By Drew "Comic King" Edwards (roundtree18@hotmail.com) and the Baroness Nadia Blas'ko
"Talk about me, laugh about me, cry about me, nail me to the cross, I'll be the martyr for the hated, the weak the ugly, the lost."
After the Second World War the famed Van Helsing family was on its last leg. It seemed the once mighty vampire hunters were doomed to fade into the past. The bloodline was growing weaker with each child. After a time, drastic measures had to be taken; the fight against hell and those that worshipped its had to go on.
A strange disease had stricken the once great family of Van Helsing. For years they had battled the forces of darkness, defeated monsters in the night armed only with a cross and an iron will. Now it seemed the Van Helsing would be struck down by a monster too small to see. Measures had to be taken, and they had to be taken fast! The disease you see, was generation, and each new child born was sicker than the last. A family member was sent to travel abroad in search of a cure while the relatives stayed and home and prayed. This was Gustav Van Helsing, a reckoned traveler and detective. He chanced upon a dying pack of "Get of Fenris" in South Texas. It appeared they were dealing with a plague that he knew quite a bit about: vampires The vampires (members of the Sabbat) were stealing the werewolf cubs in their sleep and draining them dry. An agreement was made, the two clans deciding that while apart they were weak and together they were strong. The Van Helsings crushed the vampires and in return children were set to be married. After the blending of the two clans the bloodline was strong yet again. However there were sour sides of the deal for both groups. As many of the homid and metis cubs as possible were rounded up and raised as Christians and trained to be vampire hunters. However, each child seemed to have a special link with the old ways of the Garou as well. What has resulted is a strange mix of beliefs. However, it does seem that God has smiled on the Van Helsings again.
Most members of the Van Helsing family never really know a proper home so the speak. For many of them, until they are very old, their lives are the hunt! There is however a place where a Van Helsing will always have fond memories of: a place where they are always welcome. A place that they might even be able to call home. That is the Quincy Morris Ranch.
The Ranch was given to the Van Helsing family after the last member of Morris family died out. Itıs a large place out in the rolling planes of West Texas, which seems normal enough to the outsider. The Ranch is anything but what it seems though. Here is where a lone werewolf hunter can come back from battle to lick its wound, where the young are trained to be hunters, and where the old come to live out the rest of their lives. Once a year a family "reunion" is held here to discuss upcoming battles and to plot the next move.
The ranch itself is never under question of anything out of the ordinary. It is far away from human contact and does not look like anything other than a ranch. The Van Helsings go to great lengths to keep that appearance up. So far no one has bothered them and no one has caught on.
"It's armor. So he's human after all."
"I remember the old days, when monsters didn't need make-up. They came as they were."
In the days of Ol' Bram Van Helsing things where simple: vampires=bad, human=good. In the modern times of the gothic-punk world however, things aren't that simple. In this world the Van Helsings have it coming at them from all sides. Their enemies are supernatural as well as those they once called friends. The Van Helsings are greatly outnumbered in their quest for goodness and enemies come in all shapes and sizes. Some even come in the form of mankind.
The Wyrm: Although not viewed as the source of all evil as with most werewolves, the Wyrm is still a factor in the war between good and evil. The Van Helsings view the Wyrm as a powerful demon corrupting God's pure earth with toxins.
Evil Immortals: There is a hidden war going on all around us. Human beings just like you and I battle each other with sword in hand trying to win a sacred prize. Human beings just like us, with one exception: they will only die if their heads are removed from their bodies. Some of these Immortals are good, some evil. One thing is for sure, in the end; there can be only one. Evil Immortals can be powerful foes swaying the world towards Evil and Satan. If one such Immortal were to win the prize, Evil would walk the Earth and the Van Helsings will not allow that.
The Midnight Circus: One of the major concerns on the Van Helsing clan is the mythic Midnight Circus. Its legend has grown with each year as it crosses nations, consuming souls wherever it goes. Many Van Helsings have been sent after this Carnival of Evil, but few have returned.
Pentex Inc.: Pentex is one of the largest corporations in the gothic-punk world. If you have bought gas for your car, plastic products, or anything right down to a canned soda you've probably dealt with Pentex. Although at first glance it would appear to be a normal company, Pentex Inc. really only has one goal: to create more holy places for the Wyrm! Most of the higher level workers are tainted with Wyrm spirit in some way and they use their power to spread its curse across this planet. This puts them at odds with the Garou, and with that it puts them at odds with the Van Helsings.
The Inquisition: The Society of Leopold views these shapeshifters as traitors of the faith! They will hunt them down if one of them is in the city were they operate. In return, the Van Helsing Family views the Society as demonic pretenders corrupting God's holy church. If the two meet a clash is certain.
The Abraham Circle: A group of 13 men and women bent on destroying vampires, werewolves, and one other thing: anyone with the last name Van Helsing! They claim to be followers of the greatest vampire killer of them all, Professor Abraham Van Helsing, and want to get even with his relatives for tainting his name with Garou blood. Most people view them as a pathetic annoyance; members of the Van Helsing family are deeply wounded that someone would use their most proud family hero's name against them.
The U.S. Government: While the U.S. Government does not publicly promote the belief in vampires, much less vampire hunting or werewolves, they have kept their eyes on the Van Helsings. They view them as cultish and wild and such fringe elements should not be allowed in America. Their battle with them however is not a public one, but the law has been known to lean on people with the last name Van Helsing.
The Sabbat: The most vile of all vampires and the most hated enemy of the Van Helsings. They seek to destroy them all. Known to the family as "the Devil's Fingers," the Sabbat are the worst kind of vampire: vampires who loves what they are, true monsters. The two are locked in combat a good deal of the time. The Van Helsings will gather as many forces in the area to destroy local Sabbat.
The Camarilla: Under a lot less pressure than other groups of vampire, even at times enjoying somewhat friendly relations, the Camarilla is over all not leaned on by the Van Helsings. However the Camarilla is known to use mortals as pawns; this is something that the Van Helsing clan will not tolerate. After all the, Camarilla are still vampires even if they try not to act like them.
Ghouls: The Van Helsings look upon ghouls with a mix of distaste and pity. They see them for what they are: junkies high on blood. Though they have more trouble with certain ghouls than others, vassals are the most annoying type there is, and many Van Helsings have developed life long grudges with these pathetic mockeries of humanity. Independents however often play the role of vampire hunters. Some members of the Van Helsing family have even tried to cure these creatures, but to no avail. However the most hated are the Revenants. Revenants are treated with no pity, no mercy, for they are beyond the point of help and beyond humanity. In any case, ghouls can be deadly foes in the right number or power level.
Rogue Vampires: Caitiff vampires are dealt with very harshly, for not only have they abandoned human law, they have abandoned vampire law as well. They belong to no clan, and though this is often not by choice, try to tell that to an enraged Garou vampire hunter.
The Infernal: Demons are the natural enemies of those who worship the powers of heaven! When dealing with these creatures a hunter will do anything and everything to stop them.
The Brotherhood of the Master Race: A Neo-Nazi group headed by vampires who are out to stamp out anything that is not "normal" in their minds. The leader of this group is a vampire nazi super soldier in the mold of the Red Skull. The group itself is run like something out of a comic book, with Nazi mad doctors trying to create atomic robots and other such things. The Brotherhood is growing and soon will be able to show its face as more than just a group of angry skinheads!
The Frankensteins: Baron Victor Von Frankenstein, like Professor Van Helsing, was more than just a character in a book. He, and his experiment, were very real. While the whereabouts of the Frankenstein Monster are unknown, Frankenstein's family remains very active in the war between the living and the restless dead. They have continued their forefather's research in life and death and have aligned themselves with certain groups of Kindred. Though most of their experiments have failed, they are known attempting an experiment too horrible to fathom. With the aid of Kindred blood magic and Victor's notes, they hope to resurrect his lordship Vlad Count Dracula!
Black Spiral Dancers: Wyrm-tainted werewolves are slaps in the face to the Van Helsings. These creatures, while not sought out, will be destroyed if encountered. The Van Helsings view them as lost souls and do not take any form of joy in destroying them; it is merely what must be done.
While the Van Helsings are far outnumbered in their war against the Undead and other evil forces, they do have a few friends to help them get through the night. These allies are as varied as the foes. Some come from places you wouldn't expect the light of goodness to shine, and some come from the other side of reality itself. It just goes to show that even vampire hunters and werewolves need a few friends sometimes.
Yesteryear Punx: This group of snot-nosed punk rockers started killing vampires for the kick of it all. They got the idea from reading an old "Tomb of Dracula" issue and a chapter out of "Rotten: the biography of John Lydon" about vampire hunting in urban England. They thought it would be fun to sneak into a graveyard and hold a fake vampire hunt, maybe even dig up a few cadavers. However, little did they expect that when they dug up the body it would really get up and attack them. After the beast was killed by a quick thinking punk a promise was made: "destroy all vampires!" Since then their numbers have grown and spread nation wide. The general public looks at them as a gang, not knowing the true nature of their mission. The Van Helsings look upon these kids as "junior vampire hunters" and have allies among their ranks. While totally American, these kids are known by two things, one of which is that fact that they have the hair cuts of 1970s style English punks. The other is the fact that they all dress like and go by the name of comic book super heroes and are led by a faux "Captain America". While most aren't even old enough to drive, they are wanted by the CIA for questioning and by Marvel comics for trademark infringement.
Good Immortals: Immortals and their fight against Evil are respected by the Van Helsings. They have enjoyed relations with the family for hundreds of year. The two groups have a "you scratch our back, will scratch yours" relationship. The Van Helsings help them fight when needed and so do the Immortals.
Sons of Ether: These crazed Technomancers create science out of imagination. They have long respected the Van Helsings, because both groups have a slightly Victorian way of operating. While the Sons of Ether have never personally gotten involved with the Van Helsing's war, they will offer them aid and bed in any given city or wilderness. Itıs a longstanding relationship made from a bargain that few remember what contained, but all honor. Needless to say, the Van Helsings have a home in every city they go to with the Sons of Ether.
The Celestial Chorus: The Van Helsings may understand these religiocentric mages better than other mages do. Both have very zealous religious beliefs and both are often misunderstood by others of their kind. Because of this empathy Choristers and Van Helsings often find it easy to get along with one another.
The Arcanum: While the Arcanum only study vampires, they are willing to trade knowledge and they two groups do so. They meet once a year to trade stories and tales of the undead.
The Men in Black: Our last best hope against Evil from the stars. These ungoverned, secret super agents have since learned of the Kindred and the Garou. MIB quickly set up a division to deal with such things and has helped the Van Helsings destroy more than a fair share of Sabbat nests.
Mokole: Though the Van Helsings have an alliance with almost all werecreatures, they have a bizarre, interesting and uneasy one with the Mokole or werealligators. Because most other werecreatures hate the Mokole, saying that the image of the "dragon" is also that of the "Wyrm," the Van Helsing's trust of them is uncommon among werewolves. The Van Helsings see that the Mokole have a long memory, or as they Mokole put it, they are the memory of Gaia herself. The relationship is strained, but it works.
Vampires: "Um...yes...the Van Helsing family (looks over his shoulder) I guess they could exist. (Whispers) personally I don't like to think about it, I've always felt that talking about them too much is like asking for it."
Ghouls: "The enemy of my master is my enemy. I will feast on their bones and (snaps at a fly) lick their eyeballs. There aren't any of them around here are there?"
Changeling: "Cute aren't they, I've always found them to be delightful and entertaining."
Mages: "Annoying, but they serve their purpose. I don't think all vampires are bad and that Christian thing is very dated. They can be a bit self-righteous. For the most part though they are intelligent. They always seem to look at me funny when I say my name."
Wraiths: "I really don't ever deal with them, but I guess they sound like a alright group of fellows"
Risen: "Nasty, unfriendly blokes to deal with. Large family too. First I thought I was dealing a normal wolfman; boy was I wrong. I never read anything about that Van Helsing guy being a werewolf though?"
Immortals: "They are good souls and a good family. Brave warriors, they are kin to us in spirit!"
MIB: "Just what are you doing with this sort of information? Stare into the light please."
Tribal totem: Cross and other Christian symbols.
Initial Willpower: 4
Backgrounds: Members of the Family may not buy Past Life.
Physical: In their human forms the men tend be stocky and well built, the women are shapely but not unfit. They all have flaming red hair, which is the standard bearer of the family. Their Crinos forms are tad bit shorter (about a foot shorter) than other Garou. The famed red Van Helsing hair then covers the whole body and they look much like a Fenris Get would. In wolf form they look like terribly large red wolves with red eyes. However Van Helsings tend to not shift into wolf form very often, unless in need of a quick getaway.
Territory: As stated, the Van Helsings tend to be nomadic. However they have a home at the Quincy Morris Ranch in Texas.
Protectorate: The Van Helsings are very protective of their family and Kinfolk. They become almost irrationally violent when family is in danger and will do anything to protect them. However, they protect all creatures blessed by God. They feel it is their duty to protect humanity from the creatures of shadow that lurk all around them. Though humanity hasn't always been grateful, the Van Helsings fight on.
Quote: "If you want to live come with me. I know I have the look of a monster, but believe me there are far worse things in this darkness than me. God willing, we shall both overcome them on this night."
"It is war, we must prepare" Roddy Macdowell as Peter Vincent in "Fright Night 2" "Yo She Bitch come get some!"
Faith can be the most powerful weapon a vampire hunter of any type can have. In the case of the werewolves Van Helsing it is also combined with garou gifts for some deadly combos. But True Faith is not just a way to fight the bad guys, so to speak; it's also for healing the sick, inspiring the best in others, and respecting other forms of life. All Van Helsing characters start out with a faith rating of 3 but this can grow or deplete as time goes on. Their Faith rating gives them certain powers and tricks that others may not have.
Scent of Garlic: At a level 3 faith rating, the Van Helsings have a rather stubborn, undying belief in the old ways of vampire hunting and monster tracking in general. In this they have total faith in the usage of garlic, no matter what anyone tells them. Because of this a Van Helsing werewolf can weld garlic against a vampire as surely as any character in any horror film. This causes confusion and even fear in the vampires who come in contact with the smelly vegetable.
Number of the Beast: Night hunters who have a faith level of two can produce this effect on the undead. When in a tight spot, a Van Helsing can cause a vampire to count everything in sight. This is only good for quick escapes and will more than likely leave the vampire wanting revenge later.
Confess your Sins: At 8 or higher Van Helsings can place their hands on a vampire or evil person and cause them to fall to the ground and confess the foul deeds.
Peace on Earth: Same as "confess" but only in reverse, the Van Helsing person can put her foe at ease with himself sometimes making him into a ally.
Other than these differences, all other Faith rules apply.
Level One
Razor Claws: As the Level One Ahroun Gift
Sense Evil: As Sense Wyrm
Level Two
Die Hellspawn: As Halt the Coward's Flight
Level Three
Might of Samson: As Might of Thor
Level Four
Hero's Stand: As level four Get gift
Level Five
Honorable Death: As level Five Get Gift
On a full moon in West Texas, the night is filled with blood chilling howls. Every vampire in the area knows what causes it. The Van Helsings are on the prowl. In the life of the Van Helsing few things are more important than the "good hunt" as they call it, that is to say the hunt for vampires. Now most people would think that family heritage is simply enough to drive a young cub to hunt the Devil's Undead, and in some cases that is so. However, this might lead to some stale role-playing. What we are looking for is what drives your characters to feel the way they do about vampires. Why do they hunt? Were they inspired by a great family ancestor? Is it their faith alone that drives them? Did a vampire kill someone close to them? What makes your Van Helsing werewolves tick?
First and foremost playing a Van Helsing is about playing a hero. The majority of people may look upon you as a monster, but in the end, you are a hero. This involves holding up to moral standards and having faith in a higher power. This does not mean however that you are a "goody goody." Just because you believe in something strongly doesn't mean you don't come across moral dilemmas and crises of identity. Along the hunt these elements should be should be important to any good game. However don't go too far the other way and become as decadent as any vampire. Remember: You are a hero.
In the old Hammer films, Peter Cushing always played an intrepid, energetic and saintly Professor Van Helsing. In the end he always beat out Count Dracula, but during those times he had to go through some pretty grim stuff. He dealt with it by clinging even more so to faith. How does your character handle it? Does he become a cynical searcher for the truth like Fox Mulder of the X-files, a borderline psycho like Ash from the Evil Dead series, a gumshoe like Carl Kolchak, the one and only NightStalker, a victim like Lawrence Talbot in the Universal Wolfman and other monster films or simply a bumbling ball of nerves like our dear friend Kelton the Cop from Ed Wood's horror trilogy Bride of the Atom, Plan 9 From Outer Space and Night of the Ghouls? It's up to you, but once again, remember you are the hero of this tale.
I'm sure every Storyteller out there has been running a game that suddenly erupted into annoying chaos. Here are a few ideas that might keep the players hooked and keep the game in check. Though chaos is an important element to this game's feel, it must have some order or things never get done. I hope I can keep everyone out there from going crazy. I know these hints help me.
The key to keeping players lost in the made-up World of Darkness is to make certain you have the proper game mood. Though playing styles differ from player to player, the mood has to make all players fit into the whole thing together. That means if one of your characters is a ballerina, the other a superhero, and the other a transsexual cowboy you have to still have make the mood work. Keeping in mind that this is the gothic-punk setting, a world of fantastic options, we can have almost any mood we want within the horror/science fiction genre. For a Van Helsing game, your characters are the heroes. This means they are just a group of people (whatever is in the group) on the sides of Angels. How do you make this work? Well here are a few suggestions.
Utter darkness: All is bleak, your heroes feel like they are going to lose, but for some reason still rage on. Itıs a gothic horror world all right, but even that is going stale. Things are just down hill all around.
Film noir: The whole game has a hint of mystery and suspense to it. The world is foggy and men in trench coats are at every corner.
Classic horror: This is the feel of old fashion monster tales of Edgar Allen Poe and H.P. Lovecraft. The world is full of spooky houses and thunder and lightning. Things seem sort of weird and other worldly. Isn't that Bela Lugosi lurking over there?
High camp: Things are silly, over-the-top and even cliché. In a high camp game you use archetypes and card board characters. Violence should be dished out with a gory glee. Oh and one thing: chainsaws, chainsaws, chainsaws.
Ed Wood/B-horror: Campy, but in a dream-like, almost surreal sort of way. Things are gloomy, but in an over-the-top way. Cars suddenly change color for no reason and wooden, almost brain dead supporting characters give out more absurd dialogue.
Eccentric: Creepy, spooky, ooky: This would be a game set around the family ideal of the Van Helsings. It would be character driven instead of action. Black humor is the number one reason for it being here. This would be better for people playing younger or retired hunters still on the Ranch.
Hammer Horror: Done in the style of those great Hammer classics of the 60'sand 70's. Good ss. Evil is a major theme and busty women are everywhere. Your hero is modeled after Captain Kronos or Dr. Van Helsing and the villain, Dracula himself.
Pulp/Comic: Play up the sci-fi elements; things are sunny and the hero is almost always on top. This world is filled with giant robots and evil supervillains! Lots of pop culture references.
Southwestern Gothic: The world is dusty and grainy. It's gothic, but with a drawl. Rusty cars filled with vampires and Van Helsings battle each other across the deserts of the Southwest.
Punk Rock: This game is angry. Itıs all about your rage towards the vampires and other creatures of the night. Use loud angry colors and wacky punk hairstyles.
Religious: This game is very spiritual and deals with how the vampires, demons and other monsters have wronged good. Use lots of churches and crosses. Holy figures should be important in the supporting cast.
"We are all characters in this play of life. Dracula is dead, but he will live on forever in our memories. As we will live on as characters in other people's memories"- -Dr. Van Helsing from "Dracula: The Play"
Attributes: Strength 4, Dexterity 4, Stamina 3, Charisma 5, Manipulation 4, Appearance 3, Perception 2, Intelligence 4, Wits 3
Talents: Brawl 4, Streetwise 4, Leadership 5
Skills: Melee 5 (Shield), Survival 2 Music 3
Knowledges: Occult 2, Law 3, Politics: 1
Other Traits: Comics 5, Record Geek 4
Background: The punk rocker known only under the name "Captain America" is one of the first Yesteryear Punx. He was there the fateful night they dig up that dead body for kicks. Pretending it was a vampire they were about to drive a stake into its heart when it suddenly sprang to life and attacked many of the kids around him. He attacked quickly and jumped onto the night-creature plunging a stake into its heart. The creature then fell to the ground. The other punks just stood around as he looked at them with a blank expression. He just stood there. Digging up that body was his idea. He had gotten them all into trouble, now he had to make up for it. Besides, it was lots of fun. So he spoke. He remembered a speech from "Fantastic Four 1" and modified it for the occasion.
"Boys, we have knowledge that no one else has, more knowledge than most folk have we gotta use to better mankind by icing all the vampires we find." With that he held out his hand just like in the first issue of "Fantastic Four."
"What about you Ben There? You with me?" Cap said.
"I ain't Ben anymore, I'm the Thing!" Ben said catching.
"And I'll be Wonder Woman" a voice said.
"And you Jay?" Cap said, trying to sound stoic.
"Just call me Wolverine!" Jay yelled.
All the hands were soon lying on top of the Captains. He just smiled.
"Good and I'll be "Captain America." We'll call ourselves the Yesteryear Punx. Sort of a mix between the Quincy Punx and the Tomorrow Syndicate." Captain said.
"I pity the vampire that messes with us." One last voice said. And so it was. And the World of Darkness was never the same again.
Captain America Today: He grew into the role of a leader and in his growth in fame, he has become a unlikely figure of politics. The Captain is a wanted man; the CIA knows he knows something and they want his info. This false Captain America has grown into somewhat of a hero of the people like a modern day Robin Hood.
Role-Playing Tips: You are starting to buy into the idealism that your costume represents and this makes you uneasy. You only wanted to do the right thing, but you didn't want all this trouble, so you are a man torn with who you were and who you are now.
Appearance: The Captain is an attractive young man in a motley mock-up of the "Captain America" costume. Without his mask on he has a red white and blue mohawk. The tattoo "Anger is Energy" is on one arm, and a "U.S Bombs" logo adorns the other. His eyes are a piercing blue.
Equipment: As with his comic book counterpart he has but one weapon: a shield. This shield looks very much like the one in the comics, only it is made of a silver/titanium mix and the sides are sharp so he can cut vampires head off if he throws it. The shield does damage as a broadsword.
Nature: Opportunist
Demeanor: Visionary
Concept: Mad scientist
Age: 45
Sex: Male
Attributes: Strength 2, Dexterity 3, Stamina 2, Charisma 4, Manipulation 5, Perception 3, Intelligence 5, Wits 3
Talents: Intimidation 3
Skills: Repair 3, Etiquette 4, Music 2
Knowledges: Medicine 4, Occult 3, Science 5, Linguistic 5
Background: The mad Baron Conrad Von Frankenstein actually began life away of his famed family. He was sent off to a private school at a very young age where he was teased often about his last name. Called "Boris" by his classmates, young Conrad became a loner very quickly. He was, however, a brilliant student. His prowess at science bordered the magical. Only one word could describe it: prodigy. Perhaps it was the teasing by the students, perhaps it was his family curse, or perhaps it was fate, but when Conrad got older he became interested in life and death. He studied dead animals, keeping them all over his room in jars and on tables. He wanted to know what made life! Before he could complete his studies however, he was sent home to tend to his sick mother. Angered, he poisoned her slowly. It made it look like she was getting sicker, but in fact it was the poison at work. Perhaps the greatest irony was yet to come, because on her deathbed Conrad was given what he had always hoped for. His answers. His mother, dying of the poisons he had put in her system because she had taken him away from science, handed him the journal of Victor Frankenstein.
Conrad Frankenstein Today: Conrad has failed many times to create his own creatures. His fortune was spent on the equipment he needed, but he always failed. He worked with many people trying to get aid with his experiments. Supporters as varied as the Society of Leopold to Developmental Neogenetics Amalgamated came and went. Finally he had no money to spend on his experiments. Until one day a new benefactor came to into his life, a mysterious vampire lady named only Lillian. She was beautiful, intelligent, and most of all, she was rich. She would give him the money he needed to study and work, but under one condition. His experiment would take a new direction. He had been trying to bring dead tissue back, but not Undead. She had brought him the ashes that she claimed belonged to Count Dracula. Since then he has worked on his own experiments on the side, while trying to bring back the Count.
Role-Playing Tips: You are mad. In every sense of the word you are the mad scientist. You have manners, but they are warped beyond reason. You also have a nervous twitch just in the corner of your right eye. It just goes to show, some people are just plain nuts. Speaks with a lisp.
Appearance: Looks a lot like the actor Ralph Bates but is aged. He is well-groomed and looks somewhat dashing in a mad sort of way.
Attributes: Strength 4, Dexterity 3, Stamina 3, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 4, Dodge 2, Primal Urge 4
Skills: Crafts 2, Firearms 3, Drive 4, Melee 3
Knowledges: Culture 4, Occult 3, Rituals 4
Background: Sandra, or "Sadie" as she is called, was born at the ranch and grew up hearing tales about heroic battles with Evil. She was trained but alas didn't show much talent at it. But for what she lacked in skill she more than made for in chutzpah.
Sandra Van Helsing Today: She is now out on her own stalking vampires. She thinks she knows everything but that is far from the truth.
Role-Playing Tips: You are sass defined, a bit of a tomboy and you speak with a strong Texas accent. You can kick any vampire's ass with ease and no one can push you around.
Appearance: She looks like a cross between Tank Girl and a hillbilly. Very cute in a tomboyish sort of way.
Gifts: Detect Evil, Razor Claws
Faith: 3
Willpower: 4
Rage: 4
Gnosis: 4
Motive: Family Tradition
Method: Heavy Firepower/Religious
Equipment: Shotgun Cross/knife, Garlic squirt guns filled with holy water, 5 Hand Grenades, Bow, 8 Arrows with explosive tips
Breed: Homid
Auspice: Ahroun
Family: Van Helsing
Concept: Trainer/ Aged warrior /Wiseacre
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma 4, Manipulation 5, Appearance 2, Perception 4, Intelligence 3, Wits 5
Talents: Alertness 4, Intimidation 4, Brawl 3
Skills: Leadership 5, Stealth 4, Melee 2, Performance 3, Etiquette 5
Knowledges: Rituals 3, Linguistics 2, Occult 4
Background: Growing up, Bubba was always teased about being "girlish." Despite the name Bubba, the fact is he was anything but. "Not the warrior type" they would say to him. Well, this made young Bubba develop two things: a quick tongue and the desire to prove them wrong. While never the strongest, fastest, or best with a stack, Bubba was always the sneakiest of the lot. Soon, teasing Bubba about being "girlish" was like asking to get beat up. Still, no one felt he could make anything of himself. So Bubba took the road to prove them otherwise. He soon began to send letters of his adventures and became a hero to the family. He was killing more vampires than any of his brothers and doing it with style.
Ole Bubba Today: Bubba returned to his home, after a life of experience and action, a living legend. His tongue was as sharp as ever, though his sneak attacks had slowed somewhat. Soon he was spreading his wisdom all over the Ranch, even if they didn't want to hear it. He was the Oscar Wilde of the Van Helsings, but with enough dead vampires under his belt to also be a battle hero. The elders decided to keep the spirited old warrior in check by having him train the young. He does so now with glee.
Role-Playing Tips: You're Quentin Crisp meets the Batman. You are always one to sneak up behind one of your students from the shadows, knock them over, and then give them a good lashing with the tongue. All this is done lovingly however. Youıre creepy, yet effeminate. Speak in an over-the-top southern drawl and display a Victorian manner. You're a "gentlemen" warrior. Also never let anyone treat you like you're old.
Appearance: An aged thin man, with a womanly face and unnerving silver eyes. You have wild silver hair and a constant smirk on your face.
Equipment: A Bo staff and anything used to teach.
Age: 37
Breed: Homid
Auspice: Ahroun
Concept: Dark Paladin
Attributes: Strength 5, Dexterity 4, Stamina 4, Charisma 4, Manipulation 5, Appearance 0, Perception 4, Intelligence 5, Wits 3
Talents: Brawl 4, Alertness 3, Dodge 4, Intimidation 5
Skills: Melee 4, Firearms 5, Leadership 3, Stealth 3
Knowledges: Occult 5, Science 3, Medicine 4
Faith: 8
Rage: 4
Gnosis: 3
Motive: Lost Love
Method: Religious/Occult/Heavy Fire Power
Background: Andre was the one who was going to be different. He wanted to be a doctor, not a hunter. He left the ranch after a large fight over his choice and went to medical school in Austin. It was there were he met Kate, a lovely creature with long black hair. She was center of his world, he loved her more than life itself. Soon after he completed school they moved to a small town where they lived with her childlike younger sister Maggie. He practiced medicine in peace, Kate need ever know of what he really was. All she knew was that he was somehow related to a character in Dracula and that was left with that. Then a strange blood illness came upon the women in the town. They were losing blood every night. Andre knew, but he wouldn't ruin his normal life. Then one night while they lay in their beds, the monsters came. They raped and killed his lovely wife before him forcing him down and making him watch. Then lastly they destroyed his handsome face with a sliver blade, gutting the left half. Leaving him and Maggie there he roared, the rage entered his body. Soon after Maggie enter an insane asylum and Andre became the most feared vampire hunter of all time: the second Doctor Van Helsing.
Andre Van Helsing Today: He wanders from city to killing as many vampires as he can. He has since destroyed every vampire in Dallas, Texas. While he takes no joy in his bloodbath, it is the only thing that takes away the pain in his heart. In his eye they will all pay for the life of one, the one thing that should have never been taken from him.
Role-Playing Tips: Driven but not cold. Will do anything to protect innocents and you see well beyond the revenge part of you work. Over the years you have become more heroic and you always try to do the right thing. You are a noble soul. Think of a cross between the Shadow and Peter Fonda in Nadja. You have your eccentric qualities and are prone to flights of fancy. Sardonic jokes are coming with you, as you like to create what you call "toys." These are really death machines hidden under a teddy bear or a toy soldier. There is a twinkle in your eye when it can be seen, but they also look very sad.
Appearance: A black wide brimmed hat and red scarf covers most of his face, which is so ugly that no one need look at it. A black duster and torn Misfits shirt are worn with this. Long red hair climbs out of his hat and he wears mirror-lensed glasses at all times.
Gifts: Armor of God, Razor Claws, Sense Evil, Honorable Death, Might of Samson, Wraith of the Saints, Die Hellspawn, Song of Rage
Equipment: Fang Rippers, Chainsaw (fetish), Holy Water, Doctor's Bag, Bike, Whip, Tommy Gun, Flame Thrower, Gas Bombs, Garlic, Spike Gun, Nail Gun, Bombs, Mirror, Razor Blades, Stakes, Hammer, Cross, Bible
From Dusk Till Dawn: It's an all out vampire action movie. The one liners fly as the gore goes everywhere.
House of Frankenstein and House of Dracula: Not great movies by any means but you get a lot of monsters. Also, these movies have some of the better fight scenes between werewolves and vampires.
Captain Kronos: Vampire Hunter: A dashing vampire hunter with a magic sword makes love to beautiful women and lays waste to vampires.
Vampire Hunter D: It's manga baby! This animated film features a vampire hunter who is also a monster. This gives him a confused feeling. It might give the characters or the Storyteller ideas.
Wolf: Great werewolf battle scenes. These more human-looking werewolves might give you an idea of how a werewolf could fight a vampire.
Howling: The Freaks: A noble werewolf is put on display by an evil vampire in a freakish carnival.
Nadja: The best modern vampire movie ever made. Great for mood.
Ghostbusters: Okay, so there are no vampires, but itıs great to see a team dynamic that works.
The Vampire Hunter's Casebook: A big book of vampire hunting adventures.
Dracula: Duh!
Zombie World: Champion of Worms: A great comic that features a brave team of humans battling hordes of the Undead. This Comic is also good for mood and teamwork.
Carmilla: The classic gothic novel with a beautiful female vampire.
Midnight Mass: A story that deals with the religious aspect. A priest and a rabbi take on lots of vampires.
The Misfits: the classic horror punk band. Any of their albums lend mood to the scene, and give you lyrics that are so funny you'll just die.
Alien Sex Fiend: Try their version of the Batman theme for a kick. These gothic goofballs create gloomy music with a twist. Always different, always fun, always Fiendish.
Minor Threat: The classic D.C. hardcore band. It would be great for fight scenes and working up anger.
The Addicts: Hardgore forerunners of goth. These punks bring a little of the circus with them wherever they go.
Roy Oberson: The original rockabilly might shock you with some of his spooky ballads.
The Residents: Nothing is quite like the Residents, but many have tried. For pure chaotic choice weirdness, nothing beats them.
The Rolling Stones: "Time is on My Side", "Paint it Black" and "Sympathy for the Devil." All good spooky song that seem to find there ways on many a horror soundtrack.
AC/DC: Wacky and raunchy, this metal/garage band will add a little kick to your fight scenes.
Annie Lennox: Beloved by all! Try out "Missionary man."