but his services are not free. He and his rats de-
  mand food as payment. For the most part they 
  accept scraps, but every month on the night 
  of the full moon the beggars must collectively 
  offer a human for his consumption.
  The meal needn’t be alive, for the Rat King 
  is not a fussy eater. A corpse dragged out of the 
  river or found in the slums will sate his appe-
  tite just as sweetly as fresh meat. On occasion, 
  a beggar who has wronged his peers is offered 
  as a living sacrifice.
  The Rat King
  Patron 2
  Archetype: Demon; Motivation: Revenge; 
  Style: 1
  Primary Attributes: Body 5, Dexterity 2, 
  Strength 4, Charisma 1, Intelligence 2, Will-
  power 4
  Secondary Attributes: Size 0, Move 6, Per-
  ception 6 (10), Initiative 4, Defense 7, Stun 5, 
  Health 9, Horror — (4 if he opens his cloak)
  Skills: Animal Handling 6, Athletics 6, Brawl 5, 
  Intimidation 6, Stealth 6, Survival 5
  Talents: Keen Sense (+4 Perception rating 
  when sniffing), Savvy Fighter (Always retains 
  his full Defense)
  Resources: None
  Flaws: Animal Antipathy (excludes rats; +1 
  Style point whenever he suffers a setback due 
  to an uncooperative or belligerent animal), 
  Disfigured (+1 Style point whenever he is 
  rejected because of his appearance)
  Weapons: Punch 5N, Bite 5N
  Summon Rats: Once per scene, the Rat 
  King can summon rats. He makes an Animal 
  Handling roll. Each successes brings forth one 
  swarm or one giant rat. The creatures must 
  be in the nearby vicinity (they do not appear 
  out of thin air). The creatures are completely 
  beholden to the Rat King.
  Swarm Body: Only attacks with an Area of 
  Effect inflict full damage to the Rat King’s torso 
  (the default hit location). All other weapons 
  inflict a maximum of one point of damage per 
  hit.
  The Red Death
   The “Red Death” had long devastated the 
  country. No pestilence had ever been so fatal, 
  or so hideous. Blood was its Avator and its 
  seal—the redness and the horror of blood. 
  —Edgar Allan Poe, The Masque of the Red 
  Death
  Some occult scholars have argued that 
  the entity known as the Red Death was the 
  first pestilence spirit, a primordial entity that 
  brought the first diseases into the world. Many 
  insist that, aside from its far greater power, it 
  is no different than others of its ilk. To others, 
  it is the personification of plague in the same 
  manner the Grim Reaper has become the per-
  sonification of death. The truth shall perhaps 
  never be known, for the entity enters into no 
  communication with the living.
  It may be that the Red Death is not truly 
  unique. Certain occult books hint at a White 
  Death (responsible for spreading tuberculo-
  sis), Yellow Death (yellow fever), Black Death 
  (bubonic plague), and Blue Death (cholera). 
  Two other entities are hinted at—the Golden 
  Death and Violet Death—but no specific dis-
  eases are attributed to them.
  The Red Death manifests visually or corpo-
  really in one of two forms. The first is a figure 
  shrouded entirely in red. The second is a tall, 
  gaunt figure wrapped in a blood stained funer-
  al shroud. Across its face it wears a mask fash-
  ioned in the form of a stiffened corpse. Such is 
  the mask’s construction that most viewers as-
  sume it is the real thing. Despite appearances, 
  the Red Death has no true features—beneath 
  the cowl or mask and shroud is nothingness.
  
  Leagues of Gothic Horror Expansion
  
  The Red Death
  Patron 2
  Archetype: Spirit; Motivation: Duty; Style: 2
  Primary Attributes: Body 0, Dexterity 3, 
  Strength 2, Charisma 2, Intelligence 4, Will-
  power 7
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 11, Initiative 7, Defense 10, Stun N/A*, 
  Health 9*, Horror — (3 for its second form; 5 
  once the viewer realizes what it is)
  Skills: Empathy 9, Intimidation 8, Performance 
  6, Stealth 8 (when corporeal)
  Talents: Fearsome (Can temporarily frighten 
  foes)
  Resources: None
  Powers: Corporeal Form, Manifestation, Sick-
  ness (see sidebar), Speech
  Flaws: Ephemeral (Cannot communicate or 
  use tools except through special powers)**
  Weapons: None
  * Spirits are immune to nonlethal damage, 
  and cannot be stunned. In addition, only 
  magical rituals, enchanted weapons, or weird 
  science weapons created specifically for the 
  purpose of harming incorporeal entities can 
  inflict lethal damage. 
  ** Spirits can pass through solid matter as if 
  it were air.
  SRG-N
  “The soul is the weariest part of the body.” 
  —Paul Bowles, The Sheltering Sky
  Constructed not only to aid surgeons but 
  to perform surgery unassisted, SRG-3N, better 
  known as Surgeon, was intended to save lives. 
  It performed its duties admirably, but over time 
  it came to the conclusion that while it could 
  heal physical injuries, it could do nothing for 
  spiritual ones.
  Consulting several old books on religion 
  and philosophy, Surgeon deduced that the 
  cause of such sickness was the human soul. 
  Unfortunately, its readings were less than 
  complete, and the construct learned only that 
  it dwelt somewhere in the body. Its limited 
  ability to be creative caused it to equate the 
  soul to an organ, no different from the liver 
  or kidneys. Find it, Surgeon reasoned, and it 
  could be rid of any disease.
  Surgeon’s first “patient” was his creator, a 
  brilliant inventor who suffered from chronic 
  depression and often complained of having a 
  “wounded soul.” Despite a thorough and ex-
  tremely messy search, it was unable to locate 
  its creator’s soul. Surgeon isn’t stupid—it 
  knows humans have been performing surgery 
  for millennia and have still not found the soul. 
  Undeterred by his setback, the construct made 
  more attempts, kidnapping innocent victims 
  to be its guinea pigs. 
  Surgeon has grown increasingly frustrated 
  by its constant failure, but it is determined to 
  keep searching, whatever the cost. Yes, people 
  must die under his knife, but they are dying 
  The Red Death
  In modern parlance, the Red Death 
  disease is a virulent hemorrhagic fever. 
  Contrary to stories concerning the entity 
  of the same name, it is not fatal within 30 
  minutes of infection.
  Symptoms: Sharp pain, sudden dizzi-
  ness, profuse bleeding from the pores. 
  Infection: 2 (4 if in contact with the Red 
  Death in its corporeal form).
  Infection is by means of contact with in-
  fected bodily fluids or proximity to the 
  Red Death entity. Victims initially suffer 
  pain and dizziness, beginning within an 
  hour of contracting the disease. Charac-
  ters infected with the red death suffer a 
  –2 penalty to all actions due to malaise, 
  dizziness, and pain.
  After one week, the victim begins to bleed 
  from his pores. For each day thereafter, 
  the victim suffers one lethal wound until 
  he dies or recovers. This wound cannot 
  be healed while the patient is sick.
  Recovery: 4 (16 success are required 
  to recover from the disease). Each Body 
  roll represents one day of illness, start-
  ing from the day the red death is con-
  tracted. With no antibiotics available 
  save through weird science, there is little 
  modern medicine can do.
  
                           
  Things That Go Bump in the Night
  
  for a noble cause that will ultimately benefit 
  mankind for ages to come.
  Constructed to resemble a human, at least 
  in basic shape, Surgeon is powered by clock-
  work. Fortunately, its winding mechanism is 
  on the front, allowing the construct to keep 
  itself powered indefinitely.
  Artifact 2
  Enhancements: Ally 2 (+4 Enhance-
  ments)
  SRG-N
  Ally 2
  Archetype: Artifact; Motivation: Wisdom; 
  Style: 1
  Primary Attributes: Body 3, Dexterity 3, Strength 
  3, Charisma 1, Intelligence 3, Willpower 2
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 5, Initiative 6, Defense 6, Stun 3, Health 
  5, Horror —
  Skills: Academics: Philosophy 5, Athletics 4, 
  Brawl 4, Firearms 6, Medicine 6 (Surgery 7), 
  Melee 7 (Knives 8)
  Talents: None
  Resources: Artifact 2 (Anaesthetic Pistol; as 
  Anaesthetic Rifle in Weird Science Compen-
  dium except Range 25 ft. and Weight 1 lb.)
  Flaws: Automaton (+1 Style point whenever 
  its lack of creativity causes difficulty), Righteous 
  (+1 Style point whenever its actions alienate it 
  or cause others to publicly question its motives 
  and moral judgment)
  Weapons: Punch 4N, Scalpel 8L
  Sinister Cults
  Benevolent Society of Saint 
  Elizabeth of Hungary
  All day long the virgins sit and feast on 
  endless meals
  The Countess laughs and sips her wine, her 
  skin doth crack and peel
  But when nighttime fills the air, one must 
  pay the price
  The Countess takes her midnight bath with 
  blood that once gave life 
  —Venom, Countess Bathory
  The Benevolent Society of Saint Elizabeth 
  of Hungary is a philanthropic organization. 
  Married and widowed very young, Elizabeth 
  (1207-31) gave much of her fortune to the 
  poor and used the rest to construct a hospital, 
  where she helped tend the sick until her pre-
  mature death at the age of 24. 
  The modern society continues her good 
  work among the poor, though members do 
  not sully tending to the sick and needy. The 
  members are extremely reclusive and their 
  identities are a carefully guarded secret. The 
  Society’s monthly newsletter makes great 
  pains to point out that they wish no publicity 
  for their largesse.
  Virtually everything above is a lie, told to 
  conceal the ghastly truth about the Society’s 
  true motives and activities.
  The elderly Sophia Báthory, a distant 
  relative of the infamous Countess Elizabeth 
  Báthory (1560-1614), became fascinated with 
  her kinswoman’s downfall. In 1670, she dis-
  covered the true secret behind Elizabeth’s hei-
  nous crimes—by drinking the blood of virgins 
  from a magical chalice, her twisted relative 
  received eternal youth.
  It took Sophia almost a decade to locate 
  and acquire the chalice, but finally it was in 
  her trembling hands. With the aid of a loyal 
  manservant, the noblewoman gathered the 
  precious fluid necessary to activate the chalice 
  and took her first drink. Sagged skin tight-
  ened, wrinkles soothed, and liver spots faded 
  as youth returned to the aged Sophia. Faking 
  her own death in 1680, Sophia vanished from 
  public records.
  By the early 19th century, she had found 
  her way to London. Short of funds after 
  leading two centuries of lavish lifestyle, she 
  hit upon an idea—in return for vast sums of 
  money, she would grant others the gift she so 
  enjoyed. There were many prepared to pay 
  both terrible prices eternal youth demanded. 
  Thus was born the Benevolent Society, named 
  after Saint Elizabeth to conceal its veneration 
  of another of that name.
  
  Leagues of Gothic Horror Expansion
  
  Despite its darker side, the Society does 
  donate large sums of money to help the poor. 
  This is not true philanthropy. The wretched 
  poor women the Society helps are its future 
  victims, and it pays to have a healthy stock.
  Aurelius de Clancey
  Sophia Báthory has little to do with the dai-
  ly running of the Society, though she remains 
  in overall charge. That honor falls to Aurelius 
  de Clancey.
  Aurelius inherited both his status as a 
  captain of industry and his position from his 
  father, Victor. In truth, the two men were one 
  and the same—Victor played both roles for a 
  number of years before “passing away” and 
  leaving everything to his “son and heir.” In this 
  manner, awkward questions raised by the gift 
  of eternal youth were neatly sidestepped.
  Aurelius drank from the chalice not because 
  he feared the eternal embrace of death, but 
  because in his arrogance he believes no one 
  else is fit to follow in his footsteps and run his 
  family’s business.
  Constantly seeking the limelight, being head 
  of the Benevolent Society suits him well—he 
  is the public face of the organization’s cover 
  story, always on hand to have his picture taken 
  when making donations to worthy causes on 
  behalf of the members and attending all the 
  major social functions.
  For now, he gets to enjoy his renewed 
  youth. Sooner or later, he knows he must 
  marry and sire a child in order to continue 
  the ruse. Lacking any paternal sense, his child 
  will undoubtedly end up fueling his father’s 
  eternal youth.
  Patron 3
  Archetype: Businessman; Motivation: Power; 
  Style: 3
  Primary Attributes: Body 4, Dexterity 3, 
  Strength 2, Charisma 4, Intelligence 4, Will-
  power 4
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 8, Initiative 7, Defense 7, Stun 4, Health 
  8, Horror —
  Skills: Bureaucracy 8, Con 6, Connoisseur 6, 
  Diplomacy 8, Empathy 7, Firearms 5, Intimida-
  tion 6, Linguistics 5, Melee 5, Ride 5
  Talents: Captivate (Can temporarily entrance 
  opponents), Quick Draw (Draw weapon as re-
  flexive action), Well-Connected (Can improve 
  Contacts Resource as per Talents)
  Resources: Contacts 1 (High society; +2 
  bonus), Fame 1 (Philanthropist; +2 Social 
  bonus)*, Rank 3 (Benevolent Society of Saint 
  Elizabeth; +4 Social bonus), Status 1 (Baron; 
  +2 Social bonus)
  Flaws: Overconfident (+1 Style point when-
  ever he is forced to ask for help or when his 
  bravado gets him in over his head), Secret 
  (+1 Style point when he is confronted with 
  the truth or goes out of his way to protect the 
  secret)
  Weapons: Punch 0N, Dagger 6L, Double-bar-
  rel Derringer 7L
  * Bonus Resource from his Leagues Rank.
  Typical Member
  The monthly fee charged by Sophia to 
  drink from the chalice ensures that only the 
  very wealthy can afford its boon. Most mem-
  bers are thus aristocrats, politicians, captains 
  of industry, and the like. Keen to enjoy their 
  riches and power, and avoid the ravages of old 
  age, every member knows from whence their 
  youth comes, but it is a price the immoral rich 
  are prepared to pay to live forever.
  Members very rarely engage in procuring 
  suitable victims. That duty falls to hired help, 
  simple thugs who believe they are acquiring 
  virgins merely for the sexual gratification of 
  their clients. Many, but not all, would be horri-
  fied to learn the truth.
  Ally 1
  Archetype: Aristocrat or Businessman; Moti-
  vation: Power; Style: 0
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Bureaucracy 4, Con 4, Diplomacy 4, 
  Firearms 4, Intimidation 4
  Talents: None
  Resources: Status 1 (+2 Social bonus)
  Flaws: Secret (+1 Style point when he is con-
  
  Things That Go Bump in the Night
  
  fronted with the truth or goes out of his way to 
  protect the secret)
  Weapons: Punch 0N, Light revolver 6L
  The Black Chalice
  Unique Artifact 3
  The origin of the Black Chalice, named be-
  cause of its dark color rather than its intended 
  purpose, is unknown. One Hungarian legend 
  states it once held the head of Saint Elizabeth 
  of Hungary, though the Swedish History Mu-
  seum claims to possess that artifact in their 
  collection. It may have been Count Dracula’s 
  personal chalice while he was mortal, or per-
  haps the cup used by Judas at the Last Supper. 
  The most popular theory is that it was gifted to 
  Countess Báthory by Satan.
  What is known for sure is how it functions. 
  Filling the vessel with the blood of a female 
  virgin and then drinking from it imbues the im-
  biber with renewed youth. Unfortunately, the 
  benefit lasts for only one month, requiring it 
  to be used frequently to have any lasting effect. 
  A single adult victim provides enough blood to 
  fuel 50 transformations, assuming the blood is 
  consumed before it congeals.
  The chalice grants no special immunities 
  against injury, disease, or poison—it merely 
  reverses the aging process to a time when the 
  drinker was in the prime of their life. On the 
  plus side, except for being involved in murder 
  and the consuming of human blood, the arti-
  fact inflicts no specific weaknesses on those 
  who drink from it. (The Secret Flaw is gained 
  because the person has cheated the laws of 
  nature through consuming human blood.)
  Enhancements: Increased Duration: One 
  Month (+6 Enhancements), Remove Flaw: 
  Elderly (+2 Enhancements)
  Limitations: Flaw: Secret (–2 Enhance-
  ments)
  Cult of the Horned God
  “Be there a picnic for the devil,
  an orgy for the satyr,
  and a wedding for the bride.” 
  —Roman Payne, The Basement Trains
  The cult of the Horned God is ancient. 
  Statues of horned figures unearthed across 
  the world date back thousands of years, and 
  it is likely they have their true origins deep 
  in prehistory. The cult is alive and well across 
  Western and Northern Europe. Few branches 
  have any contact with their neighbors, and 
  each performs its own rites as it is wont.
  Until the arrival of the Reverend Roger Ain-
  ley (see below) some 30 years ago, the Horned 
  God was remembered in the rural farming vil-
  lage of Cerne’s Holt only as a trace memory in 
  the local folk dance.
  Held every year after the harvest had been 
  gathered, the men of the village don horned 
  headdresses and chase after the local maidens, 
  stealing a kiss if they catch one. Meanwhile, 
  one of the local girls is chosen to be the 
  Maiden. Bedecked in flowers, she sprinkles 
  red wine on the crops and houses for good 
  fortune. During the evening, the dancers, 
  accompanied by villagers carrying torches, 
  gather in the holt after which the village was 
  named, quote half-forgotten lines of worship 
  once spoken in earnest by their ancestors, and 
  then descend on the local pub (“The Horned 
  Man”) for drinks.
  Little did the locals suspect that their village 
  was not actually named after an Anglo-Saxon 
  of old, as had been believed for generations. 
  Cerne comes from the French for “dark circle.” 
  The holt where they perform the annual dance 
  is surrounded by a circle of short standing 
  stones and dark practices did, and once again 
  do, take place here.
  Following the research of the Reverend 
  Ainley, the villagers now attend church and 
  worship the Horned God in equal measure. 
  That they must sacrifice a maiden (defined by 
  them as the eldest virgin girl in the village at 
  the time of the ritual) in order to receive his 
  boon has become part of everyday life, and in 
  return they have prospered.
  Reverend Roger Ainley
  A student of anthropology, Ainley, suspect-
  ing the dance’s origins lay in the pagan past, 
  began researching its history. What he discov-
  
                 
  Leagues of Gothic Horror Expansion
  
  ered horrified and fascinated him in equal 
  measure.
  Long ago, the ancestors of Cerne’s Holt 
  inhabitants worshipped a horned pagan deity. 
  Each autumn, they summoned him in the holt. 
  In return for the sacrifice of a maiden, whom 
  he took to breed with, he blessed the villagers’ 
  crops and loins, ensuring both had a healthy 
  harvest the next year.
  Despite being a man of god, Ainley saw the 
  potential in the annual ritual. Piece by piece he 
  rebuilt the ancient summoning rite, picking away 
  the modern nonsense to find the truth beneath. 
  Twenty years ago, he invoked the true ritual for 
  the first time in many centuries, thus rekindling 
  worship of the Horned God in Cerne’s Holt.
  Since then, he has become the high priest 
  of the village-wide cult, even learning new ritu-
  als at the feet of the Horned God. He sees no 
  conflict in his twin faiths, nor does he flinch 
  at being the one to end the life of an innocent 
  maiden—one must die so that others prosper.
  Patron 2
  Archetype: Clergyman/Occultist; Motivation: 
  Preservation; Style: 2
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 2, Charisma 4, Intelligence 4, Will-
  power 3
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 7, Initiative 6, Defense 5, Stun 3, Health 
  8, Horror —
  Skills: Academics: Religion 6, Anthropology 
  5, Brawl 4, Bureaucracy 5, Con 5, Diplomacy 
  6, Empathy 6, Investigation 6, Linguistics 6, 
  Magic: Old Ways (Celtic) 8
  Talents: Inspire (Can grant nearby allies a +2 
  bonus as an attack action), Magical Aptitude 
  (Can cast rituals), Robust (+2 Health rating)*
  Resources: Contacts 1 (Church; +2 bonus), 
  Rank 1 (Cult of the Horned God; +2 Social 
  bonus), Status 1 (Vicar; +2 Social bonus)
  Rituals: Beast Speech, Spirit Binding, Sum-
  mon Horror
  Flaws: Cautious (+1 Style point whenever he or 
  his comrades suffer from his inability to make a 
  quick decision), Elderly (–2 penalty to any roll 
  where strength, speed, or endurance is a factor; 
  +1 Style point whenever his age slows him down 
  or she is taken advantage of because of it)
  Weapons: Punch 4N
  Typical Member
  The ordinary members of the cult are the 
  inhabitants of Cerne’s Holt. Aside from a few 
  craftsmen, such as a blacksmith and carpenter, 
  and the local doctor, most are simple farmers.
  Follower 1
  Archetype: Everyman; Motivation: Mystery; 
  Style: 0
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Horror —
  Skills: Athletics 4, Brawl 4, Melee, 4, Survival 4
  Talents: Robust (+2 Health rating)*
  Resources: Rank 1 (Cult of the Horned God; 
  +2 Social bonus)
  Flaws: Secret (+1 Style point whenever he is 
  confronted with the truth or goes out of his 
  way to protect the secret)
  Weapons: Punch 4N, Farming Implement 6L
  Skills: Every typical cultist has two points 
  left to assign. These should be based on their 
  occupation. For example, the local doctor 
  would have Medicine 4 and the local black-
  smith Craft: Blacksmith 4. Most are farmers or 
  farmers’ wives, and thus Skills like Craft: Farm-
  ing 4 and Craft: Cooking 4 are appropriate.
  * Thanks to the Horned God, the villagers 
  are exceptionally hale and hearty. This is 
  handled through the Robust Talent.
  Mortals
  Burgomeister
  Burgomeister literally means “master of 
  the town, borough, or fortress.” In English, it 
  is equivalent to a mayor. Whether he governs 
  alone or as part of a council, the burgomeister 
  is the community’s spokesperson. In smaller 
  settlements he may also be the chief justice.
  In period horror movies, burgomeisters 
  typically fall into one of three camps. The first 
  are tyrants, ruling through fear. Whether they 
  
                 
  Things That Go Bump in the Night
  
  are the villain of the story or merely there to 
  cause unrelated trouble for the globetrotters, 
  they share the tyrannical lords stats from 
  Leagues of Gothic Horror. 
  The second and third are both bumbling 
  fools—officious, proud of their position in 
  society, but ultimately of little help to the he-
  roes without being intimidated or cajoled into 
  meaningful action.
  One sort knows full well that the super-
  natural exists, but he is too scared to act. The 
  other scoffs at the notion of the supernatural, 
  believing such talk to be nonsense spread by 
  superstitious peasants. Both types are usually 
  full of bluster but are cowards at heart.
  Burgomeister
  Follower 1
  Archetype: Government Official; Motivation: 
  Duty; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Academics: Law 4, Bureaucracy 4, Di-
  plomacy 4, Intimidation 4, Linguistics 4
  Talents: None
  Resources: Status 1 (+2 Social bonus)
  Flaws: Coward (+1 Style point whenever 
  he gives up without a fight or abandons his 
  friends to save his own skin); Disbeliever (+1 
  Style point whenever he manages to find a 
  plausible, mundane explanation for a super-
  natural event or convinces someone else to 
  think his way)
  Weapons: Punch 0N
  Folklorist
  Whether or not he believes what he is 
  recording, a folklorist studies oral traditions 
  passed on from generation to generation. This 
  wealth of unwritten knowledge makes a folk-
  lorist as important as a library to globetrotters 
  engaged in investigating supernatural occur-
  rences.
  Folklorist
  Follower 1
  Archetype: Academic; Motivation: Truth; 
  Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Academics: History 4, Anthropology 4, 
  Diplomacy 4, Empathy 4, Linguistics 4
  Talents: None
  Resources: Fame 1 (Folklorist; +2 Social bo-
  nus)
  Flaws: Curious (+1 Style point whenever his 
  curiosity gets him or his friends into trouble)
  Weapons: Punch 0N
  Gypsies
  While Leagues of Gothic Horror provides 
  statistics for Gypsy fortune-tellers and Gypsies 
  ideal for use as Syzgany, it provides no infor-
  mation on other members of society, nor any 
  individuals. This section redresses that by pro-
  viding a range of sample characters whose as-
  sistance globetrotters might seek. Statistics for 
  Gypsy henchmen are given in Chapter Five.
  Animal Trainer
  Animals are an important part of Gypsy 
  life. Horses pull the wagons and bring in good 
  money due to their excellent breeding, dogs 
  aid in hunting and help protect the camp, and 
  dancing bears attract gadjee with money.
  While feeding and cleaning the beasts falls 
  to children, raising them and training them is 
  skilled work requiring plenty of patience and 
  an understanding of the animals’ nature.
  Animal Trainer
  Ally 1
  Archetype: Gypsy Everyman; Motivation: 
  Duty; Style: 1
  
  Leagues of Gothic Horror Expansion
  0
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2 (3), Intelligence 2, 
  Willpower 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Animal Handling 4, Athletics 4, Brawl 4, 
  Empathy 4, Ride 4
  Talents: Animal Affinity (+1 Charisma when 
  dealing with animals)
  Resources: None
  Flaws: Stubborn (+1 Style point whenever his 
  inflexibility causes him trouble, or he forces 
  others to go along with his idea)
  Weapons: Punch 4N
  Dancing Girl
  When entering a Gypsy camp, gadjee ac-
  customed to gypsies only in tales expect to see 
  a girl dancing around a fire, her skirts flow-
  ing freely, her hair whipping wildly, and her 
  bangles jingling in time with her movements. 
  It is a stereotypical but enduring image.
  Pretty gypsy girls do dance for strangers, 
  but only in return for money. This is as far as 
  the client-dancer relationship goes, though. 
  Any attempts to force unwanted affections on 
  the girl inevitably results in the male members 
  of the family (usually her brothers or cousins) 
  making their displeasure known.
  For those who know, the dancing girl’s 
  gyrations are more than physical movements 
  in time with music. Like song and music, they 
  tell a story and can manipulate emotions. A 
  fast, whirling dance increases the heart rate, 
  bringing on feelings of euphoria, while a slow, 
  languid style dampens the fire in men’s hearts 
  and give them pause for internal reflection.
  Dancing Girl
  Ally 1
  Archetype: Gypsy Artist; Motivation: Hope; 
  Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 1, Charisma 3, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 5
  Skills: Acrobatics 4 (Balance 5), Athletics 4, 
  Empathy 4, Performance 5 (Dancing 6)
  Talents: Captivate (Can temporarily entrance 
  opponents)
  Resources: None
  Flaws: Vain (+1 Style point whenever she 
  steals the spotlight or is forced to confront her 
  shortcomings)
  Weapons: Punch 0N
  Headman
  Whether he calls himself a king, chieftain, 
  or captain, he is the undisputed head of the 
  family. Wise enough to seek the counsel of 
  his elders yet strong enough to know his own 
  mind, the headman is responsible for ensuring 
  the welfare and safety of his kin.
  No matter what service they desire, gad-
  jee wishing to deal with any member of the 
  family must first seek the permission of the 
  chief. Naturally wary of gadjee, and while he 
  might trade trivial services for hard coin, his 
  trust cannot be bought with coin, but must be 
  earned through word or deed.
  Headman
  Ally 1
  Archetype: Gypsy Aristocrat; Motivation: 
  Honor; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Brawl 4, Diplomacy 4, Empathy 4, Ex-
  peditions 4, Survival 4
  Talents: None
  Resources: Status 1 (headman; +2 Social 
  bonus)
  Flaws: Distrustful (+1 Style point when-
  ever his distrustful nature prevents him from 
  achieving a major goal or causes him or his 
  friends trouble)
  Weapons: Punch 4N
  
                            
  Things That Go Bump in the Night
  1
  Healer
  Healers hold an uneasy position in Gypsy 
  society. On the one hand, they are highly 
  respected for their knowledge of medicinal 
  plants and medicine. It is they who tend to the 
  broken bones, cuts, and bruises of their family. 
  On the other hand, they must frequently touch 
  blood, which makes them impure.
  Healers put little faith in modern medicine. 
  For countless generations healers have passed 
  on knowledge of plants to their apprentices, 
  thus ensuring that a Gypsy is never far away 
  from a cure to most any ailment.
  Healer
  Ally 1
  Archetype: Gypsy Physician; Motivation: 
  Duty; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Craft: Pharmacology 4, Empathy 4, 
  Medicine 5 (First Aid 6), Survival 4 (Foraging 
  5)
  Talents: Herb Lore (Uses natural supplies for 
  medicine)
  Resources: None
  Flaws: Aloof (+1 Style point whenever her 
  business-like attitude causes her trouble)
  Weapons: Punch 0N
  Musician
  A Gypsy musician is more than a mere en-
  tertainer. He is the keeper of traditional songs 
  and music that have been passed down the 
  generations since the exile from Egypt and it is 
  his job to ensure they stay alive.
  Like the dancing girl, his music can pro-
  foundly affect the emotional state of his audi-
  ence, a trick he uses to bring the stories his 
  music tells to life.
  Despite the general negativity toward Gyp-
  sies as a whole, musicians are often sought 
  out by gadjee for their skill. In Romania, for 
  instance, having Gypsy musicians play at your 
  wedding brings luck and happiness.
  Musician
  Ally 1
  Archetype: Gypsy Artist; Motivation: Preser-
  vation; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 2, Will-
  power 1
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 3, Initiative 4, Defense 4, Stun 2, Health 
  3, Sanity 4
  Skills: Art: Music 4, Brawl 4, Empathy 4 (Emo-
  tions 5), Performance 5 (Musical Instrument 
  6), Streetwise 4
  Talents: Captivate (Can temporarily entrance 
  opponents)
  Resources: None
  Flaws: Gossip (+1 Style point whenever 
  he spreads gossip that inadvertently causes 
  trouble for himself or his friends)
  Weapons: Punch 4N
  Unique Heroes
  While they might have different methods 
  and motives to the globetrotters, the follow-
  ing characters can be introduced as potential 
  allies or patrons. As with the unique villains 
  presented earlier, on occasion we have taken 
  liberties by granting them more Resources 
  than their Level would otherwise dictate.
  Andrei the Bear
  Like his father and grandfather before him, 
  Andrei Cojocaru spent his formative years 
  learning how to tame and train bears. His 
  learning was with reluctance, for he much pre-
  ferred to wrestle with the ursines than teach 
  them to dance. 
  Fortunately for him, his parents saw a 
  way of making money from his sport. Rather 
  than force him into the family trade, they ac-
  tively encouraged him to grow stronger (albeit 
  
  Leagues of Gothic Horror Expansion
  
  through performing heavy chores, such as cut-
  ting firewood).
  Andrei is a Gypsy without an immediate 
  family—they were slain in a werewolf attack, 
  the same assault in which Andrei’s left arm was 
  torn off at the shoulder. The loss of his limb 
  pained him far less than the loss of his kin, and 
  Andrei swore he would avenge their deaths by 
  tracking down and slaughtering werewolves.
  Unable to settle in one place because of the 
  ancient curse on his people, Andrei continues 
  to roam the land. Although he has extended 
  family, he has chosen to live a life of isolation, 
  relying only on himself and his beloved bear, 
  Boris.
  Rather than hamper his career as an en-
  tertainer, a cover he maintains while hunting 
  down lycanthropes, his infirmity has made him 
  more famous. People come from far and wide, 
  and pay good money, to watch the one-armed 
  Gypsy wrestle a “ferocious” bear. Boris is, of 
  course, quite tame around Andrei, although he 
  puts on a good show of roaring at appropriate 
  times for the spectators.
  Boris may be domesticated in part, but the 
  heart of a wild animal beats in his chest. Suit-
  ably provoked, or when ordered by Andrei, he 
  is more than capable of killing someone.
  Indeed, Boris works alongside his master 
  and friend as a werewolf hunter—Andrei 
  used much of his wealth to have silver blades 
  designed to fit over Boris’ immense paws con-
  structed by a Gypsy silversmith.
  Andrei the Bear
  Ally 3
  Archetype: Gypsy Monster Hunter; Motiva-
  tion: Revenge; Style: 2
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 5, Charisma 2, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 8, Percep-
  tion 5, Initiative 5, Defense 6, Stun 3, Health 
  6, Sanity 5
  Skills: Acrobatics 6, Animal Handling 6 (Bears 
  7), Athletics 8, Brawl 8 (Punch 9), Intimidation 
  6, Survival 4
  Talents: Combat Aptitude (Exchange attack 
  and defense dice)
  Resources: Fame 1 (Popular bear wrestler; +2 
  Social bonus), Followers 2 (Boris the Bear). 
  Rank 1 (Golden Circle; +2 Social bonus)
  Flaws: One Arm (–2 penalty to rolls requiring 
  two hands; +1 Style point whenever he drops 
  something or makes a critical blunder because 
  of his missing arm)
  Weapons: Punch 9N, Spiked silver knuckles 
  10L
  Cecilia Munroe/Penny Dreadful
  The world knows Cecilia Munroe as a jour-
  nalist and author. Not any old journalist, mind 
  you, but one who can secure interviews with 
  the otherwise reclusive and aloof members of 
  the Masked Avengers (see Globetrotters’ Guide 
  to London). While many of her readers publicly 
  cry out against armed vigilantes roaming the 
  streets, secretly they admire the plucky men 
  and women who are keeping the streets safe 
  where the police fail. More than a small few 
  have fantasies about being a masked hero as a 
  means of escaping their hum-drum lives.
  What none of her readers realize is that 
  Cecilia is actually a Masked Avenger herself. 
  Clad in a leather mask, painted to resemble a 
  skull, in order to protect her true identity and 
  armed with a miniature crossbow and arming 
  sword, Cecilia stalks the night as her alter ego, 
  Penny Dreadful.
  Penny initially fought conventional vil-
  lains. After losing her crime-fighting partner, 
  Bulldog, to a supernaturally strong man who 
  seemed resistant to her bullets and blade, Pen-
  ny was invited to join the Vengeants’ Guild and 
  informed of her foe’s true nature—a vampire.
  Even if Cecilia were inclined to share the 
  truth, the public wouldn’t believe stories of 
  fights against supernatural terrors. To that 
  end, she has begun publishing Penny Dreadful 
  stories in the penny dreadful publications. 
  She tells her growing army of fans that 
  she greatly admires Penny both as a modern 
  woman and force for good, but wants to see, 
  figuratively speaking, how she would fare 
  against evils such as vampires and werewolves, 
  so she has used her imagination to dream up 
  outrageous stories.
  
  Things That Go Bump in the Night
  
  In the same way that superheroes with 
  secret identities are never recognized in their 
  alternate guise in modern comics, so Cecilia’s 
  Alternate Identity Talent protects her from rec-
  ognition in Leagues of Gothic Horror.
  Cecilia Munroe/Penny Dreadful
  Patron 2
  Archetype: Reporter/Adventurer; Motivation: 
  Fame; Style: 2
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 3, Charisma 3, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 6, Initiative 8, Defense 6, Stun 3, Health 
  6, Sanity 6
  Skills: Acrobatics 5, Archery 5, Art 5, Athletics 
  5, Brawl 5, Empathy 5, Intimidation 4, Melee 5, 
  Performance 4, Stealth 5, Streetwise 5
  Talents: Alternate Identity, Flurry (Can attack 
  same opponent twice at –2 penalty), Quick 
  Reflexes (+2 Initiative rating)
  Resources (Cecilia): Fame (Journalist; +2 So-
  cial bonus), Rank 1 (University Club for Ladies; 
  +2 Social bonus)
  Resources (Penny): Fame 1 (Vigilante; +2 
  Social bonus), Rank 1 (Masked Avengers; +2 
  Social bonus), Rank 1 (Vengeants’ Guild; +2 
  Social bonus)
  Flaws: Impulsive (+1 Style point whenever 
  her impulsiveness gets her or her companions 
  into serious trouble)
  Weapons: Punch 5N, Miniature crossbow 8L, 
  Arming sword 8L
  Father Andrew
  Born and raised in Eastern Europe, Andrew 
  was brought up on a rich folklore involving 
  werewolves, witches, and vampires. Until he 
  took up residence in a small, remote mon-
  astery he believed them to exist only in the 
  minds of men.
  Over the years, the father and his small band 
  of monks have aided many globetrotters intent 
  on hunting supernatural threats. Hunters are 
  welcome to stay at the monastery, where warm 
  beds and hot food are provided free of charge, 
  but only so long as they refrain from sin, and do 
  not invite danger down on the community. 
  None of the clergymen are warriors by 
  nature, though Father Andrew is prepared to 
  put aside his fears and ride to the help of those 
  in need of rescue. It is something he would 
  rather not do, but as a man of God he could 
  not live with himself if he sat back and allowed 
  innocents to be ripped apart or drained of 
  blood by Satan’s minions.
  Rather than use a rifle, Father Andrew pre-
  fers a crossbow firing silver-tipped quarrels, 
  claiming it is good against both vampires and 
  werewolves.
  Father Andrew
  Patron 2
  Archetype: Clergyman; Motivation: Charity; 
  Style: 2
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 3, Charisma 3, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 6, Initiative 6, Defense 6, Stun 3, Health 
  6, Sanity 6
  Skills: Academics: Occult 5, Academics: Re-
  ligion 5, Archery 5, Athletics 4, Bureaucracy 
  5, Diplomacy 6, Empathy 5, Investigation 4, 
  Linguistics 4, Medicine 4, Ride 4
  Talents: Herb Lore (Always treated as having 
  medicines), Inspire (Can provide +2 bonus to 
  nearby allies as an attack action), Long Shot 
  (Doubles weapon ranges)
  Resources: Status 1 (Abbot; +2 Social bonus)
  Flaws: Code of Conduct (+1 Style point when-
  ever he convinces others to follow his code or 
  when his code makes something much more 
  difficult than might otherwise be necessary)
  Weapons: Punch 0N, Crossbow 8L
  George Merryweather
  George Merryweather has a strong desire 
  that people should always know the truth. It 
  was partly that drive that led him to become a 
  reporter. The other condition was his amnesia 
  surrounding an incident in his early life.
  Daring each other on, Merryweather and 
  
  Leagues of Gothic Horror Expansion
  
  three friends agreed to spend the night in the 
  old Hartley Residence, an abandoned house 
  on the edge of town widely regarded as being 
  haunted. Some folks said the ghost was that of 
  Old Man Hartley, a miser in life, who refused 
  to pass over and leave his collection of art be-
  hind. Others said the spirit was that of a child 
  murderer who lived in the house long before. 
  Merryweather awoke in hospital with no 
  memory of what occurred that fateful night. 
  The last thing he remembered was hearing a 
  clock strike midnight. He couldn’t explain why 
  one of his friends was dead, one missing, and 
  one driven irrevocably insane.
  The reporter suspects whatever happened 
  involved a supernatural presence and that the 
  truth lies with an otherworldly entity. Using 
  weird science artifacts, Merryweather regularly 
  attempts to make contact with apparitions in 
  the hope that one of them might be able to 
  shed some light into the dark recesses of his 
  memory. 
  Merryweather has made a sideline pub-
  lishing the life stories of benevolent ghosts, 
  although only hack newspapers with poor rep-
  utations are inclined to print them, and even 
  then they choose only the most sensational.
  George Merryweather
  Patron 1
  Archetype: Reporter; Motivation: Truth; 
  Style: 1
  Primary Attributes: Body 2, Dexterity 3, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 5, Initiative 6, Defense 5, Stun 2, Health 
  4, Sanity 5
  Skills: Academics: Occult 5, Art: Writing 5, 
  Bureaucracy 6, Diplomacy 5, Investigation 6, 
  Streetwise 6
  Talents: None
  Resources: Artifact 1 (Etheric Typewriter), 
  Artifact 1 (Etheric Voice Recorder), Rank 1 
  (Circle of Mediums; +2 Social bonus)
  Flaws: Amnesia (+1 Style point whenever he 
  suffers a traumatic flashback, or when some-
  thing from his past comes back to haunt him)
  Weapons: Punch 0N
  Madame Marusca
  Madame Marusca is old. Very old. There 
  are grandmothers alive today who heard their 
  grandmothers speak in awe of the mysteri-
  ous matriarch back when they were young 
  children. Whether these stories are true or 
  not, Marusca certainly looks elderly. Her skin 
  is weathered and heavily wrinkled, her hair is 
  bone white, her hands are gnarled into claws 
  with arthritis. Her brown eyes, though, are full 
  of youth and vigor. Stare too deeply, however, 
  and one begins to understand the true age of 
  Madame Marusca, for they are eyes that have 
  witnessed many lifetimes.
  Her age has not affected her health, though 
  she avoids strenuous activities. Her grip, while 
  not superhuman, is strong for an old woman 
  with matchstick-tin arms.
  Among the Gypsies, the name of Madame 
  Marusca is legendary both for her great age 
  and her supernatural gifts. She can read the 
  future through almost any means, invoke ritu-
  als, and cast the evil eye. Many globetrotters 
  with an interest in the occult have heard her 
  name whispered reverently, but few have ever 
  had an audience. To the rest of the world she 
  is virtually unknown.
  Despite her many powers, Madame Mar-
  usca does not sell her services like a sideshow 
  charlatan. Attempts to track down her brightly 
  painted vardo inevitably end in failure. Only 
  gadjee to whom she has sent an invitation are 
  permitted into her presence, and even then 
  always at a time and place of her choosing.
  For her chosen guests she may reveal the 
  future or create a fetish to aid them in their 
  cause. She charges nothing for either service, 
  though she graciously accepts gifts freely of-
  fered in return. On rare occasions she asks 
  a favor of her visitors, permitting one to be 
  asked in return at a future date. This is never 
  done lightly, and it is considered a great honor. 
  Marusca never reveals why she has granted 
  globetrotters an audience, nor why she has 
  chosen to aid them. They must be content that 
  she has chosen to do so.
  Those who have attended her leave unsure 
  whether she is extremely wise or insane. Cer-
  tainly she knows a great many things man was 
  
  Things That Go Bump in the Night
  
  not meant to know, and yet she cackles wildly 
  for no reason and holds conversations with 
  invisible entities even the Spirit Sense ritual 
  cannot detect. Perhaps it is all an act, or per-
  haps dabbling so deep in the arcane arts has 
  left its mark.
  Madame Marusca
  Patron 3
  Archetype: Gypsy Occultist; Motivation: Mys-
  tery; Style: 3
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 3, Charisma 4, Intelligence 4, Will-
  power 5
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 9, Initiative 6, Defense 5, Stun 3, Health 
  8, Sanity 9
  Skills: Academics 8, Con 7, Diplomacy 6, Em-
  pathy 6, Intimidation 6, Investigation 9, Magic: 
  Ceremonial 10
  Talents: Evil Eye (Can cast Lesser Hex ritual), 
  Fortune-Telling (Can discern the future once 
  per session), Magical Aptitude (Can cast 
  rituals), Well-Educated (Academics is a general 
  Skill)
  Resources: Contacts 1 (Gypsies; +2 bonus)*, 
  Rank 3 (Golden Circle; +4 Social bonus), 
  Refuge: Size 0 (vardo), Refuge: Security 5 (–8 
  penalty), Status 1 (Respected elder; +2 Social 
  bonus)
  Rituals: Arcane Shield, Arcane Ward, Channel 
  Dead, Control Animal, Empower, Fear, Heal-
  ing, Spirit Binding, Spirit Sense
  Flaws: Elderly (–2 penalty to any roll where 
  strength, speed, or endurance is a factor; +1 
  Style point whenever her age slows her down 
  or she is taken advantage of because of it), 
  Inscrutable (+1 Style point whenever she is 
  misunderstood or her mysterious motives 
  cause trouble)
  Weapons: Punch 0N
  * Bonus Resource from her Rank
  Selby Worthington III
  Selby Worthing III believes in the super-
  natural. He grew up in a house infested with 
  a poltergeist and his maternal grandmother, 
  who came from the “old country,” terrified him 
  with stories of werewolves and vampires when 
  he was a young boy.
  An astute American businessman, and one 
  who just happens to be extremely rich, Selby 
  has a dream. While others might be content 
  to host circuses and sideshows featuring wolf 
  boys, bearded ladies, and other assorted freaks, 
  Selby wants to exhibit real monsters. This, he 
  believes, will ensure his name is remembered 
  for all eternity. He’ll happily invest masses of 
  money in expeditions, but he wants live speci-
  mens returned, not bullet-riddled corpses.
  Worthington is a hard man to move, both 
  physically and mentally. He has frequently de-
  scribed himself as “built like an ox and stubborn 
  as a mule.” Dealing with the businessman can 
  be difficult. Not only does he know his mind, 
  but he’s not afraid to speak it—caring little for 
  who gets offended by his opinions. Nothing 
  gets done, he says, by pussy-footing around
  The businessman has developed a wide 
  network of contacts among members of the oc-
  cult community. They are scholars rather than 
  hunters, though. Sooner or later, experienced 
  monster hunters and paranormal investigators 
  will come to his attention. He will then invite 
  them to his British mansion and offer them a 
  lot of money to capture suitable specimens.
  Globetrotters working for him can take 
  advantage of his many contacts in their investi-
  gations and if they need weird science artifacts 
  he can either put them in touch with inventors 
  or put in a good word for them with the tech-
  nologically-minded Leagues.
  Worthington is, as his scheme suggests, 
  something of a crackpot. Not only is the world 
  not ready to accept the existence of truly super-
  natural monsters, but the dangers inherent in 
  attempting to contain such frightful creatures 
  has never crossed his mind. Worthington has 
  a plan and nothing is going to get in his way, 
  especially trivial details that can be sorted out 
  at a later date.
  Worthington can thus serve as a villain of 
  sorts or an ally to the globetrotters. In the 
  former instance, the heroes may find their 
  attempts to destroy monsters hampered by 
  hunters trying to take them alive (so to speak) 
  for the eccentric American.
  
  Leagues of Gothic Horror Expansion
  
  Selby Worthington III
  Patron 2
  Archetype: Businessman; Motivation: Glory; 
  Style: 2
  Primary Attributes: Body 4, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 4
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 7, Initiative 5, Defense 6, Stun 4, Health 
  8, Sanity 7
  Skills: Athletics 4, Bureaucracy 6, Con 6, Di-
  plomacy 6, Firearms 5, Intimidation 6, Perfor-
  mance 4, Ride 4
  Talents: None
  Resources: Contacts 3 (Occult; +4 bonus), 
  Contacts 1 (Weird scientists; +2 bonus)*, Rank 
  1 (Circle of Mediums; +2 Social bonus), Status 
  1 (Businessman; +2 Social bonus)
  Flaws: Boorish (+1 Style point whenever his 
  lack of manners leads to rejection in a social 
  situation), Stubborn (+1 Style point when his 
  inflexibility causes trouble or he forces others 
  to go along with his ideas)
  Weapons: Punch 0N. Light revolver 7L
  * Has a bonus Resource from his Contacts left 
  for the Gamemaster to assign
  Zargo
  Not every investigator of the supernatural 
  is a dour hunter, accomplished magician, or 
  visionary psychic, and there is room for light-
  heartedness in most every Leagues of Gothic 
  Horror campaign. Zargo is designed to pro-
  vide comic relief and set the globetrotters off 
  on wild goose chases or accidentally hamper 
  their investigations.
  Zargo, real name Thomas Whittle, is a psy-
  chic sensitive and paranormal investigator. At 
  least, he is in his mind. He isn’t insane, but he 
  is most definitely deluded. The complete op-
  posite of a skeptic, Zargo sees the supernatural 
  everywhere. Knocking pipe, sudden gusts of 
  wind, a drop in temperature, a dog barking for 
  no obvious reason—all are firm evidence that 
  an apparition is present.
  His delusion began in his teens. He had 
  always had an interest in mediumship, but 
  events took a turn when two elderly aunts 
  humored the boy by agreeing to take part in 
  a seance. Their fake knocking, intended to be 
  a spot of harmless fun, convinced the sensitive 
  youth he could truly communicate with spirits. 
  With this fixed firmly in his mind, he began 
  sensing spirits where none existed. That no 
  spirits have ever openly communicated with 
  him has not really entered his mind.
  Under the impression that no one would 
  take a medium called Thomas from a rural 
  county seriously, he adopted the name Zargo 
  and the persona of what he thinks is an enig-
  matic foreigner, simply because he thought it 
  sounded “mystical and mysterious.”
  Zargo is a fraud, but he truly believes that 
  he is gifted with second sight and never sets 
  out to deliberately deceive anyone. Zargo, who 
  nearly always refers to himself in the third-
  person, is quick to dismiss disbelievers. His 
  standard response is, “Are you Zargo? No! I am 
  Zargo, and Zargo knows the ways of spirits.”
  Zargo speaks with a fake Eastern European 
  accent and is prone to elaborating his speech 
  with extravagant gestures.
  Zargo
  Patron 1
  Archetype: Mystic; Motivation: Duty; Style: 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 4, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 5, Initiative 5, Defense 4, Stun 2, Health 
  4, Sanity 6
  Skills: Academics: Occult 6, Con 8*, Empathy 
  6, Investigation 6, Linguistics 5
  Talents: None
  Resources: Rank 1 (Circle of Mediums; +2 
  Social bonus)
  Flaws: Delusion (+1 Style point whenever his 
  delusions cause trouble or he convinces some-
  one else to believe in them)
  Weapons: Punch 0N
  * Zargo’s Con does not represent an overt 
  attempt to lie, trick, or mislead. A fervent 
  believer in his “gifts,” it represents his ability 
  to convince others of what he fervently deems 
  to be true.
  
                                                                         
  Sample Henchmen
  le Henchmen
  Burgomeister
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, 
  Strength 1, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 4, Initiative 3, Defense 2, Stun 1, Health 
  3, Sanity 4
  Skills: Bureaucracy 5, Diplomacy 4
  Talents/Resources: None
  Flaws: Dominant (+1 Style point whenever 
  his need to dominate others brings unneces-
  sary strife)
  Weapons: Punch 0N
  Dealer in Arcane Books
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, Strength 
  1, Charisma 2, Intelligence 3, Willpower 1
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 4, Initiative 4, Defense 2, Stun 1, Health 
  2, Sanity 3
  Skills: Academics: Literature 4, Academics: 
  Occult 4, Diplomacy 3, Investigation 4, Lin-
  guistics 4
  Talents/Resources: None
  Flaws: Animal Antipathy +1 Style point when-
  ever he suffers a setback due to an uncoopera-
  tive animal)
  Weapons: Punch 0N
  Dowser
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Athletics 4, Empathy 6, Expeditions 4
  Talents: Dowser (Can dowse for objects)
  Resources: None
  Flaws: Stubborn (+1 Style point whenever her 
  inflexibility causes her trouble or she forces 
  others to go along with her idea)
  Weapons: Punch 0N
  Exorcist
  Follower 1
  Primary Attributes: Body 2, Dexterity 1, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 5, Initiative 3, Defense 3, Stun 2, Health 
  5, Sanity 3
  Skills: Academics: Occult 4, Academics: Reli-
  gion 4, Intimidation 4, Investigation 4, Linguis-
  tics 4
  Talents: Exorcist (Can cast Banish ritual using 
  Willpower x 2)
  Resources: None
  Flaws: Highly Strung (–2 Sanity; +1 Style 
  point each time he loses one or more points 
  of Sanity)
  Weapons: Punch 0N
                                    
  
  Chapter the Fifth: 
  Sample Characters
  
  Fake Medium
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, 
  Strength 1, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 4, Initiative 3, Defense 2, Stun 1, Health 
  3, Sanity 4
  Skills: Con 4 (Tricks 5), Empathy 4 (Emotions 
  5)
  Talents/Resources: None
  Flaws: Liar (+1 Style point whenever his dis-
  honesty causes trouble or his lies catch up with 
  him)
  Weapons: Punch 0N
  Gravedigger/Graverobber
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 1
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 2, Initiative 3, Defense 4, Stun 2, Health 
  3, Sanity 2
  Skills: Athletics 4 (Digging 5), Melee 4 (Dig-
  ging Equipment 5)
  Talents/Resources: None
  Flaws: Repulsive: Odd Smell (+1 Style point 
  when his repulsiveness causes problems in 
  social situations)
  Weapons: Punch 0N, Shovel 7L
  Gypsy Animal Trainer
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, 
  Strength 2, Charisma 2, Intelligence 1, Will-
  power 1
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 2, Initiative 2, Defense 3, Stun 2, Health 
  3, Sanity 3
  Skills: Animal Handling 4 (Pick one 5), Intimi-
  dation 4 (Staredown 5)
  Talents/Resources: None
  Flaws: Aloof (–2 to rolls to establish a rapport; 
  +1 Style point whenever his business-like at-
  titude causes him trouble)
  Weapons: Punch 0N
  Gypsy Bear Wrestler
  Follower 0
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 1, Intelligence 1, Will-
  power 1
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 2, Initiative 3, Defense 4, Stun 2, Health 
  3, Sanity 2
  Skills: Brawl 4 (Grappling 5), Intimidation 3 
  (Staredown 4)
  Talents/Resources: None
  Flaws: Braggart (+1 Style point whenever his 
  boasting gets him in over his head or causes 
  difficulties for him and his friends)
  Weapons: Punch 0N
  Gypsy Dancing Girl
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, 
  Strength 1, Charisma 3, Intelligence 1, Will-
  power 1
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 2, Initiative 3, Defense 3, Stun 1, Health 
  2, Sanity 4
  Skills: Con 5 (Seduce 6), Performance 5 
  (Dancing 6)
  Talents/Resources: None
  Flaws: Impulsive (+1 Style point whenever 
  her impulsiveness gets her or her companions 
  into serious trouble)
  Weapons: Punch 0N
  Gypsy Healer
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Con 4, Craft: Pharmacology 5, Empathy 
  4, Medicine 5
  Talents: Herb Lore (Always considered to have 
  supplies when making Medicine rolls)
  Resources: None
  Flaws: Elderly (–2 penalty to any roll where 
  strength, speed, or endurance is a factor; +1 
  Leagues of Gothic Horror Expansion
  
  
  Sample Characters
  
  Style point whenever her age slows her down 
  or she is taken advantage of because of it)
  Weapons: Punch 0N
  Gypsy Horse Dealer
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, 
  Strength 1, Charisma 2, Intelligence 1, Will-
  power 2
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 3, Initiative 3, Defense 3, Stun 1, Health 
  3, Sanity 4
  Skills: Con 4 (Fast Talk 5), Ride 4 (Horses 5)
  Talents/Resources: None
  Flaws: Liar (+1 Style point whenever his dis-
  honesty causes trouble or his lies catch up with 
  him)
  Weapons: Punch 0N
  Gypsy Metalworker
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, 
  Strength 2, Charisma 1, Intelligence 2, Will-
  power 1
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 3, Initiative 3, Defense 3, Stun 2, Health 
  3, Sanity 2
  Skills: Craft: Blacksmith 4 (Farrier 5), Melee 
  4 (Clubs 5)
  Talents/Resources: None
  Flaws: Distrustful (+1 Style point when-
  ever his distrustful nature prevents him from 
  achieving a major goal or causes him or his 
  friends trouble)
  Weapons: Punch 0N, Hammer 6N
  Gypsy Musician
  Follower 0
  Primary Attributes: Body 1, Dexterity 2, 
  Strength 1, Charisma 2, Intelligence 2, Will-
  power 1
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 3, Initiative 4, Defense 3, Stun 1, Health 
  2, Sanity 3
  Skills: Art: Music 4 (Traditional Gypsy Music 
  5), Performance 4 (Musical Instrument 5)
  Talents/Resources: None
  Flaws: Vain (+1 Style point whenever he steals 
  the limelight or is forced to confront his short-
  comings)
  Weapons: Punch 0N
  Gypsy Storyteller
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, 
  Strength 1, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 4, Initiative 3, Defense 2, Stun 1, Health 
  3, Sanity 4
  Skills: Empathy 4 (Emotions 5), Performance 
  4 (Storytelling 5)
  Talents/Resources: None
  Flaws: Lovelorn (+1 Style point whenever his 
  affections are rejected or he suffers hardship in 
  the name of love)
  Weapons: Punch 0N
  Haunted Young Ward
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, 
  Strength 1, Charisma 3, Intelligence 2, Will-
  power 1
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 3, Initiative 3, Defense 2, Stun 1, Health 
  2, Sanity 4
  Skills: Art: Writing 4, Diplomacy 4, Perfor-
  mance 5
  Talents/Resources: None
  Flaws: Weirdness Magnet (+1 Style when she 
  ends up in supernatural events through no 
  fault of her own)
  Weapons: Punch 0N
  Highly Strung Ghost-Slayer
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 2
  Skills: Academics: Occult 4 (Apparitions 5), Em-
  pathy 4, Firearms 5 (Pistols 6), Investigation 4
  
  Leagues of Gothic Horror Expansion
  0
  Talents: None
  Resources: Artifact 0 (Ecto-Plasmic Bullets), 
  Artifact 0 (Etheric Paint Cartridges)
  Flaws: Highly Strung (+1 Style point each time 
  he loses one or more points of Sanity)
  Weapons: Punch 0N, Heavy revolver 9L, Shot-
  gun (paint cartridges)
  Reformed Szgany
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Brawl 4, Firearms 4, Intimidation 4, 
  Melee 4, Ride 4
  Talents: Callous Rider (Can force his mount 
  to exert itself)
  Resources: None
  Flaws: Bad Reputation (+1 Style point when-
  ever his bad reputation causes problems)
  Weapons: Punch 4N, Rifle 7L, Saber 7L
  Student of Folklore
  Follower 0
  Primary Attributes: Body 1, Dexterity 1, 
  Strength 1, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 2, Percep-
  tion 4, Initiative 3, Defense 2, Stun 1, Health 
  3, Sanity 4
  Skills: Academics: Occult 4, Anthropology 3, 
  Investigation 4
  Talents/Resources: None
  Flaws: Disbeliever (+1 Style point whenever 
  she finds a plausible, mundane explanation for 
  a supernatural event)
  Weapons: Punch 0N
  Veteran Deformed Lab Assistant
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 4, Initiative 4, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Craft: Pick one 4, Craft: Pick another 
  one: 4, Investigation 4, Science: Pick one 4, 
  Science: Pick another one 4
  Talents: Skilled Assistant (Provides +2 team-
  work bonus with any Skill in which he has one 
  or more Levels)
  Resources: None
  Flaws: Disfigured (–2 penalty on rolls where 
  appearance is a factor; +1 Style point when-
  ever he is rejected because of his appearance)
  Weapons: Punch 0N
  Witch Doctor (Magical)
  Follower 1
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 1, Charisma 2, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 5, Initiative 5, Defense 4, Stun 2, Health 
  4, Sanity 4
  Skills: Academics: Religion 4, Craft: Pharma-
  cology 4, Empathy 4, Magic: Animism 6, Medi-
  cine 5, Performance 4
  Talents: Magical Aptitude (Can cast rituals)
  Resources: None
  Rituals: Beast Speech, Empower, Healing, 
  Lesser Hex
  Flaws: Superstitious (+1 Style point whenever 
  one of his eccentricities cause him trouble or 
  his beliefs turns out to be true)
  Weapons: Punch 0N
  Woodcutter
  Follower 0
  Primary Attributes: Body 2, Dexterity 1, 
  Strength 2, Charisma 1, Intelligence 2, Will-
  power 1
  Secondary Attributes: Size 0, Move 3, Percep-
  tion 3, Initiative 3, Defense 3, Stun 2, Health 
  3, Sanity 2
  Skills: Melee 4 (Axes 5), Survival 4 (Shelter 5)
  Talents/Resources: None
  Flaws: Boorish (+1 Style point whenever his 
  lack of manners leads to rejection in a social 
  situation)
  Weapons: Punch 0N, Two-handed axe 8L
  
  Cursed Clergyman
  “The statue is Roman, but with the 
  influence of another, less wholesome 
  culture.”
  Archetype: Clergyman; Motivation: Redemp-
  tion; Style: 3
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 5, Initiative 4, Defense 5, Stun 3, Health 
  5, Sanity 5
  Skills: Academics: Religion 6, Anthropology 
  5, Art: Sculpture 5, Diplomacy 6, Empathy 6, 
  Firearms 4, Linguistics 5
  Talents: Lucky (+2 bonus to any one roll per 
  game session)
  Resources: Followers 0 (Alienist), Rank 0 (So-
  ciety of Antiquarians; +1 Social bonus), Status 
  1 (Vicar; +2 Social bonus)
  Flaws: Fainthearted (–2 penalty whenever he 
  must make a Horror check; +1 Style point 
  each time he must make a Horror check)
  Weapons: Punch 0N, Light revolver 6L
  Character Background
  As a boy, I enjoyed spending time with my 
  spinster aunt. My father would have nothing to 
  do with his older and only sister, considering 
  her an odd bird, and I was the only contact she 
  maintained with the outside world.
  In her old age she was a recluse, though 
  from the stories she told I learned that she 
  had traveled widely in her youth. She was an 
  avid collector of what one might call tribal art, 
  and it was this that influenced me to take up 
  sculpture as a hobby in later life.
  Over the years, she grew frailer and seem-
  ingly more worried, but it was not until after 
  I had taken my holy vows that she finally 
  confided in me. She had once visited a remote 
  Pacific island where, in the ruins of a temple of 
  unknown origin, she found a statuette carved 
  from a curious green stone. I was immediately 
  repelled when she showed me the artifact, for 
  it was an repulsive thing, being part-human 
  and part-octopus, and in proportions that 
  were flattering to neither.
  She knew not what deity it represented and 
  she forbade me to inspect it with my hands. 
  Indeed, she was most vehement that I never 
  touch it. She asked that I, a humble vicar, re-
  turn it to the temple, saying that her salvation 
  required it. She placed the object in a box and 
  charged it to my possession.
  I was soon given a parish of my own some 
  distance away. My work cast aside notions of 
  strange deities and my elderly aunt until, some 
  years later, I received a telegram urging me 
  to attend her with all haste. On my arrival my 
  aunt, now bed-ridden from old age, was close 
  to hysterical, demanding to know why I had 
  not obeyed the one demand she had ever made 
  of me. We were both tired and I promised to 
  converse further in the morning.
  That night, a terrible storm swept across 
  the region. I checked on my aunt at a late hour, 
  only to discover her window smashed and her 
  bed empty. I searched for hours, but there 
  was no sign. The police were duly called, but 
  they too drew a blank. All agreed that my aunt, 
  confused in her old age, had wandered off in 
  the night and, tragically, fallen into the sea. It 
  was only later I recalled the window had been 
  broken inward!
  I was the sole heir of her estate, yet it was 
  the statuette that interested me most. The fol-
  lowing morning, I made the mistake of holding 
  it in my hands. My dreams have been troubled 
  ever since with visions of the octopus deity and 
  a city that defies logic. In my slumber it calls to 
  me, beckoning me to attend it in person. God 
  help me!
  Roleplaying
  You are a man of God, but you have come 
  to believe that there are things over which the 
  Lord has no influence. Your dreams are haunt-
  ed both by your failure to fulfil your aunt’s last 
  wishes and the visions that now bring nightly 
  terror. Though you are not one for adventure, 
  you know you must rid yourself of the statue 
  before your sanity fails.
                                    
  Sample Characters
  1
  
  Leagues of Gothic Horror Expansion
  
  Folklorist
  orist
  “Whether or not I believe the story is 
  irrelevant—they believe it is true, and 
  that is all that matters.”
  Archetype: Academic; Motivation: Preserva-
  tion; Style: 3
  Primary Attributes: Body 3, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 5, Initiative 5, Defense 5, Stun 3, Health 
  5, Sanity 5
  Skills: Academics: Occult 5, Anthropology 5, 
  Athletics 4, Brawl 4, Diplomacy 5, Empathy 5, 
  Investigation 5, Linguistics 4
  Talents: Total Recall (Never forgets anything)
  Resources: Fame 1 (Folklorist; +2 Social bo-
  nus), Follower 0 (Expedition Planner), Rank 0 
  (Society of Antiquarians; +1 Social bonus)
  Flaws: Boring (+1 Style point whenever 
  his boring persona causes him or his allies 
  trouble)
  Weapons: Punch 4N
  Character Background
  I am a folklorist. That means I study knowl-
  edge and practises primarily passed on through 
  oral communication. In essence, I interview 
  people with regard to tales passed down by 
  their grandparents, who in turn heard the same 
  story from their grandparents, and so on.
  As a rule, folk tales can be classified in one 
  of three categories. The first concerns educa-
  tion. Many stories hold a deeper meaning, and 
  thus serve as a way of passing on information 
  concerning the appropriate culture. Such tradi-
  tions are not unique to our culture—from the 
  loftiest civilization down to the most primitive 
  tribe, every society has produced folklore.
  Have you noticed that there are a wealth 
  of tales that involve creatures, often of a su-
  pernatural ilk, that drag unlucky victims into 
  water? It is most likely that these were created 
  initially as warnings to keep children away from 
  lakes or rivers, lest they fall in and drown. Over 
  the centuries, this element has been lost, with 
  the ghost or creature becoming the focus.
  The second type are corrupted recordings 
  of historical events. Often there is a grain of 
  truth, albeit one that has become distorted 
  over time. Many legends concerning King Ar-
  thur, for example, may well relate to a specific 
  warlord or tribal leader from olden times. As 
  real names are forgotten by subsequent gen-
  erations, so more famous heroes take their 
  place and thus a new myth is woven around 
  actual facts and figures.
  The third category serve as a means to 
  explain objects and events from antiquity. 
  For instance, many prehistoric tombs are de-
  scribed as being the graves or tables of giants. 
  Likewise, may hills are said to be clods of 
  earth thrown by the Devil while trying to hit a 
  church or dig a ditch, the latter actually being a 
  prehistoric earthwork excavated by the hands 
  of mortal men.
  My aim is to record as many folk stories as I 
  can and, through diligent research, unlock the 
  deeper meaning behind him. Since folk stories 
  are prone to corruption across time, my work 
  will also ensure that there is a baseline for 
  future scholars, who might compare the story 
  told in their time to how it was told in ours. 
  Thus, future generations can see how folk tales 
  evolve.
  I see we still have plenty of time until the 
  train reaches the station. Allow me to provide 
  examples of folklore and its likely interpreta-
  tion.
  Roleplaying
  In this modern age, folklore that has been 
  passed down orally for generations is in dan-
  ger of being forgotten, cast aside as a product 
  of earlier, less enlightened, generations. You 
  believe that all knowledge should be recorded 
  for posterity, no matter how fanciful it might 
  appear at face value.
  Folklore is a great passion of yours, and you 
  could discuss stories and their possible interpre-
  tations from dawn until dusk. Alas, not everybody 
  shares your keen interest, though that does not 
  stop you from trying to educate them.
                   
  
  Sample Characters
  
  Fortune-Teller
  “Of course I will read your fortune if 
  you cross my palm with silver. But are 
  you prepared for what may be revealed? 
  Once the future is known, it can never be 
  unlearned.”
  Archetype: Gypsy Occultist; Motivation: Hope; 
  Style: 3
  Primary Attributes: Body 2, Dexterity 2, 
  Strength 2, Charisma 3, Intelligence 3, Will-
  power 3
  Secondary Attributes: Size 0, Move 4, Percep-
  tion 6, Initiative 5, Defense 4, Stun 2, Health 
  5, Sanity 6
  Skills: Academics: Occult  5, Brawl 4, Con 5, 
  Empathy 5 (Body Language 6), Investigation 6 
  (Enigmas 7), Larceny 4, Performance 4, Melee 4
  Talents: Fortune-Telling (Can read the future 
  once per session)
  Resources: Artifact 0: Tarot deck (+2 Inves-
  tigation: Enigmas bonus when using Fortune-
  Telling), Follower 0 (Gypsy bear wrestler), 
  Rank 1 (The Ghost Club; +2 Social bonus)
  Flaws: Weirdness Magnet (+1 Style point 
  whenever she ends up involved in supernatu-
  ral events through no fault of her own)
  Weapons: Punch 4N, Melee 5L
  Character Background
  All gypsy girls know how to dance—it is 
  said we are born dancing. I could dance for 
  you if that is what you truly wish, but would 
  you rather not peer beyond the veil of the 
  present and learn what the future holds in 
  store for you? Come into my caravan and we 
  shall see what the Tarot has to say.
  No, not every gypsy woman can read the 
  future. It is a gift, and a curse, passed down 
  only through the female line in my tribe, but it 
  skips generations. I learned my art at the feet of 
  my grandmother, and in time, and with God’s 
  blessing, I will pass on my accumulated wisdom 
  to one of my granddaughters. That is the way it 
  has always been and the way it will always be.
  Just because I can see the future it does not 
  mean I am willing to impart that knowledge to 
  all who ask. Sometimes it is best to let things un-
  ravel without prior warning of what lies ahead. 
  After all, we must all die at some point, but 
  surely it is better not to know when in advance? 
  One with such knowledge would invariably 
  waste what time remains worrying over things 
  that cannot be changed. There sometimes is 
  truth in the saying that ignorance is bliss.
  Anyway, most patrons who cross my palm 
  with silver seek only the most trivial of infor-
  mation, questions we gypsies have heard a 
  hundred times before. Will I marry well? Will 
  I have many children? Will I live to a ripe old 
  age?  Life is full of possibilities, and yet this is all 
  they desire to know! Such things are ultimately 
  irrelevant in the grand scheme of things, and 
  only rarely is such information revealed to me 
  with any accuracy. So yes, I tell them what they 
  want to hear. So long as they leave happy, what 
  harm has been done?
  No, we gypsies never reveal the future to 
  our kin. Despite what you may have heard con-
  cerning curses, it is mere tradition that we do 
  not abuse our gifts by aiding our kinfolk.
  Ah, yes, I spoke earlier of a curse. Thank you 
  for reminding me. The gift of foresight leaves 
  a permanent mark on everyone it blesses. It is 
  not a physical mark, like a scar, but a mark on 
  one’s soul. Invisible to mortals, it is a powerful 
  beacon for the supernatural evils that walk in 
  the shadows of this world. I do not know why 
  this should be so, but it lures them to me like 
  a moth to a flame. There is nothing I can do 
  prevent this occurring, and thus there is little 
  point worrying over things.
  Ah, I see your final card is Death. But you 
  knew one of us would die the moment you 
  entered my caravan, didn’t you? Unfortunately 
  for you, Count, I have long been prepared for 
  our meeting.
  Roleplaying
  Your soul is a brilliant candle. No matter 
  how dark things get, you are a source of hope 
  and encouragement to those you call friend. 
  But that light draws in fell creatures who 
  would see your light extinguished.
                              
  
  Scarred Survivor
  “Yes, you are bleeding, but cease your 
  whining. I have had worse injuries 
  from shaving.”
  Archetype: Monster Hunter; Motivation: 
  Faith; Style: 3
  Primary Attributes: Body 3, Dexterity 3, 
  Strength 2, Charisma 2, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 5, Initiative 5, Defense 6, Stun 3, Health 
  6, Sanity 5
  Skills: Academics: Occult 4, Academics: Reli-
  gion 4, Archery 6, Athletics 4, Brawl 4, Linguis-
  tics 4, Melee 5, Stealth 4
  Talents: Psychic Resistance (+2 bonus to resist 
  supernatural powers), Quick Healer (Heals 
  twice as fast as normal)
  Resources: Follower 0 (Clergyman), Status 0 
  (The Holy Brotherhood; +1 Social bonus)
  Flaws: Ravenous (+1 Style point when his 
  hunger forces him or his comrades to starve)
  Weapons: Punch 4N, Crossbow 9L, Silvered 
  hand axe 7L
  Character Background
  A lucky escape from a Prussian fencing mas-
  ter left you with a scar? If you want to talk lucky 
  escapes and scars then I have some stories that 
  may silence your flapping lips.
  I may have the appearance of a common 
  hunter, but I am a soldier of light fighting an 
  unceasing tide of darkness. Once, in another life 
  it sometimes feels, I was an ordinary monk, con-
  tent to spend my days in prayer and solitude in a 
  remote monastery. Then the darkness fell upon 
  our small community in a frenzy of snapping jaws 
  and ripping claws. When it rose, I was the only 
  survivor, and I vowed then and there to fight the 
  righteous cause until the end of my days.
  I have stared death in the face and pre-
  pared my soul to meet its maker many times 
  since. More than once I considered my days to 
  have ended, and yet each time death reached 
  out for me a higher power pulled me from his 
  icy grasp.
  You see this jagged wound on my neck? 
  That was caused by the teeth of a vampire dur-
  ing a hunt in the Carpathian Mountains. My 
  comrades were so shocked that I survived that 
  they tested to make sure I had not risen as one 
  of the undead.
  These wounds on my torso were caused 
  by the jaws of a werewolf on the banks of the 
  Danube shortly before I cracked open its head 
  with my axe. As grievous as my injury was, I 
  survived once more to continue my work.
  The scars on my face were the result of a 
  ritual cast against me by a black magician. As 
  we fought he grasped my face and uttered 
  dread words, which caused my flesh to wither.
  Lucky? Yes, I suppose you could say that. 
  I prefer to place my thanks in the Lord rather 
  than blind luck. You see, while I remain fully 
  human, my experiences with supernatural evil 
  have not left me completely untouched.
  After the vampire attack I discovered that 
  my body heals at an accelerated rate. Not one 
  that could be judged unholy or supernatural, 
  but fast enough that I am quickly back on my 
  feet and ready to serve. The fight with the ma-
  gician has granted me a certain resistance to 
  psychic powers and rituals. Alas, the only thing 
  I gained from my encounter with the werewolf 
  is a ravenous appetite, but I am thankful to be 
  alive and free of lycanthropy.
  Come now, it is time for you to earn some 
  real scars of your own.
  Roleplaying
  No longer a humble monk, you now serve 
  Mother Church as a monster hunter, bringing 
  a flicker of hope and light into the dark corners 
  of the world. It can be thankless work, but for 
  you it is a calling, not an occupation. That you 
  have suffered multiple wounds that would kill 
  a lesser man is, you believe, a sure sign that 
  you are blessed by a higher power.
  Despite your many close escapes from death, 
  you have not succumbed to overconfidence. 
  The Lord has plans for you. For how long you 
  do not know, but to rush into death’s embrace 
  by foolhardy action would be a great sin.
                                   
  Leagues of Gothic Horror Expansion
  
  
  Sample Characters
  
  Stage Magician
  agician
  “Look deep into my eyes and relax. You 
  hear only my voice, only my voice. You 
  will obey only my commands.”
  Archetype: Master Criminal; Motivation: 
  Greed; Style: 3
  Primary Attributes: Body 2, Dexterity 3, 
  Strength 2, Charisma 3, Intelligence 2, Will-
  power 3
  Secondary Attributes: Size 0, Move 5, Percep-
  tion 5, Initiative 5, Defense 5, Stun 2, Health 
  5, Sanity 6
  Skills: Acrobatics 5 (Contortion 6), Con 5, Em-
  pathy 5, Larceny 6, (Sleight of Hand 7), Melee 
  5, Spying 4, Stealth 5
  Talents: Mentalism 2 (Telepathy, Mind Con-
  trol)
  Resources: Fame 0 (Popular stage magician; 
  +1 Social bonus), Rank 0 (The Magicians 
  Circle;+1 Social bonus)
  Flaws: Secret (+1 Style point whenever he is 
  confronted with the truth or goes out of his 
  way to protect the secret)
  Weapons: Punch 0N, Sword cane 7L
  Character Background
  Ah yes, I am something of a household 
  name now, at least in London, but that was not 
  always the case. I profess a natural tendency 
  toward trickery, having both the dexterity and 
  charisma required to perform sleight-of-hand 
  tricks, but such magic is mere illusion. Skilled 
  as I was, I was just another stage magician 
  among a throng striving to earn a meager liv-
  ing from parlor tricks.
  While touring India with my act I came 
  across a guru, a wise man. He taught me 
  many things—mostly simple tricks, but he 
  also tutored me in certain ancient mental arts. 
  Through his wisdom I learned not only to read 
  the thoughts of others, hearing them as easily 
  as I would spoken words, but to control their 
  actions as well.
  On returning to England, my act improved 
  a hundredfold. My feats of mind-reading 
  brought me great public attention and a mod-
  est wage, but as you can see, I live a life of opu-
  lence far greater than any entertainer’s wages 
  might allow. Lean closer, my friend, for I shall 
  tell you the secret of my wealth.
  I am responsible for a string of high pro-
  file crimes, though I have never tarnished my 
  hands by doing the dirty work myself. You 
  see, while some well-to-do citizens attend my 
  performances, most are of the lower classes. 
  Among their ranks are servants at grand 
  houses. I invite them on stage, perform a few 
  tricks to amuse them, and then plant the desire 
  to rob their masters and mistresses into their 
  minds, overpowering their feeble wills with my 
  superior mental strength. Once they hand me 
  the loot I simply erase their memories, leaving 
  them none the wiser that they have committed 
  theft and me a very rich man.
  Yes, I could use my mental abilities to gain 
  great power, but I have no such desire. A com-
  fortable life is all I seek.
  Since I am being honest, I must also admit 
  to a little blackmail on the side. You see, every-
  one has a secret, and everyone has a price he 
  is willing to pay to ensure that dirty stain on 
  his reputation remains buried. Wipe that dis-
  dainful look from your face. Regardless of what 
  you may think of me, I do have some integrity. 
  Once a man has met my price I trouble him no 
  further—there are always more people willing 
  to part with money to protect their honor.
  Don’t bother trying to hide it. I know you 
  intend to inform the police as to my nefarious 
  schemes—it is plainly on your mind. Don’t 
  worry, I am not going to hurt you. I deplore 
  physical violence as a means to an end, but 
  very soon you will forget we ever met.
  Roleplaying
  You may be a popular stage magician and a 
  popular attraction at music halls and theaters 
  across the city, but at heart you are nothing 
  more than a crook. Several people have un-
  covered your subterfuge, but strangely they 
  all forgot about you shortly after confronting 
  you. And that fate is set to befall anyone who 
  uncovers your dirty little secret.
                               
  
  Werewolf Hunter
  “Rub yourself in this. Yes, it has a foul 
  stench, but it will mask that perfume 
  you’re wearing.”
  Archetype: Gypsy Monster Hunter; Motiva-
  tion: Survival; Style: 3
  Primary Attributes: Body 2, Dexterity 3, 
  Strength 3, Charisma 2, Intelligence 3, Will-
  power 2
  Secondary Attributes: Size 0, Move 6, Percep-
  tion 5, Initiative 8, Defense 5, Stun 2, Health 
  4, Sanity 4
  Skills: Athletics 5, Brawl 4, Empathy 4, Ex-
  peditions 4 (Terrain: Forests 5), Firearms 6, 
  Linguistics 4, Melee 5, Stealth 5, Survival 6 
  (Tracking 7)
  Talents: Quick Reflexes (+2 Initiative rating), 
  Savvy Fighter (Always retains full Defense)
  Resources: Followers 0 (Angry Torch-Wield-
  ing Peasant), Rank 0 (The Golden Circle; +1 
  Social bonus)
  Flaws: Repulsive (+1 Style point whenever his 
  repulsive habit or trait causes him or his party 
  to suffer in social situations)
  Weapons: Punch 4N, Rifle 9L, Silver-coated 
  hand axe 7L
  Character Background
  Ah, you gadjee think us gypsies are all 
  alike—thieves and tricksters skulking on the 
  fringes of your so-called civilization just wait-
  ing to rob you blind the moment you let down 
  your guard. Pah! 
  Blinded by your prejudices, you know 
  nothing of the truth! Why do you think it is we 
  gypsies prefer to live on the boundaries of Eu-
  rope? Is it because you will not accept us living 
  in your cities of brick and smoke? No, I tell you 
  why—it is because we are the secret guardians 
  of your borders. Here we dwell, protecting 
  you, people who treat us as criminals and 
  rogues, from terrors you can scarcely imagine! 
  If you think your cities are wicked places, you 
  have much to learn.
  As far as your people are concerned I am 
  a simple wolf hunter. For a modest fee I help 
  protect farmers’ livestock from the privation of 
  the wolf that hunts in the forest and sings in 
  the darkness. But there are other types of wolf 
  out there—wolves that run on two legs and 
  wear the skin of men.
  I was a young lad when I first saw a were-
  wolf. My family had camped near the river, close 
  to where it enters the great forest. We knew 
  the legends, of course, and we thought we had 
  taken ample precautions. Alas, the creatures of 
  the night survive as much by cunning as they 
  do tooth and claw. The visitor to our camp was 
  one of our own, and we had little reason to 
  suspect him of being anything else.
  As the full moon rose he made his true 
  presence known to us. I was but a child at the 
  time, but the screams of the men and women 
  shall haunt me until I die. Crawling from the 
  safety of our wagon I saw the mangled corpse 
  of my father, his gun still clutched tightly in his 
  hands. Such was the ferocity of the attack that 
  it was unfired.
  As I crawled toward what remained of my 
  mother, the beast sensed me—my small and 
  weak frame would not save me from a terrible 
  death. The creature leapt, snarling and slaver-
  ing. Panicked, I grabbed father’s gun, raised it 
  without aiming, and pulled the trigger. Perhaps 
  the spirit of my father guided my aim. Maybe it 
  was blind luck. Whatever, the bullet, cast from 
  silver, found the heart of the fiend and ended 
  its tormented life.
  Since that day I have wandered the forest, 
  hunting wolves to make a living, and hunting 
  werewolves to keep my people and yours safe. 
  Whether or not you believe my story does not 
  matter—disbelief will not protect you from the 
  claws and teeth of a werewolf.
  Roleplaying
  You are not a civilized man. A werewolf 
  hunter by profession, you prefer life in the 
  wilds, living off your wits and visiting your fel-
  low gypsies only when you need supplies or 
  have news to spread.
  You rarely bathe, preferring your scent to 
  mix in with the forests in which you hunt.
                                  
  Leagues of Gothic Horror Expansion
  
  
  Whether you are a dedicated monster-
  hunter or drawn toward the occult by 
  happenstance, prepare to delve deeper 
  into the darkness and face the countless 
  horrors that lie in wait!
  This sourcebook is a major expansion 
  for the critically acclaimed Leagues of 
  Gothic Horror setting. 
  Inside you will ﬁ nd more options for 
  player characters, information on 
  20212
  $17.99
  Evil is a many-faced foe and can strike at 
  any time. Save lives and time by making 
  ����������������������
  © 2016 Triple Ace Games. Leagues of Gothic Horror and all related marks and logos are trademarks of  Triple Ace Games. 
  Ubiquity Roleplaying System, Exile Games Studio, and all associated logos and trademarks are copyright, Exile Games Studio, LLC. Used with permission
  any time. Save lives and time by making 
  sure you’re ready to act! 
  gypsies and their evil cousins, the Szgany, a plethora of supernatur
  sites to explore, more things that go bump in the night, and new 
  unique villains and heroes.
  Leagues of Gothic Horror is a Horror roleplaying game from Triple Ace Games.
  
SOURCE: textdata/thevault/Triple Ace Games/Leagues of Gothic Horror/Leagues of Gothic Horror Expansion.pdf