Page 352 - Hunter - The Vigil
P. 352

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                          A ANTAGONIST:ZIPPERHEAD|LOCATION:MÜTTER MUSEUM
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                                                                                ZIPPERHEAD
                                                                                ANTAGONIST
             Mental Attributes: Intelligence 2, Wits 3, Resolve 3
             Mental Attributes:
             Physical  Attributes:
             Physical Attributes: Strength 3, Dexterity 4,
             Stamina 3
             Social  Attributes:
             Social Attributes: Presence 3, Manipulation 4,
             Composure 4
             Mental Skills:
             Mental Skills: Crafts 3 (Forgery), Investigation 3,
             Occult 1,
             Physical Skills:
             Physical Skills: Athletics 3, Brawl 4, Stealth 3,
             Weaponry 3 (Knives)
             Social  Skills:
             Social Skills: Expression 4, Intimidation 3,
             Persuasion 4, Socialize 4, Streetwise 4
             Merits:
             Merits: Danger Sense 2, Fighting Style: Two Weapons 3,
             Allies 3, Resources 2
             Willpower:
             Willpower: 10
             Morality:
             Morality: 4
             Virtue:
             Virtue: Hope
             Vice:
             Vice: Gluttony
             Initiative:
             Initiative: 8
             Defense:
             Defense: 3
             Speed:
             Speed: 12
             Health:
             Health: 8
             Dread Powers: Drain 2, Hypnotism 2, Unholy Attribute
             Dread Powers:
             (Strength) 3
                                 MERIT: STATUS (MÜTTER MUSEUM)
                Effect:
                Effect: You’re known to the second staff of the Mütter Museum, which allows
              you to access their collection of unique occult-related objects, and their
              expertise in the traffi cking of occult items in the city of Philadelphia. Note
              that even though the museum specializes in medical oddities items, they must
              keep abreast of all sorts of occult item trading in order to acquire what they
              want.
                • GuestGuest. Once or twice a month, you can ask the staff a question relating
              to the trade in occult oddities in the city and get some kind of answer,
              including “We don’t know.”
                •• DocentDocent. You can ask such questions once a week. You may browse limited
              areas of the collection under staff supervision.
                •••  FriendFriend. The museum informs you whenever a new item comes into the
              collection. Also, you’re permitted to purchase certain objects from the
              Museum’s surplus, and they’ll spread the word to their contacts if you want
              something they don’t have or can’t release.
                •••• MemberMember. You’re regularly invited to participate in silent auctions of
              rare and valuable objects. You can access the collection at will, and you can
              bring items to the staff for identifi cation or appraisal.
                ••••• PatronPatron. You can borrow items from the collection, and every so often,
              an object is offered to you as a gift. If you need, say, a werewolf skull or
                                                  th
              an obstetric tool used by 16 -century witch-hunters to abort infants sired by
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