By J.A. Stuart (ian@ialas.demon.co.uk)
"I have earned the right,"
"I'm the Demon Knight."
"In the beginning, in the darkness before God created the universe, something stirred. Something evil with a million different forms, each intent on one thing, power. They controlled the darkness absolutely, focusing their power through seven keys, which when aligned in a specific formation granted them absolute dominion over the void. And then they began to create.
Each of the forms began experimenting with its consciousness, transferring it into a myriad of smaller forms and, for the first time, landscapes and worlds. When God saw this happen, he created the universe, shattering the plans of the darkness and scattering their keys across the cosmos. They did not give up.
Six of the keys had been found by the Birth of Christ, the unfortunates who protected them massacred, their souls two of the first into hell. All but one of the other keys were well hidden, while the last had found its way to Jerusalem, and a thief called Cyrak.
Cyrak carried the key for years, unaware of its power but never selling it. He would joke that it brought him luck and proved God was watching over him, never knowing the truth, and the destiny that lay ahead of him. That would change when Christ was crucified.
Cyrak remained at Golgotha long after the crowds had left,long even after the guards had departed for the barracks. As the sun set, he was joined by another figure, a ghastly, bestial creature that held a clawed hand out to him and demanded the key. Terrified, Cyrak reached out to give the creature the key. A bolt of lightning struck it and he screamed with pain as the key burned it's imprint into his palm. The creature, enraged, dived at him and Cyrak backed away, towards the three crosses. As the creature reached out, some of Christ's blood fell on its hand, burning it and causing it to back away. Cyrak filled the key with the blood of Christ and ran from Jerusalem and Israel. The Demon Knights had been born.
Since then, the final key has passed through two sets of hands. Cyrak, dying of a neck wound, passed the key on to Dickerson, an American soldier. In 1917, Dickerson, filling the key with his own blood passed it on to a comrade, Frank Brayker. Brayker carried the key until 1995. Every step of the way he was dogged by The Collector, the demon that had first faced Cyrak on Gologtha, almost two thousand years previously.
In 1995, Frank Brayker holed up in Wormwood, New Mexico, in a Motel that had once been a Church. The Collector laid siege to the building, until only Brayker, a young boy called Danny and a thief called Jerralyn were left. Danny, taken over by The Collector, tore Brayker's chest open before Jerralyn could kill him. Dying, Brayker passed the key onto the young girl, who destroyed the Collector and headed out into the world, having refilled the key with Brayker's blood.
For a start, all seven keys are on Earth, and always have been. In China, a holy man's blood was caught by a young Samurai, in Australia, an aborigine caught the blood of the last holy man of his tribe. Across the world, loners and outcasts were pressed into service to defend the most important prize of all. None lived.
Cyrak passed the key onto a man called Dickerson, who was himself killed in 1917, fighting in the Great War. Filling the key with his own blood, he gave it to a young American soldier, Frank Brayker. The chase went on.
Over the centuries, the garb had changed but the tricks remained the same. Every Demon Knight had a nemesis, an opponent of equal status but far more power and with one purpose. Just as the Demon Knight protects the key, the Collector will do anything to obtain it. They had learned to hide better since Cyrak's first encounter, and use others to aid them, but they had not given up. The smiling American soldier that helped Brayker out of the foxhole, providing covering fire for him to get back to American lines made him an offer. If Brayker gave him the key, he would live, have a long and happy life and return to his family. If he didn't, Brayker would die. To illustrate the point, the soldier tapped an impossibly sharp finger against Brayker's cheek, drawing blood. Brayker smashed him in the face with the key and sprinted away, listed as MIA, presumed KIA in the records.
He lived until 1995, when a demon tore his chest open in Wormwood, New Mexico. His key is the last the forces of good have. When he died he was 83. That night, he gave the key to a young girl called Jerralyn, a thief from the slums who found new purpose in defending the key and creation itself for three years. She was instrumental in recovering three of the other keys from the Demons' lairs and getting me off my arse to help. We'd gotten three of the keys and sent three new Knights on their way, when Jerralyn led a small group of Immortals and aware Sleepers into battle in the Orkney Islands. I was the only one to get out, carrying what was left of Jerralyn with me. She'd been torn apart, and barely lived long enough to fill her key, the key handed down from Cyrak, with her blood and pass it on to me. Since then, I've helped recover the fourth key, seen things I never knew existed and lost far too many good friends. That's why I'm writing this down and mailing it to you, you see Nathan. You deserve an explanation and I might not be able to give it to you tomorrow."
Demon Knights are amongst the unluckiest of the World of Darkness' denizens. They are painfully mortal, have no special abilities and can only rely on the blood given to them, and their own resourcefulness, as protection. They voluntarily shun the other races and keep to themselves as much as possible. There is a reason for this, known among the Knights as the Sacrifice.
Only one race is eligible to be a Demon Knight. Sleepers. Legend has it amongst the Knights that the other races are tainted in some way (One need only look at Spectres or Black Spiral Dancers to realise this) and that only they are pure enough to carry the keys.
This is partially true. The reality is that the Knights are usually drawn from the criminal classes, soldiery or outcasts of society. They are the people with the least to lose, and, conversely, the people who will fight the hardest. Each Knight has nothing to live for but the key and becomes obsessive about protecting it, to the point that he will willingly die before passing the Key on if he knows it's safe (Brayker's willingness to leave the motel without the key at the start of the film). In short, the Knights are drawn from the outer reaches of Sleeper society because these people make the best soldiers.
The few advantages Demon Knights do have all stem from their key, the knowledge of their predecessors and the tattoo they bear. They are listed below:
"With these seven ideas, the creatures in the darkness (We call them Demons because it suits us to do so), began to change their world, to shape it and make it their own. They began to gain power over the very fabric of reality itself. And God saw this, and was displeased. He created the universe and scattered the seven keys across one small, blue world in one small galaxy. Why here? Because he knew that sooner or later, a race of mammals would evolve, and discover the keys and what wanted them. And, of course, what they would do to the Universe once they had them.
"That's it you see. I don't do this because I was called, or because it's an honour. I do this, we all do, because this entire conflict is nothing but a Universal streetfight. We've trespassed on the Demons' territory; we're in the wrong. But we fight anyway, because if we don't, the Darkness comes back. Just like that."
Singularly, the artifacts (Shaped by the Universe into keys) wield nothing like the power they hold together. However, there are several effects that are common to all keys and which the Demon Knights draw the bulk of their power from.
The key will glow when pressed against the skin of something evil. Also, it will cause two levels of aggravated damage to be done to a demon or a Vessel when pressed against them or in contact with them. The blood itself will cause three levels. Neither amount of damage can be soaked.
Vampires with Humanity of 3 or lower will feel great discomfort around both the key and the Knight and will take two levels of aggravated damage should they touch the key. The same applies to Black Spiral Dancers, Spectres, Redcaps, Nephandi, Euthanatos and Technocracy Magi. On all mortal beings, the key will leave a disfiguring mark which will glow whenever the marked individual is within 50m of the key, causing a further level of aggravated damage.
Blood seals will cause eight levels of aggravated damage, which also cannot be soaked. However, unless the timing is exactly right (Difficulty 8 on WITS), a demon must be pushed into the seal. This requires a STRENGTH roll of Difficulty 8.
On receiving the key, the Demon Knight also receives the sum knowledge of all the Demon Knights who held that key before him. To use Duffy as an example, he has the total life experience and abilities of Cyrak, Dickerson, Brayker and Jerralyn before him. The sum total of their experiences with the Demons and Vessels also allows him to recognise them more easily, even without the key.
What abilities the Knight gains is entirely dependent on who's had the key before him. For example, Duffy would gain something like the following skills from the other Knights.
Cyrak: | Pickpocketing, Manipulation, Psychology, Human Perception, Occult Lore, Ancient Hebrew, Stealth |
Dickerson: | Brawl, Dodge, Firearms, Leadership, Awareness |
Brayker: | Weapons skills, Drive, Small Unit Tactics, Melee, French, Survival, Subterfuge, Occult, Cosmology |
Jerralyn: | Streetwise, Law, Athletics |
A certain amount of stat increase also occurs. Brayker, on his death, had WITS and PERCEPTION of 6, simply because of the length of experience and knowledge he'd absorbed from Cyrak. Conversely, Social attributes decrease by one for every year spent as a Demon Knight, simply due to the pressures of the lifestyle. An example of this is how Brayker eats and behaves when he first arrives. He's acting more like a feral animal than a human being.
Effect on Stats: WITS Difficulty 4 without the key to recognise Collectors, Demons or Vessels.
MENTAL attributes all increase by three, SOCIAL attributes decrease by one for every year as a Knight. PHYSICAL doesn't change, simply due to the difference in gender and size of each successive Knight.
The best example of this is how the keys have been used down the centuries, with the Demons manipulating history to their own ends. The hatred felt towards Vietnam vets was a result of five keys being used together to isolate and alienate a group of society which, it was extremely likely, the next Demon Knight would be drawn from.
Gaming Terms: The keys being used together is a very difficult process to run in a game, simply because of their incredible power. The outline below should act as a guide for duration, but the change itself should be GM's discretion. Some examples would include:
Changing reality so the current Demon Knight has committed a terrible crime, and is hunted across the country.
Changing the laws of physics so, if the Demon Knight is using a weapon which can actually slow up his Collector, it malfunctions.
Manipulating a Knight's inherent counter-magic so, instead of an attack killing him, it's redirected towards a loved one or his potential successor.
Amount of Keys | Duration |
2 | 1 Day |
3 | 1 Week |
4 | 1 Month |
5 | 1 Year |
6 | 1 Decade |
7 | Permanent |
The tattoo was burned onto Cyrak's palm when the bolt of lightning struck the key in his hand. It consists of seven stars which, when the Knight first receives the tattoo are arranged in a circle. These then arrange themselves into a pattern unique to the Knight (Duffy's for example, forms a pyramid). As the Knight's time decreases, the stars rearrange themselves into the circle. Once the circle is complete again, the Knight receives the Call.
When a Knight's time is finished, he begins to search for a group of seven people. Once he finds them, the Knight knows that one of them has the potential to be his successor and will stay with them until he can assess which one it is. In Brayker's case, he realised Jerralyn was the one simply because she was the last one left alive.
The Call is the one point in a Demon Knight's life when he is genuinely vulnerable, simply because of how specific he has to be:
The area where the group is must be fairly deserted.
The group he interacts with must not number seven.
Once the tattoo has told him who he must work with, the Knight must help them and protect them for as long as possible.
Even if the group should number seven, the Knight must stay with them until the tattoo lets him know which one will be his successor. It's not a question of the tattoo causing the Knight physical pain if he leaves; he simply cannot leave. He is obligated to protect these people until he can pass the key on, and the Collectors have made merciless use of this obligation in the past. Time and time again, Knights have lived their entire time with the key, only to be killed just as they hand it on.
The tattoo's powers are only hinted at in the film (Brayker mentions that the motel was "just the place he was looking for" and that the tattoo will tell Jerralyn "All she needs to know." As a result, it should be treated like the intermittent Immortal ability, The Last. It should tell the Demon Knight small pieces of information specific to him, such as how close the Collector is to him, a rough idea of his forces etc.
Another aspect of the Knights' luck is their natural resilience. Even physical attacks don't seem to harm them as much as they would others. Bullet wounds become grazes, or wounds that are treatable instead of fatal and the Knight develops a natural sense for "The right moment to leave." Like the anti-magic, this is an unconscious skill and, like the anti-magic, has a payoff. Knights, when they do wound, wound spectacularly and will often die from it. This is viewed by many as their "Karma" catching up with them and this wound often heralds the passing on of their key. Gaming Terms: All successful hits against a Demon Knight have the two highest dice removed once rolled. However, every successful attack is recorded and periodically (GM's discretion, every six times, every twelve, etc), four dice are added to the successful hit.
Demon Knights cannot be tempted or possessed by Collectors, Vessels or Dummies. Likewise, any coincidental magic practised on them will simply not work and usually reverse (A Magi attempting to make a Knight lose his balance will do so himself, that kind of thing). Likewise vulgar magic will simply redirect itself to the nearest available target(Look how many demons Brayker killed and never once got hit by the eyebeams). The Demon Knight is by no means untouchable, they simply have to be physically attacked. Magical attacks will not work.
Gaming Terms: All magic rolls (Vampire, Werewolf, Magi, Wraith and Changeling) have their difficulty increased by 4 when directed against a Demon Knight.
Demon Knights create the wrong impression. Perhaps it's the fact that they are outcasts to begin with or the desperate measures they take to protect their keys, but they are rarely welcome. Sleepers instinctively shun them, while the Awakened treat them with cautious respect.
In fact, Sleepers will often suspect them of criminal activity and report them to the local police. This is usually due to some attempted crime (Brayker stealing the car) or simply because of the way they look and act. Life is hard on the Knights, and the social niceties most people expect are quickly eroded. In effect, the Knight's natural luck avoiding magical attacks is balanced by their continual, mundane bad luck.
Gaming Terms: No Knight's charisma may rise above 2. If it's above 2 to begin with, it's eroded by one point for every battle the Knight has until it's down to 2.
The Knight automatically gets Arcane at 3, but the ability works slightly differently. The emphasis should be placed on bad luck, instead of the balanced ability it normally is. Knights will be mistaken for wanted murderers, or be accosted by an old friend at just the wrong moment, or dragged in to the police station for a line up. In short, the wrong things will always happen to Knights at the wrong time, and they will usually happen in threes. (The one payoff this ability has is the Knight's natural immunity to Paradox.)
Bruised | -0 |
Hurt | -0 |
Injured | -1 |
Wounded | -1 |
Mauled | -2 |
Crippled | -3 |
Incapacitated | -5 |
DEAD |
Note: All stat and ability changes are cumulative (Example: A Knight with a WITS of 3 could boost it to 4, 5 or 6).
There is a specific type of Demon assigned to the Knights. Known as Collectors, these beings are created with one thing in mind: To gain the key the Knights carry, and they will do anything at all to achieve this.
A Collector is specially assigned to each Knight, and, like the Knight, it is given a set time in which to obtain the key. If it fails, it are demoted or, in extreme cases, simply used as another damned soul. As a result, the Collectors are relentless in their pursuit of the Knights, simply because they know what fate awaits them if they aren't.
Collectors are renowned for their genuinely evil sense of humour, and they take great delight in becoming the ultimate stereotype of the Knight they're chasing (Brayker's Collector being a cowboy while Jerralyn's looks like something out of a Blaxploitation movie). However, regardless of what they look like, there will always be one thing that marks them as a Collector. Their case. Designed to carry the key, the case will always be impossibly battered and old looking and the interior, when opened, will be red velvet. Collectors are nothing if not stylish.
Collectors are a unique form of Diabolos daemon and are in a very awkward position in the power structure. They are continually belittled and looked down upon, but have the potential to be impossibly powerful and, as such, have the grudging respect of many of the ilks. Also, the Collectors have learned several new tricks over the years, abilities which even frighten the Ilks.
The Itinerate Boon, founded by the Diabolos, was the first Boon allowing the Daemons to travel to other areas, once off-limits to them. This Boon also allows the Daemon to get around on earth better than usual.
* Double land speed
** Swim at ordinary land speed
*** Enter Shadowlands; enter any Umbral realm
**** Can travel to Hel in two turns; full flight w/ wings
***** Can travel to Hel in one turn; teleportation, 50 foot radius
System: All automatic except for Vim. At level three however, to enter a hidden or secret Umbral Realm, the Daemon must role Itinerate + Wits, difficulty seven.
Metamorph
This Boon grants the Daemon the using to alter her appearance, allowing for better secrecy or manipulation tactics.
* Organic materials may be reproduced; i.e. the eyes
** Skin tones may be altered and changed
*** Flesh may be shaped
**** Bone structure can be altered
***** Can fully alter form, but no mass can be gained or lost
System: All rolls require Metamorph + Body Alteration with a base difficulty of seven. Lost appendages and limbs may be regrown at level five with a base difficulty of eight.
A very, very nasty boon, created when a Collector saw an old rerun of Jason and the Argonauts. Wherever the Collector scatters his blood, a "Dummy" is born, completely under his control.
* Two every twelve hours
** Four every twelve hours
*** Six ever six hours
**** Eight every six hours
***** Ten every six hours
A Collector has relatively little power under normal circumstances. They can create Dummies , but these only last twelve hours. However, if the Demon Knight is amongst a group of seven people, The Collector can attempt to manipulate them into betraying the Demon Knight. The number seven, The Collectors like to say, "Opens doors." On one level, they draw power from it because of the amount of keys originally created. However, they also seem to draw power from it on a more symbolic level. Brayker's Collector once mentioned that odd numbers "Leave holes," implying that an even number of people form some sort of unconscious psychic shield around each other. Duffy, when he can, is researching this possibility but has had little time to draw a definite conclusion.
Dummies are the simplest, and nastiest of the Collector's weapons. He simply gathers all the Wraiths of the surrounding area, makes their Shadow flesh and blood and traps them within its body. This is only temporary, with the body crumbling at dawn, but while it exists, the Dummy is almost indestructible. More importantly,the Wraith is so disgusted, by itself and by its situation, that it will do anything for the Collector as long as it's returned to the relative peace of the Shadowlands.
Dummies are incapable of speech, and are utterly hideous. Their flesh is constantly rotting and their pointed, bestial faces are curled back in a perpetual snarl of agony and fury. They are impossible to kill in any way other than by shooting or stabbing them in the eyes, whereupon the Wraith escapes in an explosive burst of energy.
Gaming Terms
Attributes: 12/0/3(12 on Physical, 3 on Mental and 0 on Social. They have no social attributes at all, but retain the standard one dot in each Mental and Physical Attribute before points are applied.)
Abilities: 13/0/0 (All points to go on talents such as Alertness, Athletics etc).
Backgrounds: Not applicable
Willpower 9
Bruised | -0 |
Hurt | -0 |
Injured | -0 |
Wounded | -0 |
Mauled | -1 |
Crippled | -1 |
Incapacitated |
Werewolves: Misguided fools, spending the rest of eternity atoning for sins which they've already been forgiven for. They will help you, but again, tread carefully. Some embrace the fate they believe awaits them.
Magi: Don't believe them, don't trust them, don't go near them if you can help it. The Chorus helped us once but they've been tainted, more than they could possibly imagine. Of the others, the Trenchcoaters share some of our knowledge but lack the ability to act on it. The rest? Childish fools. Avoid them and don't anger them.
Wraiths: Sad, pathetic creatures tied to the world they left by their unwillingness to break their bonds. They'll either help you or turn on you, often both. Trust them but watch your back.
Changelings: Beings of such stupendous power should be mature. These people aren't. Many of them will help you if they feel like it, others are simply incapable of dealing with the magnitude of our quest. If you accept their help, be aware that a favour will be expected in return. Such favours are never easy to pay off.
Immortals: Our closest friends. They understand our desire for isolation and the problems our lifestyle brings. Also, they are the hardest to kill for our enemies. Pick your allies well, but make Immortal friends, they can and will help you.
Mummies: Too much like our enemies for comfort. Their hunger for knowledge will lead them to our keys and then, we will have to kill them.
The Sabbat: (Laughter). Boy are you in for a shock on Gehenna!
Werewolves: Honoured warriors of Gaia, they revel in their isolation. To have a Knight accept help is a great honour, as is to have one acknowledge you. Protect them, and treat them with the respect they have earned.
Technocracy: Fascinating! They believe so strongly in the power of their keys that they actually create the beings that follow them! Of course, to create such an omnipotent adversary is indicative of major league psychological damage. Clearly the psyche of humanity has been more badly damaged than we first suspected.
Celestial Chorus: There were, difficulties, some years ago, Knights were killed in error. Since then, they have shunned us unless absolutely necessary, and with some justification. We desire reconciliation but, until then, must aid our brethren from afar.
Other Traditions: What a fascinating key? May I see that?
Wraiths: Brave men and women; help them when you can. They may prove to be the salvation of us all.
Hierarchy: Be sure to find them when they die. Their souls make exquisite weaponry.
Changelings: Another little game that humanity plays. Their stakes are higher than others, but the game remains the same. And it is so much fun to see them posture and struggle. Excellent toys.
Name: Patrick Duffy | Nature: Visionary | Demeanour: Cynic | ||||||||||||||
PHYSICAL Strength *** Dexterity ** Stamina *** | SOCIAL Charisma ** Manipulation *** Appearance * | MENTAL Perception **** Intelligence ***** Intelligence ***** | ||||||||||||||
TALENTS Alertness *** Athletics ** Brawl *** Dodge *** Expression **** Intuition *** Streetwise **** Subterfuge ** | SKILLS Drive *** Etiquette *** Firearms *** Research **** Stealth **** Melee *** Survival **** Technology *** | KNOWLEDGES Cosmology *** Enigmas **** Investigation **** Law ** Medicine **** Occult ***** | ||||||||||||||
BACKGROUNDS Arcane *** Resources ** (Isle of Man House) (York Flat) Library * (Backdoor into First Fifteen system) | ADVANTAGES WILLPOWER ********* |
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PHYSICAL DESCRIPTION: A tall, bulky man with a perpetual scowl or look of concern. His dark hair is thinning and cropped very close to his head and a pair of glasses is perpetually jammed onto his face. He habitually wears a long, padded green coat, black fingerless gloves and, on occasion a battered NASA baseball cap (Duffy swears blind this was given to him by the Commander of the secret Apollo 20 mission). Carries the Key on a handcuff chained to his right hand (Duffy is presently exploring the possibility of having the handcuff bonded with his skin).
Name: Jerralyn Baxter | Nature: Loner | Demeanour: Survivor | ||||||||||||||
PHYSICAL Strength *** Dexterity **** Stamina *** | SOCIAL Charisma *** Manipulation ** Appearance *** | MENTAL Perception **** Intelligence **** Wits ***** | ||||||||||||||
TALENTS Alertness **** Athletics **** Brawl ** Dodge **** Expression *** Intuition **** Streetwise ***** Subterfuge *** | SKILLS Drive *** Etiquette ** Firearms *** Research ** Stealth ***** Melee **** Survival ***** Technology ** | KNOWLEDGES Cosmology ** Enigmas *** Investigation *** Law **** Medicine *** Occult ***** | ||||||||||||||
BACKGROUNDS Arcane **** | ADVANTAGES WILLPOWER ********** |
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PHYSICAL DESCRIPTION: A slight, athletic black woman in her mid-20s. Her hair is dyed blonde and cropped very close to her head, usually hidden beneath a bandana. She is perpetually cautious, evaluating situations and people before speaking, let alone making an acquaintance. Dresses in work clothes and perpetually carries a 25 litre; whatever weapons she can steal a change of clothing. Carries the key on a necklace, hidden beneath her outer layer of clothing.
Name: Frank Brayker | Nature: Survivor | Demeanour: Director | ||||||||||||||
PHYSICAL Strength **** Dexterity *** Stamina ***** | SOCIAL Charisma * Manipulation * Appearance ** | MENTAL Perception ***** Intelligence **** Wits ***** | ||||||||||||||
TALENTS Alertness ***** Athletics *** Brawl **** Dodge *** Expression *** Intuition **** Streetwise ***** Subterfuge * | SKILLS Drive ***** Etiquette * Firearms ***** Research * Stealth ***** Melee ***** Survival ***** Technology ** | KNOWLEDGES Cosmology **** Enigmas ***** Investigation **** Law **** Medicine **** Occult ***** | ||||||||||||||
BACKGROUNDS Arcane ***** | ADVANTAGES WILLPOWER *********** |
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Name: The Collector | Nature: Conniver | Demeanour: Jester | ||||||||||||||
Ilk: Diabolos | Infernal Ranking: *** | |||||||||||||||
PHYSICAL Strength ****** Dexterity ***** Stamina ******* | SOCIAL Charisma ******* Manipulation ******** Appearance ** | MENTAL Perception ****** Intelligence ********** Wits ******** | ||||||||||||||
TALENTS Alertness *** Awareness ***** Expression ***** Intuition ***** Intimidation **** | SKILLS Drive **** Etiquette *** Firearms **** Research **** Stealth **** | KNOWLEDGES Cosmology ***** Culture *** Enigmas ****** Investigation **** Law ******** Linguistics ******** Medicine **** Occult ******* | ||||||||||||||
Backgrounds Arcane ***** | Dragon's Teeth ***** Itinerate **** Metamorph ***** ********** Willpower ********** |
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PHYSICAL DESCRIPTION: Duffy's Collector is a tall, barrel-chested Irishman with curly dark hair to his shoulders, a ruddy complexion and a ready smile and wit. He dresses in an immaculate suit and carries a briefcase with him for Duffy's key. The Collector is relentlessly amiable, reasonable and polite, except when he becomes angered. Periodically, the Collector becomes a near-psychotic drunkard bellowing that Duffy isn't a true Irishman and isn't worth the flesh that made him. In these states, ironically, the Collector is at his least dangerous. When he's rational, he will do anything to ensure Duffy gives him the key, anything at all.