Showing posts with label Laundry Files. Show all posts
Showing posts with label Laundry Files. Show all posts

Thursday, December 28, 2023

[Hunter: The Vigil 2e] TFV: GOD GAME BLACK

In-Character (IC) Info:
Onyx Path Publishing
Chronicles of Darkness
Venue: Hunter: The Vigil 2nd Ed
Post by: Jerad Sayler






TASK FORCE: VALKYRIE
THE FOLLOWING IS CLASSIFIED: 
TOP SECRET///SPECIAL ACCESS///CBS//GG-RW//BLB//

TFV REPORT: CODICIL BLACK SKULL (CBS)

Shamelessly lifted and converted from The Laundry Files rpg based on the books by Charles Stross.  I am planning on adapting some of the lore as part of Task Force: Valkyrie.  Most of the Lovecraft lore I utilize for Abyssal purposes in Mage: The Awakening 2nd Edition.  In fact, our next Chronicle - Mage 3: The 6th Watchtower will be largely dedicated to fighting the Abyss. And that is all the spoilers you get.

The following requires Special Access///CODICILBLACKSKULL//GODGAMERAINBOW//BLOODYBARON.  If you do not have CBS//GG-RW//BLB access you are not cleared to read this document.  Violating special access will result in criminal prosecution.  The unauthorized disclosure of government secrets is High Treason and is punishable by up to 30 years in prison and death. This is your final warning.
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A series of three TFV-accredited counseling services are mandatory after reading this file.

Preamble

This is a briefing document intended for the use of Squadron 666 or TFV personnel who are about to be deployed as part of the CODICIL BLACK SKULL observation and exploration missions. If this is the first time you have been deployed offworld, ensure that you are familiar with relevant safety, survival and security procedures.

Overview
The purpose of CODICIL BLACK SKULL is to ensure that an entity known as the Sleeper remains secure and undisturbed. The Sleeper currently resides in a tomb atop an alien pyramid, surrounded by a forest of impaled reanimated corpses called the Wall of Pain. Our role is to ensure that no-one wakes the Sleeper, and to put it back down should it ever rise.

The Plateau
The Sleeper’s tomb stands on a distant planet, across the gulf of interstellar space. Attempts to locate it using conventional astronomy have so far been unsuccessful. Most researchers assume that it is somewhere within our galaxy, but there are no guarantees of that. It could be in another galaxy, or in another dimension, or be billions of years in our past or future – or even all three. “The Old Ones walk serene and primal between dimensions, untrammeled by our petty notions of space and time” to quote the Apocalypse Codex (see APOCALYPSE CODEX).



The planet – or at least the Sleeper’s Plateau – has a thin, but breathable atmosphere, suggesting that at some point life held sway here, cracking the oxygen out of the bluish rocks. Foot patrols to the planet carry extra oxygen supplies with them, but additional O2 is only needed during periods of heavy exertion.  The only native flora discovered by past expeditions is a purple lichen that is mildly poisonous, but has powerful hallucinogenic and oneiromantic qualities. Background radiation is approximately 20 millisieverts per hour (or as much as a nuclear power worker would absorb over the course of a year) – hot, but not unmanageable.



The primary source of this radiation appears to be a mobile source that orbits the planet once every six hours, possibly a satellite or moon composed of highly radioactive material. Gravity is  approximately 70% that of Earth. The planet rotates once every 31 hours. There is little discernible seasonal variation in temperature, or in weather – you can expect clear skies and whispering, maddening winds year-round. Average temperatures hover just below freezing.



The planet has no magnetic field. Directions therefore use the pyramid’s sides as the cardinal directions. Rock samples recovered from the Sleeper’s Plateau show that the pyramid rests on a granite outcrop. The rocks have a high proportion of selenium and cobalt, as well as traces of elements without official names from deep within the island of stability. The site appears to have been selected at least partially for its geological qualities; up until recent events, seismic instruments found no signs of earthquakes or other volcanic activity.



Micrometeorite impacts are considerable less than would be expected, suggesting some force protects the plateau from disaster. The rest of the planet is largely unexplored. All known Gates opened to the planet appear on or near the Plateau. Squadron 666’s aerial observations show signs of other structures in the lowlands around the Plateau, but no expedition has ever reached these cryptic mausoleums and returned.



Exploring the Plateau has an extremely deleterious effect on the human psyche. Even with wards, medication and training, most visitors experience delusions or suffer psychological breakdown within 48 hours. Therefore, except in emergencies, all contact with the Plateau and the Pyramid is minimized through use of supersonic over flight.



Operations on the Plateau
Standard insertion protocol is via a Class 3 Gate. As such gates have an operational lifetime measured hundreds of seconds, you will either take your own Gate-making technology with you, or have a scheduled extraction time. Radio on the Plateau is unreliable over distances longer than 500 meters, and power drains faster there than it does here. Electronic equipment fails alarmingly quickly on the Plateau, so keep visits short and carry spares.  Take precautions – treat the Plateau as though it was a radioactive hot zone, and always ensure that your personal wards are active. Unwarded individuals perish within a few hours of exposure to the Plateau.



The Pyramid
The Pyramid of the Sleeper is a four-sided stepped pyramid, made from the same stone as the Plateau, black granite. It is composed of approximately two million stone blocks that at a short distance appear seamless and almost polished. Analysis of the stone blocks reveals traces of partially eroded symbols or markings. No translation exists, although some cults have partial transcriptions of the symbols and use them as part of their mysteries as a substitution cipher.



Despite the efforts of generations of astronomers, astrologers, numerologists and researchers, the
pyramid does not appear to be aligned with any celestial object, nor does it appear to conceal any clues about he impending date of CASE NIGHTMARE GREEN (CNG). Its architecture does not correspond to that of any known human culture other than its iconic shape and being made from blocks. There are no roads, ramps, quarries, waste tailings or any other signs of construction around the pyramid. The stones are mortared together with an unknown substance that defies chemical analysis. It is a blackish-grey resinous compound that is a perfect electrical insulator.



While dating methods based on radioactive decay are unreliable without a better baseline for comparison, most researchers assume the pyramid is less than ten million years old. The size of the pyramid is a matter of debate. Scale within dreams and visions is of course unreliable, and visions of the pyramid being ‘miles high’ or ‘bigger than a mountain’ can be discarded. However, four expeditions recorded different heights for the pyramid despite using reliable scientific instruments. The height ranged between 120 and 180 meters. This discrepancy continued into the CODICIL BLACK SKULL era; observations by Concord missions have recorded multiple different heights for the pyramid. These differences in scale cannot be explained by human error or the movement of the pyramid (the area is tectonically stable).



The steps are shallow enough to be ascended easily by humans in this low gravity. Many reports from those who have ascended the pyramid speak of falling into a trance or experiencing bursts of missing time, as though the monotonous act of climbing all of those steps is hypnotic.




In addition to the Wall of Pain at the foot and the temple on top, there are several other sites of interest on the Sleeper’s Pyramid:



The Rosetta Stone: A series of stone blocks on the ‘north’ face of the pyramid whose markings differ from the rest of the pyramid; in fact, linguistic analysis suggests that there is a better than 80% probability that these markings are in a completely different language. This second language could help translate the cryptic symbols on the rest of the pyramid, and is the focus of intensive linguistic research by TFV and several other groups.



The Watchtower: The watchtower is a small ruined structure located half-way up the southeastern ridge of the pyramid. Most of the building has collapsed, but computer reconstruction shows that it was a twenty-meter-tall round tower made of the same stone as the rest of the pyramid. It is clearly a later addition, as the original steps are still visible beneath the scattered debris. The bottom quarter of the tower still stands, and was used as a base by the fourth expedition. The stones of the watchtower are unmarked.



• The Erratic: Located approximately one kilometer from the pyramid, on the far side of the Wall of Pain, this is a single carved stone block like the ones that make up the pyramid. Why this stone was rejected by the builders is a mystery. The stone was dragged six meters south by persons or forces unknown in 1992.



The Baron’s Mark: The fourth expedition found a broken cavalry saber (a shashka saber, identical to those used by Cossack soldiers) along with a water bottle and some rags on the west face of the pyramid. Someone – presumably Baron Ungern von Sternberg – used the saber to carve a large ‘X’ into a nearby block. The Fourth Expedition examined the block in detail, but reported nothing unusual about it.



• The Door: The existence of secret tunnels and chambers within the pyramid has long been rumored, but never confirmed, and ground-penetrating radar fails to penetrate the structure. In 1947, the Laundry obtained a photograph of a tapestry from a Tibetan monastery that appeared to depict a door or passageway half-way up the west face (near the Baron’s Mark). The Fourth Expedition investigated this region, and found nothing. However, in 1984, a BLACK CODICIL overflight photographed six figures scaling that section of the pyramid. The Concorde made a second pass twelve minutes later, and found no sign of the intruders.



• The Rapture Walk: This is a section of the pyramid near the temple. There are no discernible physical signs that distinguish the Rapture Walk from the rest of the structure, but two expedition team members committed suicide here by hurling themselves off the walk and falling to their deaths. Furthermore, examination of the stones below the Rapture Walk revealed the presence of old blood and tissue, suggesting that other visitors also committed suicide by jumping off that spot.

The Wall of Pain
The Wall was constructed by the ‘Bloody White Baron of Mongolia,’ Ungern von Sternberg, probably between 1919 and 1921. The Wall consists of two thousand, nine hundred and ninety-four human corpses impaled on stainless steel spikes. The Wall completely surrounds the pyramid on all four sides, and is between three and nine corpses deep all along its perimeter.



Most of the corpses are those of Russian soldiers from the Fifth Red Army; the Baron appears to have filled any gaps in the wall with Mongolian peasants or men from his own rag-tag army. Despite being nearly a century old, the corpses are well preserved thanks to the cool temperatures, high radiation and lack of native bacteria. The corpses still wear their uniforms and carry their equipment, including rifles and swords. Most of the corpses’ weapons were found in their scabbards or strapped to their backs, leading some researchers to suggest that the weapons were returned after the bodies were impaled. Rope burns and other scarring, together with some signs of dehydration and starvation imply that the victims were prisoners who were marched alive onto the Plateau, then impaled.

The two-meter steel spikes are made from a high chromium steel alloy, similar to stainless steel. Where exactly the Baron got his hands on nearly three thousand high-quality steel spikes in the middle of Mongolia is a minor mystery. The fence was constructed with the aid of the Bogd Khan’s priests, although the Baron appears to have greatly modified their rituals.



Injuries and post-mortem contortions strongly imply that the victims were impaled on the spikes while still alive. Most were impaled through the chest, but others were impaled through the anus, or else impaled multiple times through, say, the thigh and forearm. Marks on the necks and faces suggest that the victims’ heads were restrained at the time of death – they were probably forced to stare at the pyramid as they died.



The Wall of Pain is one of the greatest examples of occult countermeasures ever created by humanity. Its purpose is at least three-fold. Firstly, it is a wall of nightmares. The necromantic energy of all those deaths blocks the dreams of the Sleeper. Extrapolating from written accounts and other sources, it appears that nightmares of the Plateau were much more common before 1921. This was, it seems, the primary impetus behind Sternberg’s actions – he saved the Bogd Khan from bad dreams.

Secondly, the trapped dead observe the Pyramid, blocking Gate spells and preventing anyone from using magic to bypass the wall.



They are also theorized to observe the Sleeper, collapsing its quantum waveform and keeping it partially quiescent. The effectiveness of this spell is unknown.  It is possible that Sternberg’s actions prolonged the quiet period before CASE NIGHTMARE GREEN (CNG); it is equally possible that the Sleeper is unaffected by the spell, and will wake on cue when the Stars are Right. No-one wants to try kicking the Wall that might be holding back the end of the world.



Thirdly, the corpses that make up the wall are vessels for possessor entities (Feeders in the Night). If anyone trespasses too close to the Pyramid, the entities wake up and destroy them. The guardians of the Wall of Pain are considerably tougher than the average Residual Human Resource, with special capabilities beyond their physicality.  Those killed by the possessors are then added to the Wall of Pain. Squadron 666 observation photos are regularly analyzed for new additions to the Wall.



Navigating the Wall of Pain
Sternberg’s Wall prevents any intruder from reaching the Pyramid, and so far has proved almost completely impenetrable. Other than the 1984 incident, there were no successful attempts by unwanted persons to gain access the Pyramid until the Colorado Incident (see OPERATION: BLOODY BARON).



The only known safe way to cross the Wall is with the aid of TEAPOT, the ‘Eater of Souls’ entity that formerly inhabited the body of Evgenie Burdokovskii, and is currently incarnated in a security location. As TEAPOT helped build the wall, it knows the transitive order in which the Wall must be deconstructed to break down the spell.



Recently, a cult in Colorado managed to open two Gates inside the Wall of Pain’s protected zone, a feat that was previously believed to be impossible. Spectral analysis suggests that the Sleeper stirred and helped them breach the containment field. If so, then the Wall may become increasingly unreliable as the conjunction approaches, raising the likelihood that troops will have to be deployed to the Plateau to augment the Pyramid’s security.



The Temple of the Sleeper
Atop the Pyramid is a temple containing the tomb of the Sleeper. The temple is largely unexplored, following the fifth expedition incident. However, through a combination of fourth expedition photographs, eye-witness accounts and secondary sources, we can state the following:

The temple consists of 128 pillars, each 23 meters tall and 2.5 meters in diameter supporting a domed roof some 30 meters high at its apex. The temple is a square with sides of 128 meters in length. There are four entrances, one at the mid-point of each side of the Pyramid. These doorways are 3 meters wide and 6 meters high, and have wooden doors. (The wooden doors are a new addition, and are made from Mongolian oak.) The pillars and door frames are all decorated with disturbing alien glyphs and symbols. As the scroll that lead to the possession of Evgenie Burdokovskii was derived from the markings on the temple, personnel are enjoined not to examine the symbols without prior authorization and proper safety procedures.



Surrounding the tomb are rows of benches, made out of a crystalline substance. Unlike the rest of the cyclopean structure, these benches are human in scale. They may be later additions to the Temple, as they do not match either the surrounding architecture or the style of décor. Each bench has a small gully behind each seat, suggesting they were meant for some humanoid species with a tail.

The Tomb of the Sleeper stands in the center of the temple on a raised dais. It is a sarcophagus four metres in length. Markings on the Tomb are entirely unlike those on the Pyramid or the Temple, suggesting that the Tomb predates both edifices. The Tomb is the nexus for a powerful thaumaturgical effect, probably either a binding or a suspended-animation spell. Possibly, the Sleeper was deliberately imprisoned here for some unknown purpose, or took refuge here to wait out the long aeons until it could exist again in our universe.



Operations near the Temple
If the Sleeper awakens, it will trigger a series of events that will lead inevitably to CASE NIGHTMARE GREEN (CNG). Its return is a signal to the other Great Old One entities that the stars are right and that they should return. It is the first shot in the apocalypse. Therefore, you are advised and enjoined to stay well away from the Temple. There are power sources and magical forces buried deep within the Pyramid that focus on the Temple. We do not know what might disturb them. Damage to the Temple, touching the Tomb, loud noises, the wrong thoughts – consider the Tomb to be an unexploded and highly unstable nuclear bomb, and keep clear unless there is absolutely no other choice.



Previous Expeditions and Contacts
There are natural portals and dimensional fault lines (aka ‘thin places’) where the Plateau touches our world. Several of these portals are in Central Asia; other confirmed portals exist in Antarctica. The Miskatonic Expedition of 1931 encountered one such portal, when Charles Danforth saw a bizarre vision that drove him mad, likely as a result of a fleeting psychic contact with the Sleeper.

Images and stories of a wonderful and terrible Plateau and sleeping kings are common in many cultures; the Sleeper was out there, waiting, long before human civilization arose. We grew up in the shadow of that dreadful Plateau, and it has informed our myths and nightmares throughout history.

Prehuman Contact

Tomb Builders: Presumably, some race built the Temple and the Pyramid around the Sleeper. We know nothing about this species except the structures that they left behind. It is unlikely that they evolved on the world of the Dead Plateau, unless some cataclysm (perhaps a previous conjunction) erased all signs of their civilization and destroyed most of the biosphere.

• ANNING BLUE SKULL: The proximity of the Plateau of the Sleeper to ANNING BLUE SKULL ruins in Antarctica implies that they knew of its existence. Certain bas relief carvings in their cities imply that they dreaded something in the mountains near their city.

BLOODY BARON (BLB)
As per Section V.5 of the Second Treaty of Nice, all developments and information regarding the Dead Plateau and the Sleeper are shared with the TFV's European partners on the BLOODY BARON committee. Please review guidelines on information sharing and cross-agency encryption and warding when submitting any reports with BLOODY BARON clearance.

• DANUBE CROSSING: The pews in the Temple certainly resemble their reputed physiology.
• BLUE HADES: We cannot be certain that BLUE HADES had contact with the Plateau, but drawing a line through the Church of the Sleeping Christ to their inhuman patrons strongly suggests it.

Prehistoric Contacts
• Sigils matching those found on the Pyramid were found in a cave in Afghanistan, and verified to be more than 30,000 years old.  Found far was a Babylonian temple to the god Sin.

• The Mesopotamians worshipped (or placated) fearful gods in pyramids.

Historic Contacts
• Awareness of the Plateau is ancient among the mystics of Mongolia. The Priests of the Black Buddha, an obscure religious order in Tibetan Buddhism, conducted rituals that often involved visions or physical pilgrimages to the Plateau. The Priests of the Black Buddha were reputed to have driven a tribe or group of cannibals out of the mountains. These cannibals were likely either the Tcho-Tcho tribe, or devotees of a radical sect of the Dzogschen school of Buddhism.

• Baron Ungern von Sternberg, an eccentric Russian military officer, mystic and warlord, visited the Plateau to construct the Wall of Pain. The Bloody Baron fought on the pro-monarchist side of the Russian civil war, and believed that he was destined to become a new Genghis Khan, who would lead an army of Mongolian warriors to conquer Eurasia and purge the land of Bolsheviks and other traitors. As part of his crusade, he allied himself with the Bogd Khan, the eighth Bodg Gegen. The Bogd Khan was the third most senior lama in the Gelugpa tradition of Tibetan Buddhism, and the de facto ruler of Northern Mongolia. The Baron won the Bogd Khan’s support and trust by promising to end the nightmarish visions and dreams sent from the Pyramid.

• The OGPU (the precursor agency to the KGB) had a long-standing interest in the Plateau. Gleb Ivanovich Bokii – secret policeman, cryptographer and Rosicrucian – took over the OGPU’s  petsotdel department in 1923. That included 7th Section (which later became the Thirteenth Directorate after another series of Stalinist purges and reorganisations). He tried to dispatch an official expedition to Tibet in 1925, but elements in the OGPU’s Foreign Intelligence section blocked him (and accused him of drinking blood, to boot). He tried to do an end run around Foreign Intelligence by sending Yakov Blumkin to sneak into Tibet.  Given Blumkin next shows up in Sternberg’s old stronghold at Dauria, we believe he made it to the Plateau and learned about the Wall of Pain.



Expeditions
Following TEAPOT’s initial debriefing in 1945, the Laundry became aware of the danger posed by the Sleeper. Two expeditions in Tibet failed to locate any ‘thin places’ that crossed over to the Plateau, and a third expedition to Antarctica was cancelled due to more pressing business elsewhere. It was not until 1961 that the Laundry mounted a successful expedition to the Plateau.

The First Expedition reached the Plateau via the Gate on Bogd Uhl Mountain in Mongolia. On arrival, it conducted a cartographic survey of the Plateau, although it did not dare to cross the Wall of Pain. Two men died of exposure on the Plateau, and another three perished or went mad on the return journey. Still, the expedition confirmed that the Wall was still in place. The Second Expedition (1965) used an artificial Gate opened in the basement of the University of Manchester using the Atlas-3 mainframe, in one of the first large scale invocations using computational demonology.

The Second Expedition took more scientific equipment with it, and were able to measure thaumic flux and radiation on the Plateau, as well as being able to conduct a closer examination of the Wall of Pain.

The disastrous Third Expedition (1966) attempted to penetrate the Wall of Pain to reach the Pyramid. Arcana Analysis believed that it was possible to fool the watchers using a thanothic manipulation; this proved to be incorrect, and the entire expedition was killed. Their bodies are still visible on the south-east approach to the Pyramid.


The Fourth Expedition (1968), mounted with the assistance of TEAPOT, was the only expedition to cross the Wall. The means used to do so are classified WIDOW GAMBIT and are unlikely to be used again. Six members of the Fourth Expedition successfully crossed the Wall of Pain and spent 14 hours on and around the Pyramid of the Sleeper. The crossing was a one-way mission, but their observations and samples were placed in a glider and flown off the Pyramid to be collected by the support team on the far side. Of the six officers who crossed over, four committed suicide (two on the Rapture Walk, two using their cyanide tablets), one was shot when he attempted to open the Sleeper’s Tomb, and the last member vanished and is presumed to be dead somewhere inside the Temple. Following the Fourth Expedition, Squadron 666 took over the duty of monitoring the Pyramid.

The Fifth Expedition (1984) conducted a search of the Plateau following the sighting of six intruders. It found footprints leading up to the Wall, but there were no signs of damage or any other tampering. Two members of the team returned to the Gate to contact mission control and request use of WIDOW GAMBIT. However, while waiting for clearance, the remaining team saw a bright light flash from inside the temple, followed by ‘an inhuman scream.’ Moments later, they received a radio transmission informing them that everyone in the Temple had perished. Mission control denied the use of WIDOW GAMBIT, and there were no further transmissions or unusual activity at the Temple.

The Sixth and final Expedition (1987) planned to rappel down the side of the Plateau and explore a nearby structure nicknamed ‘The Monastery.’ A base camp was established at the edge of the Plateau, while the advance team descended to the plains below. They crossed six kilometres of broken terrain without incident before contact was abruptly cut off by a sudden dust storm. When visibility cleared, there was no sign of the advance team. No radio transmissions or other signals were received, suggesting that whatever happened to them happened very quickly.


- - Transmission Transcript - - - - - - - -
Classified CODICIL BLACK SKULL - 8/9/84 0519 hours.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
SMITH: Bravo, any sign?
BRAVO: Not yet, sir. Doorway is still clear.
SMITH: All right, let’s assume that we’re going to do this. Bravo, you’ll escort REDACTED when –
UNKNOWN VOICE: ... dead...
SMITH: Say again.
UNKNOWN VOICE: ... please... I can hear the flute...
SMITH: Who is this?
UNKNOWN VOICE: We looked beneath his mask... I saw... all dead...
SMITH: Are you on the Pyramid? Who are you?
UNKNOWN VOICE: You fool... we’re all dead...
JACOBSEN: I think it’s coming from up there, sir. Short range.
SMITH: Who are you? Identify yourself! Where are you?
SMITH: Identify yourself!
SMITH: Anybody see them?
SMITH: Anything?
---END-
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Squadron 666
The high casualty rate of ground expeditions onto the Plateau, coupled with the desire to develop more effective countermeasures against the Sleeper, led to the re-tasking of Squadron No. 666 with the mission of conducting regular reconnaissance overflights of the Dead Plateau. Squadron No. 666 was an Army Air Corps Air Observation Post unit up until 1964, when it was retrained to conduct offworld operations. The first flight of the new 666 Squadron took place in 1968, and it has successfully completed one recon flight every week since then from their base at RAF Cosford.

Initially, Squadron 666 flew English Electric Canberras, refitted with optics and thaumaturgy equipment in addition to their payload of WE.177 tactical nuclear weapons. The Canberras were escorted on their flights by BAC Lightnings.

After 1978, the Squadron switched to using four Concorde refitted for occult reconnaissance and nuclear strike capability, while Tornado F3s (and, latterly, Eurofighters) gradually replaced the Lightnings in performing escort duty.

Squadron 666 currently operates a stable of four MQ-9ORS Reapers to provide unmanned observations of the Pyramid.

Manned FlightsCurrently, there are no manned flights to the Plateau, and all Concorde aircraft are undergoing extensive maintenance and exorcism. However, due to the unreliability of the Reaper drones when operating on the far side, the decision has been made to reactivate CODICIL BLACK SKULL manned flights as soon as possible.

Under standard conditions, flights take off at night from RAF Cosford and fly west over the Atlantic, refueling from a VC10 tanker based at RAF St. Athan in Wales. The loadmaster on board then opens a Class Three gate big enough for the lead aircraft plus escorts.

Gate spells targeting the Sleeper’s world are unreliable. The Plateau itself is remarkably easy to get to. The barriers between realities are thin there; it almost seems to draw travelers towards it. However, opening a Gate away from or above the Plateau is much more problematic. The far end of the Gate usually opens at an altitude of 2,000 metres within 50 kilometres of the Plateau, but considerable variation has been observed. Some flights narrowly avoided crashing into the Plateau itself; other flights arrived more than 200 kilometres off course and had to reorient themselves before commencing their scheduled overflight.

Standard watch protocol consists of flying three circuits of a racetrack pattern over the Plateau, using a rock formation nicknamed Bovington as a point of reference. Flying directly over the Pyramid itself or crossing the Wall of Pain is not permitted. During each pass, Concorde’s crew capture images using a combination of conventional aerial photography, FLIR, thamatography and Raytheon SAR/MTI dual mode radar. Up until 2001, flights also used a Tillinghast/SCRY4 Kirlian camera, but the use of this instrument has been discontinued except in emergencies due to its deleterious effects on airframe and crew. All missions now carry air-launched GABLE WINDOW pods as an alternative to Tillinghast fields. Concorde flights also gather atmospheric data and photograph the sky or stars above the Plateau. The escort planes carry dust collection pods, and fly lower over the Plateau.

Once the recon mission is complete, a second Gate is opened, and the flight returns to base. There, both crew and aircraft are exorcised. The Plateau is highly contaminated with necromantic energy. Squadron 666 crew are rotated regularly, and no member is allowed to log more than 200 hours on the other side.


Drone Flights
As of 2009, Squadron 666 switched to flying Reaper drones instead of sending manned flights into the Dead Plateau. These drones are launched from RAF Cosford and escorted by a recon aircraft (usually a Sentinel R1) equipped with a Gate generator. The drones fly through the Gate to the target world, while a second smaller Gate opens at the Remote Operations Centre at Winterbourne Gunner. Telemetry is sent through this second Gate via a sympathetic link, allowing group operators to control the drones even when the primary (physical) Gate closes.

The Sentinel circles until the Reaper flight completes its mission, then opens a second Class 3 gate to retrieve the drones. The intent of the switch to drones was to shield human operators from the deleterious effects of the Plateau.

Drone flights were suspended in 2010 following multiple mission failures. The sympathetic Gate link worked during test flights, but proved unreliable during field operations. Two drones failed to return to the exit Gate, and a third was destroyed in flight by an unidentified flying monster.

Post-Mission Analysis
Recon data from BLACK CODICIL flights is analyzed between each mission. Images from previous flights are compared for changes, allowing the quick identification of any new features or movement. Concorde’s crew complete a quick analysis while in flight; if they detect anything significant, then they flash a warning to the backup flight (see Threat Response). Between missions, staff at JARIC6 at RAF Brampton perform more detailed analysis of all readings and photographs.

Threat Response
One Concorde7 is always kept in readiness. Should analysis of images detect a threat, this aircraft can be dispatched to the Plateau to deal with the threat. (If an aircraft spots a potential threat during a reconnaissance flight, its orders are to return to our reality via a Gate, radio for authorization to engage, and then return to the Dead Plateau.) The threat response ladder for BLACK CODICIL is a short one, as no interference with the Pyramid can be permitted.

• Rung One: Intervention. A unit of paratroopers and support staff airdrop in (or Gate in) and secure
the Plateau and the Wall of Pain. Likely scenario: cultists attempt to deconstruct the Wall of Pain.
• Rung Two: Conventional Strike. The escort aircraft launch a precision strike on the threat using Brimstone air-to-ground missiles. Likely scenario: summoned horror attempts to roll over Wall of Pain.
• Rung Three: Nuclear Strike. Concorde drops WE.177 tactical nuclear device. Likely scenario: Sleeper awakens.
• Rung Four: REDACTED . Likely scenario REDACTED


Support
Squadron 666 can provide CAS (Close Air Support) to teams operating on the Plateau. While this capability has not previously been employed, all Squadron 666 pilots are trained in close air support when directed by a qualified FAC (Forward Air Controller). Teams operating on the Plateau can employ laser targeting equipment to direct bombing runs or missiles onto hostile targets. Due to the difficulty of reaching the Plateau and the notoriously unreliable communications in the area, CAS is limited to a single bombing run under most circumstances.

Afterword
The Watch on the Dead Plateau is the single most important duty you will ever undertake. If someone
succeeds in waking the Sleeper, they start a chain of events that ends in the destruction of our world. We must be prepared to make any sacrifice in order to prevent this catastrophe. Our mission is nothing less than the safety of the human race.

The Sleeper in the Pyramid is an Endgame Condition. Wake the Sleeper, and CASE NIGHTMARE GREEN kicks off.

The Plateau of the Sleeper
This place looks well and truly dead at first sight. I take three steps and nearly go arse over tit, for with each pace I land too late, too far away. Lower gravity than Earth, but not too low—this planet still has a breathable atmosphere, which suggests something is still putting oxygen into it. Above me the sky is dark, save for a broad sash of bluish glowing dust that crosses the upturned bowl of the heavens—and a sun, angry and red-eyed and much too small. It’s daytime and the milky way (or what passes for the ecliptic of the local galaxy) is visible and the ground underfoot
is dry, uneven grit and stone slabs. Mountains rise in the distance, beyond a fencelike series of isolated lumpy posts.

You have dreamed of this place. Everyone has. If you’re lucky, you forgot the dream upon waking, and it left only a lingering disquiet. Not everyone is so lucky. Not everyone wakes up. The Sleeper waits in a temple atop a Pyramid on a distant world. It is not dead, but lies in not-quite-eternal slumber, waiting for the strange eons to come again when the walls of reality become so thin it can tear them down and let its masters return to the universe they once ruled. That cold, lonely Plateau is not the only battleground in the Laundry’s struggle against the coming apocalypse, but it’s one of the most likely flashpoints. The end of the world is closer there.

Mechanics

“The Sleeper. You’re not saying it’s N’yar lath-Hotep itself ?”
“No, nothing that powerful: there is a hierarchy of horrors here, a ladder that must be climbed. But the thing in the pyramid can set in motion a chain of events that will ultimately open the doors of uncreation. To release it, they would best wait for the conjunction of chance: but it is in the nature of mortal cultists that they are impatient.” - The Fuller Memorandum

“One of the tools used by the monks was a preta, a hungry ghost: a body in its custody could function on the Sleeper’s Plateau far more effectively than any of Sternberg’s men, who had a tendency to die or go mad after only a few hours.” - The Fuller Memorandum

The Plateau’s a bad place, for very, very large values of bad. Player characters sent to the Plateau face numerous hazards.

Cold: Anyone on the Plateau must roll Endurance once per day; failure means that the character loses 1d6 Hit Points.

Thin Air: The lack of oxygen means that characters who exert themselves for more than a few minutes on the Plateau must make Endurance rolls; failure means the character feels lightheaded and becomes Fatigued.

Sanity: Those who walk in the shadow of the Sleeper often go mad. Characters lose 1d3/1d6
SAN every three hours while on the Plateau, in addition to any other SAN losses caused by encounters or uncanny experiences.

Health: The Plateau drains the life force from those who walk on it. Characters lose 1d6 Hit Points every three hours spent on it. Warded characters can count their ward as armour against this roll (so, if you’re wearing a Class 2 ward, you lose 1d6-2 Hit Points).

Characters that perish from this life-draining effect just fall dead where they stand, with no marks or symptoms.

Gear: Bad luck haunts the Plateau. The Gamemaster should call for Luck rolls at especially inconvenient moments to determine whether or not key pieces of gear succumb to the increased entropy of the Sleeper’s domain. Such items must be replaced or repaired. On the other, failure has to be mitigated, especially early in a campaign. It’s frustrating to have your character killed in the very first fight, and it’s even worse if you accidentally end the world (and, more importantly, the campaign) by failing in your very first adventure. That’s not an issue in novels and other fiction. There, the writer can decide whether or not a character succeeds. Roleplaying games bring interactivity and unpredictability to the story; it’s their blessing and also their curse. Things can and do go horribly wrong.

The Black Pharaoh
Follow the REM signal to a place where Leviathan eyelids hang heavy. So many eyes, scabbed with coral sores. May they never open. The annihilation signal is trapped, bouncing off triangular corners. But if the angles should ever bend or break...

Follow the signal to the land of dried Pharaoh meat. Deep crevices and steep mountainsides fold like hands in prayer, like a magician's secret palming, hiding the City of the Sun God from the world. An ancient pyramid rises from the depths.

Your vocal organs have no designation for the peculiar, foreign material of the pyramid. It reflects a ruddy hue. The cyclopean structure rises from a shining pool. Some long dead wretch named it the Divine Lake, and the name remains. The greasy film of the surface shows like a smoking mirror.

Oblivion contaminants detected. The Filth. The Filth!

Worship was done here, worship and bad things, This tri-sided tomb was the holiest of holy dwelings for the Aten religion. What is time to us? We stand outside. We hear the cult chanting from tongues that were ash three thousand years ago. They call to the terrible sun god.

Inside, this pyramid does not behave as pyramids should. The huge chamber in the centre houses a downward chasm into the fathomless nothing. The apex lacks a capstone, allowing moonlight to penetrate into the eldritch dim. Moonlight and stars. Yes. Seeing the stars must taunt it so. The gnawing hunger. An event horizon licking its lips with a tongue of concentrated gravity.

Deeper now, into tomb-heavy air. A tangible, ear-popping pressure - liquid flows strangely - objects too heavy or too light. A dull ringing. Reverberations from the chasm, mechanical sounds, metal straining like a submarine's hull. Not darkness, no, but an unlikely twilight. Your jelly eyes would adjust by now and see the impossible shapes below.

Only the most devoted are permitted here. They meditate and fast. Some starve themselves to death. Some throw themselves into the pit, following the mad whispers down and down and down.

Deeper still. Just a peek...

Signal disruption! Something rips our data-weave flesh. Away.

Whosoever entered that chasm never returned, save one. Akhenaten bathed in the blackness of eons, and climbed back out. When he expired, the sarcophagus of the Black Pharaoh was placed within the pyramid. The City of the Sun God was sealed. Egypt returned to the worship of their old gods. There Akhenaten abides, waiting for the return of the whispers.

Can you hear, sweetling? The behemoth eyelids tremble. May they never open. May the eye movements always be rapid. Let us pretend the whispering is only the desert wind.




Friday, April 27, 2018

[Hunter: The Vigil 2nd Ed] TFV: Extra-Normal Entities

Source Creator: Onyx Path Publishing & White Wolf
Game line: Chronicles of Darkness game line
Venue: Hunter: The Vigil 2nd Ed

Post by: Jerad Sayler





COMBINED JOINT TASK FORCE VALKYRIE (TFV)
EXTRA-NORMAL ENTITY (ENE) CLASSIFICATIONS

The following is a compilation of information on the Task Force Valkyrie (TFV) hunter conspiracy from Hunter: The Vigil.  The following events mentioned below are canon in our current Chronicle: Mage 2: The Dethroned Queen using Mage: The Awakening 2nd Edition.

Access to this information In-Character requires Chronicle Storyteller approval with rationale on how the information might be obtained.


Sources:
- Hunter: The Vigil 1st Edition (HtV1.0) corebook
- Compacts and Conspiracies sourcebook for HtV1.0
- Spirit Slayers sourcebook for HtV1.0
- Night Stalkers sourcebook for HtV1.0
- Slashers sourcebook for HtV1.0
- Witchfinders sourcebook for HtV1.0
- Mortal Remains sourcebook for HtV2.0
- Mortal Remains: Tooth & Claw sourcebook for HtV2.0

TFV Document Repository:
Conspiracy Overview (Warning: Classified TS///SA///CJTFV)
Extra-Normal Entity (ENE) Classifications (Warning: Classified TS///SA///CJTFV)
Advanced Armory (Warning: Classified TS///SA///CJTFV)
Report: CASE NIGHTMARE GREEN  (Warning: Classified TS///SA///CNG/SCS/EJV/DOM/DP7/BLH)
Report: DEEP SEVEN (Warning: Classified Top Secret///SA///DP7)
Report: BLUE HADES (Warning: Classified Top Secret///SA///BLH)
Report: GOD GAME BLACK (Warning: Classified Top Secret///SA///CBS/GG-RW/BLB)
Report: CODICIL BLACK SKULL (Warning: Classified Top Secret///SA///CBS)
Program: GOD GAME RAINBOW (Warning: Classified Top Secret///SA///GG-RW)
Program: BLOODY BARON (Warning: Classified Top Secret///SA///BLB)
Program: SCORPION STARE (Warning: Classified Top Secret///SA///SCS)
Report: DREAM OF MADNESS (Warning: Classified Top Secret///SA///DOM)

THE FOLLOWING IS CLASSIFIED:  TOP SECRET///SPECIAL ACCESS//
COMBINED JOINT TASK FORCE: VALKYRIE

The following requires US Government Clearance for Special Access ///CJTFV. If you do not have CJTFV access you are not cleared to read this document.  Violating special access will result in criminal prosecution.  The unauthorized disclosure of government secrets is High Treason and is punishable by up to 30 years in prison and death. This is your final warning.


The following are broad classifications for Extra-Normal Entities (ENEs) TFV uses in the development of protocols and Tactics, Techniques and Procedures (TTPs) against said entities.  All Agents are expected to known their classifications to assist in the tagging and identifying of threats to National Security.

HAEMORPHAGES (HP-SP/ENEs)
To the Men in Black, hunting vampires is a lot more involved than a simple “bag and tag” mission.


The Children of the Night are just as capable of playing the spy game as the agents of Task Force: VALKYRIE. Even more so, at times. Sometimes, senior officers look on the reports of the vampires’ schemes and plots, and realize just how much catching up the conspiracy has to do. VALKYRIE certainly has its share of competent spymasters (though it has its share of incompetents, too—this is government, after all), the tortuous cons of the undead seem to hang them every time. Of course, it doesn’t help the agents of Task Force: VALKYRIE when occasionally, the conspiracy seems to be working against itself when it begins investigating the affairs of bloodsuckers.  Technically the HP categorization can include most SPs that drain the life out of people, covering psychic vampires and other ENEs that parasitize American citizens. 

Cold War of Terror: This is the reality: America is under attack from all sides. The old girl is beleaguered; rogue nations, tyrant regimes, and terrorists both on and off domestic soil have their guns and evil eyes pointed at the heart of this nation. And that doesn’t even count the fact that innumerable monsters seek to do this society harm. Vampires are among such nefarious evil-doers, hiding amongst the people the same way terrorists do— for the most part they look like us and talk like us, only separating themselves from the herd to hunt and spread disease. But, the terrorist analog continues, because they’re a broken society that remains hidden. One hand doesn’t know what the other is doing, and that’s to their benefit; so mired are these creatures in secrecy that capturing and interrogating one does not (or cannot) reveal what the others are truly doing. VALKYRIE struggles against this insurgent enemy. They must be domesticated, or they must be destroyed. At least, that’s the party line. The reality can be somewhat different. At times, it feels as if the Men in Black and the Shadow Congregation are playing the same game against the same enemy. Both conspiracies are fighting a cold war against the same foe, albeit in different ways and with far different tools.

A Tangled Web: VALKYRIE superiors hand out two books as “required reading” for those who may encounter haemophagic ENEs in the field: Sun Tzu’s The Art of War and Niccoló Machiavelli’s The Prince. (Some agents and commanders supplement this reading  with other texts too, such as anything detailing Greek mythology or Roman history—the vain machinations of the Olympian gods and the Roman emperors are similar enough to those practiced by the vampires.) The vampires may not have read these books, but these books seem to comprise their society’s general playbook. Just as Task Force:VALKYRIE have their Advanced Armory to draw upon, the vampires have their supernatural abilities. Many of these are superlative tools of tradecraft, allowing a vampire to infiltrate facilities, photograph plans, tamper with or steal evidence and sabotage equipment or plant bombs. However, it’s far easier for the vampires to simply plant their mortal servants into those facilities, and let them do all the dirty work for their masters instead. And it’s entirely possible that some of those mortal servants are sleepers, some of them in positions of high influence within the conspiracy itself.

The Response: Strictly speaking, the agency lumps the haemophages in with the rest of the monsters: they damage civilization, they work in opposition to democracy, and they must be stopped. End of story, right? If only. Task Force: VALKYRIE seems unable to mark a universal response when it comes to dealing with vampires. For every bloodsucker that receives a “high priority” sticker on its file (meaning, dust that leech at one’s earliest opportunity), there exist two fangs that get a free pass. Larger games are at work at higher levels of this conspiracy, and only those hunters with high Status in the organization will ever start to see those games exposed.

The Stearne Protocols:
When agents confirm the involvement of haemophagic ENEs in an ongoing investigation, they must follow a series of complicated procedures known as the Stearne Protocols. The Stearne Protocols are a list of approved and unapproved procedures surrounding the means by which agents may investigate and hunt the suspected haemophagic ENEs. Supposedly these Protocols are in place to help keep the agents from getting killed. But the Protocols themselves, in practice, are often so arcane and confusing that following them to the letter is as likely to get the agents killed as the vampires themselves. 



All of this is shepherded by the Stearne Steering Group (SSG), who oversees and maintains the Stearne Protocols. Since the first meeting chaired in 1952, the Stearne Committee meets once every ten years to decide the policy of contact with haemophagic ENEs over the whole Task Force. These meetings take place over the course of three days—December 20th, 21st and 22nd—then everybody heads home for Christmas. To truly “understand” the Protocols and become an authority on deciphering them, one must pass through Stearne certification. Certification authorizes them to pursue lines of investigation independently wherever a vampiric ENE is concerned.

But there’s the rub: the waiting list to join the cert courses is practically eternal, and even when one finally approaches the front of the line, something always seems to happen to knock most agents out of the running. An agent is assigned a particular task on the day of testing, and is thus bumped to the back of the line. Or the testing facility isn’t where it was supposed to be, and the hunter misses his “opportunity” to become certified. Certainly some hunters—who seem to fall under intense scrutiny beforehand—actually get to the certification. But they come out and never talk about what goes on inside the testing facility. Those who are not “Stearne-certified” are supposed to take orders regarding vampires from only those VALKYRIE superiors who are. If they do not have access to one who is, they must refer the case to another cell, one more capable of deciphering the labyrinthine set of bureaucratic directives. This isn’t always put into practice, of course: a government hierarchy falls down in a lot of places, and some VALKYRIE cells are left alone so long they start to make up their own “protocols.”

TWILIGHT & HP-SP/ENEs
The front line agents of VALKYRIE are out there night after night. Many of TWILIGHT’s commanding agents are, indeed, Stearne certified. They pursue. They kill. They rack up lots of kills, frankly—it’s a matter of record, and VALKYRIE never throws any paperwork away. What intrigues some agents of TWILIGHT, however, is why they only go after some vampires, and not others. There have been times when an investigation into something routine turned up a lead on a known haemophage—only to have some director shut them down and swiftly assign them elsewhere. In other cases, a mission to bring in a leech for questioning suddenly becomes a “burn-and-bottle” directive (burn the vampire, bottle the ashes) on the orders of some Stearne assessor. It’s all rather vexing. Vampires are expert manipulators and string pullers nestling their way into all walks of life, from the vial-strewn alleyways to the topmost halls of power. Some of the parasites are known to call the highest echelons of society their host. Crackpots claim the creatures run the White House, Parliament, Pentagon, AT&T, Comcast Cable, and NASA. Vampires are certainly pervasive, but it’s hard to believe they walk unassailed in the halls of power throughout the world. It’s not as if master vampires come into work and punch a clock; monsters looming large, working their fingers into the cracks and crevices of every corporation, government and public service. Right? Yes, but it’s not for lack of trying.

FORT & HP-SP/ENEs
This team has the least direct or indirect contact with vampires, because their remit is usually elsewhere. However, once in a while an ongoing investigation into what looks like to be some man-
The Down-Low What’s weird is, it almost seems as if the vampires police themselves, doing ADAMSKI’s job for them. It doesn’t stop ADAMSKI claiming the credit, though, because if the Top Floor found out how inefficient they were, they’d just cut the budget in the next review. But other hunters have noted it, too—yes, vampires are monsters, they’re fiends, they drink blood, they spread infection, but they don’t often make a big show of it. Some hunters have reported tracking down an overt vampiric presence only to discover that he’s already greasy ash spread across the sidewalk. Are they destroying their owner of Fortean phenomena turns out to be something completely different. Someone claims “missing time” and an evil presence in their room at night sounds like a case involving extranormal or extra-dimensional incursion, but the reality is, it could be an ENE that drinks the blood or the breath of the slumbering. The agents of FORT hear about some reptilian atavism lurking in the sewers, but it ends up as some bat-faced bloodsucker with leathery flesh. Strangely enough, because FORT’s remit never mentions vampires directly, Stearne certificated agents often overlook them—giving FORT agents much greater freedom to investigate troubling vampire activity than their counterparts in TWILIGHT. 


ADAMSKI & HP-SP/ENEs: For some reason, ADAMSKI never really has much to do when it comes to handling vampires, because there’s often very little evidence after the fact. Faces blur up on camera, in mirrors and in lineup photos. Vampires who die for good shrivel up to dust. Dead blood addicts just look like regular stiffs. And haemohages’ circulatory fluid just congeals to a sticky mass of old human blood in minutes, providing nothing for forensics. It’s really the witnesses that ADAMSKI deals with. Sometimes, witnesses get a whole head of steam about “proving” the existence of vampires. Such individuals represent a destabilizing presence, and generally, the agents of ADAMSKI are happy to issue a dose of Munin serum to keep everybody calm and appropriately fuzzy on matters. (Of course, it should be obvious that such “destabilizing” individuals can be, or end up as, hunters.) One thing that’s been sticking in agents’ craws lately: why do some witnesses end up dead or missing? Specifically, witnesses successfully issued doses of the serum?


THERIANTHROPES (THT-SP/ENEs)
As far as the Men in Black are concerned, shapechangers represent one of the greatest – if not the greatest – paranormal security threat facing the American homeland. Some hunters argue that this just demonstrates Task Force: VALKYRIE’s deep ignorance of the supernatural world, but the field agents who have survived a werewolf attack don’t believe a word of it. Any creature that can operate in any environment, pass undetected among normal humans and change into a nine-foot-tall killing machine virtually at will is something that gives most VALKYRIE agents chills. Never mind the fact that these creatures can heal damn near any injury in seconds and travel unseen from one physical location to another.

As a result, VALKYRIE monitors law enforcement and domestic intelligence data feeds on a constant basis, alert for indicators of werewolf activity across the country. Police or news reports of savage, unexplained murders – particularly in remote or rural areas – will raise an immediate red flag, and a field team will get a call within 48 hours of the event. Where possible, VALKYRIE will give the job to a team that already has a lot of experience in dealing with shapeshifters, but the timing and location of an incident doesn’t always make that possible. At the very least, the investigators are given a thorough brief on the capabilities of a typical werewolf, and every effort is made to make sure they’re equipped to survive an encounter with one. This can include silver rounds for their issue sidearms, silver buckshot for tactical shotguns, scent neutralizing spray, and even experimental gear like hormone-balancing auto-injectors to help fight off the worst effects of a werewolf’s terrifying aura. Of course, if the creature in question turns out to be a different kind of shapechanger – or another sort of monster entirely – the agents can quickly find themselves up the proverbial creek without a paddle.


The fact that this happens with disturbing frequency leads many experienced field teams to pass on the offers of equipment and go into the investigation with only their wits and a few basic tools to assist them. During VALKYRIE’s early years, considerable effort was devoted to try and capture one or more shapechangers for medical and scientific study. It’s known that in the late 40s at least three werewolves were captured during covert operations in Nazi Germany, but casualties among the capture teams was so high that the practice was abandoned. Files of the subsequent examinations still exist, but with the medical technology of the time, little useful data was obtained.

Since then, the organization has managed to build a fairly useful database on werewolves and other shape-changing creatures, pulling facts from team debriefs and witness interviews that go back more than 50 years. Most of the information in the database is very specialized: estimated speed and strength, estimated regenerative capacity, known weaknesses, and so forth. Task Force VALKYRIE knows next to nothing about what shapechangers are and how they interact, but they’ve got a pretty good handle on how to hunt and kill them.

NON-CORPOREAL EXTRA-DIMENSIONAL ENTITIES (NCEEs)
Category for all intangible beings like Ghosts and Spirits.  In the case of purely spiritual threats, Task
Force VALKYRIE is hamstrung by characteristic governmental short-sightedness. The wording of the organization’s mandate empowers them to deal with “tangible threats to the safety and security of the United States and its citizens,” which is often interpreted too literally by field supervisors to mean that ghosts and other intangible spirits fall outside the agency’s remit. Field teams frequently conduct investigations of haunted sites, but other than collecting EVP’s and digital Kirlian footage, most times that’s as far as an investigation is allowed to go. Once a person is possessed by a malevolent spirit, the agents can take action against the threat, but until that point their hands are often tied. Even then, VALKYRIE’s response is typically limited to dealing with the possession itself, and the possessing spirit all too often escapes to find another victim later.  A now obsolete but more popular name for these entities are Non-Corporeal Intra-Dimensional Entities (NICEs).


REALITY DEVIANTS (RD-SP/ENEs)
Task Force: VALKYRIE responds to suspected witches in the same way that other government departments respond to suspected terrorists. They’re under a lot of pressure from the very top to snuff out the threat to good American lives, and can get clearance for military operations and hardware just by saying the word “witch.” On the other hand, VALKYRIE’s analysts need information. That means sending sleeper agents to infiltrate covens, setting up elaborate surveillance — everything from phone taps to bouncing a laser beam off a window — and tracking down every link that a witch has to other people. The Task Force has no mid-level sanctions, no mechanism to deal with suspects that they’re not sure of — there’s no mystical equivalent of a no-fly list, and ID checks mean jack shit to someone who can cloud the minds of men. The comparison to terrorists doesn’t stop there. Witches, like terrorists, have a nasty habit of looking like normal people. Unlike terrorists, there’s a hell of a lot of witches on American soil. And these terrorists (or, as some call them, Reality Deviants) can do a lot more than blow up the 7-Eleven. Reality Deviants span the entire length of psychics and hedge wizards but the tippy top are the Mages, true Reality Deviants.  Collectively they are all referred to as witches.

VALKYRIE has a lot of theories on where witches come from, all of which are backed up by some semblance of "proof.” (Sometimes, VALKYRIE even steals documents and theses from Null Mysteriis and casually inserts them into case files or records — whiting out any names, of course.) Are witches actually possessed by or servants of the ghosts of the First People, of pissed-off Native Americans who are now working to get back at America? Could they be genetically-modified insurgents or terrorists, their brains and souls tinkered with by a supernaturally-ascendant Middle Eastern nation (or by the once-again-burgeoning Soviet Union)? Maybe it’s the result of a contagion like anthrax or smallpox. Maybe it’s all of the above. Pet theories live within VALKYRIE, and often do more harm than good given the fractured command structure. False information falls too easily into the hands of a cell, especially when a commanding officer’s pride is on the line.


While it doesn’t know much about witches, VALKYRIE’s got a whole load of information about psychic phenomena from every government program that studied mental powers. Though the researchers hired by the CIA for the MK-ULTRA program vanished when the project was disbanded, VALKYRIE holds full copies of the program’s research and findings. They’ve also got reports acquired from KGB remote sensing experiments. Some agents died to get the result of a single experiment, but with the fall of the Iron Curtain the trickle of information became a torrent. Rumor has it that some of the MK-ULTRA researchers remained active after the program ended, possibly even within the United States government, and the Task Force’s commanders would happily kill to get their hands on that research. In the end, the point is that witches and psychics damage the cultural currency of democracy. A sorcerer can screw with the vote. He can mind-rape a politician or, worse, become one himself. He can wage a war against the American people by conjuring some awful new infectious bacteria just by willing it to be so. If the American people knew just how often they needed to be protected from witches — and, more importantly, how often it’s TFV doing the dirty work — they’d be shitting their britches.

The Response: Shock tactics are the mainstay of Task Force: VALKYRIE’s response to witches and psychics. It’s not always enough, but often bursting through the door with flash grenades and guns blazing is a damn good start. The agency’s trademark big guns are actually less useful against witches — unlike shapeshifters or undead serial killers, a witch dies the same as a normal human. Anything bigger than a bullet is probably a waste of ammo, though sometimes you get those sorcerers who can turn a bullet into a rose or a firefly just by snapping her fingers. When the element of surprise fails, hunters are on their own. Their equipment reflects this: screamer pistols and witch-busters have a nice line in regaining the element of surprise, either by knocking a witch’s concentration for a few seconds or just giving her another target to fix upon. When they’re not effective, it’s up to agents to use their own secret weapon: everyone.

When it comes to dealing with witches, Task Force: VALKYRIE has a two-stage strategy. First, they find out who they’re dealing with. Claiming to operate under the aegis of the Department of Homeland Security, the FBI, or even the NSA, the agents can legally put anyone under surveillance. Enough bad movies have lead most people to believe that the government run black helicopters and monitor alien abductions, giving VALKYRIE agents far more leeway than any other group. The agents know that witches are terrorists with the equivalent destructive power of a dirty bomb. They’ve got hundreds, maybe thousands of witches under surveillance. It used to be hard — trying to secure a warrant for stuff like this can be tricky to describe on the formal documents. But these days, it gets all the easier. The Patriot Act has done wonders for VALKYRIE’s surveillance capabilities: wire-taps and hidden cameras, ahoy.

EOCHAI Certifications:
Task Force: VALKYRIE maintains a number of specialized witch-hunter units. Normally, they’re based in major urban areas. That’s not because of any specialist concentration of witches; rather, if an occult weapon of mass destruction were detonated they’d want to protect the main population centers. In addition to these cells, the agency has a large number of agents who’ve gone through EOCHAI training under the auspices of Project TWILIGHT. Most agents who go through the training but don’t join a witch-hunter squad get assigned to VALKYRIE cells as mission experts. The remainder work as specialists in cells drawn from wider fields. Unlike graduates of other training programs, EOCHAI agents tend to be prized for their tactical knowledge rather than their access to advanced weapons.


REALITY TERRORISTS (RD-SP/ENEs)


Hardest damn thing is convincing people there’s a war on. People want to go about their business. Shopping, dating, dropping the kids off at day care. They don’t get the danger they’re in. They resent the things we do to protect them. They forget that the enemy looks just like us. That they’ve moved into our neighborhoods, or they work in our offices. Some of them even deliver our mail.

The second hardest thing is that you can’t tell them. Task Force: VALKYRIE’s peers in the legitimate Homeland Security and military get to have their war in public, at least a little. They get speeches from the president, grave reminders of the importance of national security, and defense against the nation’s enemies. A civilian can get caught tapping millions of email accounts and all he has to offer is a vague defense and those key words: national security. Hunters don’t get that in the Task Force. There are no official excuses or pats on the back. If there’s ever a congressional hearing… well, God knows what would happen.
Task Force: VALKYRIE fights a shadow war against terrorists whose enemy is all reality, and nobody gives a damn. Here’s what they know: there are ENEs that seem to oppose a vast machine rooted in the planet. Captured suspects say this entity is malevolent, but it’s really a case of whether the cup is viewed as half empty or half full. The interrogated ENEs blame the monstrous state of the world on this God-Machine, but a lot of VALKYRIE agents prefer to look at the world a little differently. They prefer to view the world as being a fundamentally good place, where monsters 
may exist but hunters protect the innocent. It’s just like any war. Sure it’s awful that people get hurt, but what matters is that the United States has the power to help. The ENEs claim the establishment and the world it’s created are horrific places? They’re forgetting the points of light. And a lot of those points of light are the Etheric Rounds of Task Force: VALKYRIE. These ENEs commit acts of terrorism against… well, anything. They blow up construction sites and radio towers, launch murder sprees on office buildings and somehow slip away by discarding their identities. They view the world as malignant, and strike against it any way they can. 

VALKYRIE is also aware of ENEs that are a lot harder to capture. Spirits that possess people, for example. Best thing to do is to try and draw them out, then spray them with etheric ammunition. They’re also becoming familiar with ENEs that seem to possess entire buildings or organizations. They’re faced with the very real possibility that some of the terror cells they usually pass off to conventional intelligence agencies may actually be acting under the influence of, let’s just say it, something demonic. The possibilities are frightening. The hardest damn thing is convincing people there’s a war on, and that just might inc
lude everyday civilians and hunters, too.

NON-LIVING CONSTRUCTS (NC-ENEs)
Non-Living Constructs are a category for any animated objects or golem-type creature made from non-living or post-living material. What really takes it to the extreme is when the NLC also has the P/ designation. The rarest and most powerful of this category are usually Prometheans but like all Hunter Groups, TFV has a hard take making the distinction between different flavors of simulacra.

The soldiers of Task Force: VALKYRIE don’t approach the Vigil the way many other groups do. They don’t have to do their own legwork, for the most part. Agents get their orders, they go in, they do the job, they go home. As such, if TFV is dealing with a Promethean, it’s likely because the situation has already escalated. A TFV squad might get called out to deal with a large-scale Wasteland (“toxic waste spill”), a rampaging golem (“PCP”), a Frankenstein’s creation that fries a town’s power system (“freak electrical storm”), or a torch-wielding mob that can’t find its target (“everybody go home, nothing to see here!”). These hunters have the advantage of doing a job, and not taking the hunt personally.


Except, of course, that Prometheans make it personal. If the soldiers don’t kill the Promethean quickly, Disquiet can set in, and at that point, the soldiers will start violating orders. They follow the monster into dark and unsafe places, they take unnecessary risks, and if the Disquiet manifests as fascination or obsession, they might even shoot each other to protect the creature! TFV’s other problem is that they’re very rarely given all available data about a specific subject. How much does command know about Prometheans? Quite a bit, as it turns out. 

But the rank-and-file aren’t usually informed Prometheans can shrug off damage from conventional weapons, that they can heal by electrocuting themselves (put a different way, they are rarely told “don’t use the Mjolnir Cannon”), or that some of them can talk to ghosts. The brass is never exactly forthcoming, but where the Created are concerned they’re downright tight lipped. Why? The soldiers of TFV seldom know enough to ask, and rarely bother to ask when they do. They’ve got their orders.

What Task Force: VALKYRIE cells don’t know helps them sleep at night. The top brass knows about Prometheans. What’s more, the truth is that a government scientist found a way to clone human beings, using a Promethean as the catalyst. Doing so destroyed the Promethean, and to make matters worse the technology isn’t exclusive to the government anymore. However, few other organizations or individuals have the means necessary to duplicate this process or a ready supply of Prometheans. Task Force: VALKYRIE, then, gets called in when the mysterious forces behind this technology learn of a Promethean’s whereabouts. This is why, incidentally, the orders concerning the Created are always “capture” and never “destroy.” It’s also why incendiary weapons are never allowed on such missions.


EXTRA-DIMENSIONAL ABDUCTEES  (EA-SP/ENEs)

Consisting of anyone who has been a taken by EEs or been lost in an extra-dimensional space for a prolonged period of time and returned as a para-human.  Most commonly, these beings are Changelings.  All three of Task Force: VALKYRIE’s open recruiting departments have had contact with Changelings or other fae creatures. And, for the most part, that contact is positive. TFV’s official purpose is to protect humanity from extra-normal entities (ENEs); for the most part, TFV doesn’t believe the Lost poses a huge threat to the human race — at least not as a group. 

TWILIGHT & EA-SP/ENEs

Project: TWILIGHT has operatives in direct contact with Lost freeholds across the globe. While their agents can’t actually pass as Changelings, there are always hangers-on who have a chance at earning their way into the good graces of the local population. By providing vital supplies and services like false identification, jobs, and resources, TWILIGHT operatives find it fairly easy to get ears and eyes on freehold members, at least at a sufficient level to ascertain that they’re not planning direct actions against humanity.

FORT & EA-SP/ENEs
Project: FORT agents are often more focused on understanding fae magics than on investigating the Changelings themselves. It is rumored that entire cells have been assigned to investigate the Hedge and Arcadia, although no official files are known to exist on the latter topic. As well, FORT operatives are responsible for trapping and containment of a wide variety of (mostly) non-sentient hedge creatures, although it can be difficult to imprison creatures who can open doorways to the
Hedge with minimal effort.

ADAMSKI & EA-SP/ENEs
Radio Free Fae operatives often work alongside the TFV agents assigned to Operation: ADAMSKI, although each rarely realizes that the others are a part of anything more than a loosely tied group of crackpots and cranks. Often, however, one group will provide tips to “prove” supernatural evidence is a hoax, while the other ensures the “proof” is well publicized in the appropriate print or electronic sources to cover any situations where fae magics may have been witnessed by outside eyes.

NCEE POSSESSED (NCEEPs)





A category consisting of anyone possessed by a ghost or spirit and may include Claimed and Geist. The most specific and powerful example being someone who has survived a near-death experience (NDE) and then was co-possessed by a powerful ghost or death EE. These SP/NCEEPs are particularly dangerous.

Task Force: VALKYRIE first encountered ghostwalkers in Europe during the waning days of World War II. Though the Fog Men took out their revenge on Nazis and Soviets alike, they were rare compared to other supernatural monsters. So, while top brass did recognize that the Fog Men were a threat, they never really topped Task Force: VALKYRIE’s list of targets. Deemed to be a phenomenon unique to the battlefield, brass didn’t give much credence to the idea that Fog Men might exist in America. That is, not until Task Force: VALKYRIE had a run in with a few ghostwalkers in the 1980s, and quickly realized that Fog Men were operating at home, too.

When Project: FORT began upping their efforts in earnest, however, TFV encountered ghostwalkers far more often. Trying to eliminate or contain ghosts ultimately drew the wrath of a number of Fog Men, who proved to exhibit unusual powers, and camaraderie with ghosts the conspiracy didn’t think was possible. Task Force: VALKYRIE hunters have few ideas about the ENE’s true nature — and top brass hasn’t fully disclosed what the Fog Men are, either. Amongst hunters, the dominant theory is that the Fog Men are possessed, and only appear after a violent death — like dying in battle. Whatever they are, TFV has figured out Etheric Rounds hurt ghostwalkers even though they are made of flesh. While the Fog Men are clearly upset that TFV has found a weakness, top brass has ordered the conspiracy not to use them. It seems that, at the highest level, some think the Fog Men should be left alone — a belief that’s often ignored.

In general, the conspiracy’s response to ghostwalkers is to kill them with fire, before they can kill anyone else. When TFV encounters the Fog Men, they’re often told to consider them a serious threat, one that should be handled carefully and possibly ignored. Not only can the Fog Men wreak havoc on TFV forces, they’re also difficult to kill.

Despite TFV’s proven expertise when dealing with Fog Men, top brass hesitates to order Project: FORT to handle them in the field. What TFV’s commanders aren’t saying, is that they believe the Fog Men can be used to the conspiracy’s advantage. It seems brass figured out that the Fog Men do have something they want: the ability to travel to the Underworld. Now, the conspiracy hopes to test new equipment — the Gatekeeper Device — which may allow Task Force: VALKYRIE to open an Avernian Gate. Most hunters want to use the Gatekeeper Device to give them an edge on their hunts. Though the device isn’t fully operational yet, top brass believes that Gatekeeper will allow TFV to target monsters at their point of origin. Though the project has been developed in a top secret environment, some ghostwalkers are beginning to pay close attention to the conspiracy. Thus far, the Fog Men act only on suspicion; they don’t know what Task Force: VALKYRIE is up to, if they are trying to recreate them, just what their tech can do, or what the conspiracy’s long-term plan is.

Project: FORT has not been eager to engage the Fog Men, so they’re not wise to the fact that the ghostwalkers are seeking to secure a spot within the conspiracy. A handful of hunters within Project: FORT have dared to wonder if the haunted serve some sort of purpose or higher power, and worry that the conspiracy is interfering with the natural order. If ghostwalkers exist to keep ghosts contained, why should they interfere? Given how Project: FORT defers to top brass, however, they mostly keep their opinions to themselves. After all, should the bigwigs disapprove of their newfound morality and cut their funding, they’ll have to uphold the Vigil the old-fashioned way. 







POST-LIVING REANIMATORS (PLR-SP/ENE)This category includes non-possessed (in so far as they are immune to all standardized forms of exorcism)reanimated corpses and subcomponents. Most HP-ENEs (Haemophagics) are also PLRs but if they get their own category because of the immense harm they can cause and for special protocols such as the Stearne Certifications. The rarest and most powerful immortal undead are mummies from a lost-era of Egypt that periodically return to life and use massive cults to further their goals. These are the quintessential PLRs (instead of Zombies) because as far as TFV can determine they are the only 100% verified "truly immortal" ENEs with some of the NCEEPs (like the Fog Men)making close seconds. As these Egyptian RLRs have withstood ten thousand years of death-like sleep and resurrection, they take home the prize to their elaborate crypts.

Task Force: VALKYRIE is aware that, there are many creatures around the world that can resist death. A handful of unpleasant incidents has made it clear that dead doesn’t always mean dead. As a result, there are standing protocols in place to contain any beings that match a loose set of criteria. The Task Force’s understanding of their prey is so low, however, that their guidelines are vague and often ignored in practice. When they are employed, like the need to timestamp activities, they’re often used on the wrong kind of being.

Should the unit act within protocol, any creature identified as a possible “returner” is targeted for immediate execution. The remains may be captured by a forensic science team. In the meantime, however, hunters are required to eliminate the threat the best way they know how. Those methods vary wildly and aren’t coordinated neatly — especially since mummies are rare and mortals may be involved.

The undying PLRs, when they are recognized, are considered too dangerous for routine R&D. Project: TWILIGHT may be happy to hand over a mummy, whether it’s awake or in a state of repose, to Project: FORT for analysis before its body is transported to Containment for storage and neutralization. Construction may be underway on a new form of combined Containment and R&D facility that can go into complete lockdown in under three seconds.

With mummy encounters happening so infrequently, members don’t engage in standard protocol. However, there are rules members of Operation: ADAMSKI are ordered to follow when they are forced to deal with a “beheaded” cult. It seems Task Force: VALKYRIE wishes to cover its tracks as well as the creature’s, but not before members try to pry information out of a captured cultist.

When Task Force: VALKYRIE does encounter a mummy, it’s typically through the conspiracy’s work to infiltrate and dismantle a cult. Hunters tend to make good use of their deprogramming
facilities to contain suspects who may (or may not) have ties to the supernatural. After all, cults are filled with human members who can be studied and interrogated much easier than any supernatural being. Still, some argue that the practice of locking up civilians to question them about the occult or a magical being isn’t practical, given the overwhelming number of cults in the United States alone. This is part of the reason why members don’t chase after rumors about mummies; due to their rarity, it’s not financially worth the effort, fiscal responsibility on an already shoe-strung budget.


EXTREME MASS/SERIAL KILLERS (NE/ENEs)
Task Force: VALKYRIE The Men in Black know about slashers as a vague, inchoate phenomenon, but most of what they know comes from monitoring the work of Null Mysteriis and VASCU. Often, they let the other agencies get on with the hard part of the work, if only because it saves resources

(funny, though, how selective TFV’s masters are about the budget. It’s almost as if they only mention it when it suits them. Not that this is anything more than an opinion. Nah, it’s just paranoia). As far as TFV is concerned, the simple fact is that slashers often don’t fall within their remit: they’re not ENEs, they’re just psychos. The Federal Bureau of Investigation (FBI) and local law enforcement can deal with that one, and Task Force: VALKYRIE can continue pursuing their War Against Terrors. 

Besides, sometimes the slasher happens to be the son of a congressman, and you can’t arrest him. Of course, agents in the field know they’re kidding themselves if they think that. These guys might just look (mostly) like people, but how come they don’t fall over when they’re shot? How come they can do things that normal people can’t, like talk perfectly ordinary folks into their psychosis or somehow manage to take out six heavily armed agents in the middle of a room without a scratch? How do they spring out from around corners and behind doors like that? No, there’s something going on there. But try telling the top brass that. Official line is to let the ordinary Feds and cops handle this one, and concentrate on the werewolves and vampires and stuff. 

The one exception, of course, is dealing with a slasher who used to work for TFV. It’s not common, but just like so many of the other compacts and conspiracies, the horror takes its toll on a person. Given that TFV agents are often pretty shell-shocked by their experiences (sometimes before they even join up), it doesn’t take as much as it should for them to go batshit crazy after a while. There’s no counseling service for TFV, no regulation psych assessment for agents who deal with demons and vampires on a regular basis. There’s no way of telling when a cell working for TFV will have to put a bullet through the head of a team member who’s just sliced up half the population of some Virginia mountain hamlet because he’s convinced they’re monsters.


CRYPTIDS (UNCATEGORIZED ENEs)

For every category and clunky acronym that TFV has for supernatural creatures there are hundreds of beings that are miscatagorized or don't fit anywhere across the board.  In cases like this, agents in the field are allowed to resort to mythology or preference to name or classifiy an entity as required.  They do know, however, never to enter a Lair of a powerful primordial creature of legend.

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