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HtV2e Meet The Carvers

Meet the Carvers introduces a horrifying family of slashers who have turned to cannibalism and sadism to survive on their remote Wisconsin farm. The document provides detailed biographies and capabilities of each family member, including their twisted backgrounds and methods of hunting. It serves as a resource for storytellers in the Hunter: The Vigil campaign, offering story hooks without a traditional narrative structure.

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0% found this document useful (0 votes)
38 views16 pages

HtV2e Meet The Carvers

Meet the Carvers introduces a horrifying family of slashers who have turned to cannibalism and sadism to survive on their remote Wisconsin farm. The document provides detailed biographies and capabilities of each family member, including their twisted backgrounds and methods of hunting. It serves as a resource for storytellers in the Hunter: The Vigil campaign, offering story hooks without a traditional narrative structure.

Uploaded by

finfinfin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 16

Meet the

Carvers

by Travis Legge
Credits Special Thanks
Developer: Travis Legge
Editor: Sarah Scharnweber Clive Barker, John Carpenter, Wes
Cover Art by: Andrea Payne
Craven, Sean S. Cunningham,
Jamie Lee Curtis, Elissa Dowling,
Lindsay Marie Felton, Adam
Green, Gunnar Hansen, Danielle
Harris, Steve Heiden, Alfred
Hitchcock, Kane Hodder, Tobe
Hooper, Malachi Hoskins,
Adrienne King, Heather
Lagenkamp, Bill Lustig, Valerie
Meachum, Deneen Melody, Tony
Moran, Bill Moseley, Heather
O’Rourke, Tom Savini, Tim Stotz,
Tony Todd, Robert J. Williams, Ty
Yaeger Jr., Rob Zombie, and Sheri
Moon Zombie

This blood’s for you.

© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The
Requiem, Werewolf: The Forsaken, Mage: The Awakening, Changeling: The
Lost, Hunter: The Vigil, Giest: The Sin Eaters, Demon: The Descent, Mummy:
The Curse, Beast: The Primordial, Promethean: The Created, Chronicles of
Darkness, Storytelling System™, and Storytellers Vault™ are trademarks and/
or registered trademarks of White Wolf Entertainment AB. All rights reserved.
For additional information on White Wolf and the Chronicles of Dark-
ness, please visit: ww.white-wolf.com, and www.storytellersvault.com.
Meet the
Carvers

TABLE OF CONTENTS

Chapter One: Family Matters 5


Chapter Two: The Family Home 13
chapter one
Family
Matters
The Carver Family
The Vigil sets hunters against all types of monsters. Some
are supernatural, while others are mere mortals who find a taste
of power in the darkness. The Carver family is one such group.
For generations, the Carver family has lived on a remote farm in
Southern Wisconsin. When crop yields were lean and hunting was
poor, the family turned to cannibalism.
Over the decades, the horrors of the Carver family transformed
them. Feasting on human flesh, inbreeding, and sadism pushed the
Carvers beyond the boundaries of humanity. As vicious as any vam-
pire and as brutal as a pack of werewolves, the Carver family have
become slashers.

How to Use This Book


Meet the Carvers introduces a family of slashers to use as an-
tagonists in your Hunter: The Vigil campaign. The capabilities
and basic biographies of each member of the family are detailed
within this chapter. Chapter Two: The Family Home details the
Carver farm, including the torture room, traps, and weapons scattered
throughout the property. Though the materials within this sourcebook
contain a number of story hooks, Meet the Carvers is not designed as
a traditional adventure. There is no beginning, middle, or end here.
Instead, this book provides a snapshot of a twisted and inhuman
group of enemies to be used as the Storyteller sees fit.

I CAN’T BELIEVE I
HAVE TO SAY THIS,
BUT...
Murder is wrong. Cannibalism
is wrong. Incest, torture,
mutilation, grave robbery,
bestiality, child abuse, and
every other form of depravity
discussed within these pages
are not remotely okay. This
is horror presented for the
purposes of entertainment,
exploration of the darkest
aspects of the human condition
and a little bit of social “No secret, it’s the meat.
commentary.
Don’t skimp on the meat. I’ve
What it most certainly is got a real good eye for prime
not is an instruction manual,
nor is it a permission slip. meat. Runs in the family.”
If anything in these pages
strikes you as a good idea —Drayton Sawyer, The Texas
for real-world behavior, seek Chainsaw Massacre 2
professional help immediately.
chapter one: family matters

Beau Carver
“Relax, wouldya? I was just funnin’! All that screamin’ and car-
ryin’ on is enough to make a man agitated.”
Background: Beau is the youngest man in the Carver family.
He has a bit of a rebellious streak, which his cousin Betty does
her best to encourage and exploit. The two have grown up to-
gether on the farm getting into all manner of trouble since they
were kids. When they hit their teenage years, the duo began
sneaking off to the city, where Beau discovered the punk scene.
Hanging out in clubs became Beau’s weekend activity of
choice. Fast music, mosh pits, and booze were his regular com-
panions through much of his teenage years. When he was 16,
he spotted the first tattoo he ever wanted: a flaming goat’s skull
inside a pentagram. Beau knew he would never be able to get
enough cash to get the tattoo done properly, but he wanted it
more than anything. After a few weeks of unsuccessfully trying
to talk his father into paying for the tattoo, Beau decided to
try a different approach. Beau began stalking the man with the
goat skull tattoo.
Two weeks later, he followed the man down an alley and
beat him to death with a whiskey bottle. Once the man was
dead, Beau cut the tattoo off of his arm before calling Betty
to help him bring the body back to the house. With some dif-
ficulty, Beau stitched the tattoo to his own flesh. Much to his Speed: 12
surprise it stayed in one piece and healed into his skin. Ever Health: 8
since, Beau has been collecting tattoos from his victims. Talents: Lay of the Land
Description: Beau is an athletic and well, built man in his late Frailties: Deformity (Beau suffers a -4 penalty to all Social rolls
20s. His torso, arms, and thighs are covered in tattoos he has when his tattoos are exposed due to the fact that they are actu-
cut off of his victims and grafted to his own skin. The patches ally patches of the skin of victims stitched onto his own.)
of skin do not match his skin tone and are clearly unnatural. Weapons/Attacks: Beau is fond of bludgeoning weapons, but
Storytelling Hints: Beau has mellowed a bit since his teenage will use whatever happens to be convenient if the need to kill
years, though he still enjoys a good time when his responsibili- arises. He carries a plastic handled, heavy duty hobby knife for
ties at the farm permits. Though he only makes it to the city removing tattoos from victims, which he is loath to use in a
once or twice a month for shows, he is fairly well known in the fight.
area punk scene. Beau keeps his tattoos covered unless he is
on the farm.
Undertaking: Freak
Betty Carver
Virtue: Prudence “My, my! Ain’t you just a tasty lookin’ snack?”
Vice: Envy Background: Betty has been trouble since she was little. Al-
Mental Attributes: Intelligence 2, Wits 4, Resolve 2 ways adventurous and defiant, Betty spent much of her child-
Physical Attributes: Strength 4, Dexterity 3, Stamina 3 hood in trouble. Never one to suffer in solitude, Betty would
Social Attributes: Presence 2, Manipulation 2, Composure 2 often talk Beau into joining her on various adventures. When
Mental Skills: Crafts (Sewing) 3, Investigation 1 they were young, they mainly just strayed off the farm prop-
Physical Skills: Brawl 2, Firearms 2, Stealth 2, Survival 2, erty, which was forbidden. Every time they got caught, Betty
Weaponry (Improvised Weapons) 3 would spend a night in the naughty closet with her momma,
Social Skills: Animal Ken 2, Intimidation (Torture) 3, Persua- and Beau would be run through what his daddy called “P.T.”
sion 1, Streetwise 1 This carried on until Betty, at age 9, lured her first victim back
Merits: Iron Stomach, Safehouse (The Carver Farm) 4, Weap- to the farm.
onry Dodge Betty quickly learned to use her appearance and her de-
Morality: 1 meanor to attract the attention of men. She almost instinc-
Willpower: 4 tively realized that this would prove her greatest asset in hunt-
Initiative: 5 ing, and she took pride in it. Her uncle had always been the
Defense: 2 primary breadwinner for the family, but he was getting on in
Armor: 0/0 years. Betty figured that if she could earn her place among the
Size: 5 family by bringing home the bacon when harvest was lean, she

7
MEET THE CARVERS

of a femme fatale. She prefers black clothing and makeup, lean-


ing toward the goth end of the fashion spectrum. Betty’s teeth
are filed to sharp points to give her an advantage in combat.
Storytelling Hints: Betty is sexy, she knows it, and she weap-
onizes it. Deep down, she feels that those who let their sexual
desire drive them are dangerous monsters. To her mind, she is
making the world a safer place while feeding her family. She
believes that what she is doing is heroic.
Undertaking: Charmer
Virtue: Justice
Vice: Lust
Mental Attributes: Intelligence 1, Wits 3, Resolve 2
Physical Attributes: Strength 3, Dexterity 2, Stamina 3
Social Attributes: Presence 4, Manipulation 4, Composure 2
Mental Skills: Computer 2, Crafts 2
Physical Skills: Brawl 2, Firearms (Shotgun) 2, Larceny 2,
Weaponry 3
Social Skills: Empathy 2, Expression 2, Intimidation 1, Per-
suasion 2 (Seduction), Socialize 2, Subterfuge (Lying) 2
Merits: Filed Teeth 1, Iron Stomach, Striking Looks 4
Morality: 1
Willpower: 4
Initiative: 4
Defense: 2
Armor: 0/0
Size: 5
would have the freedom to do what she wanted. She also took Speed: 10
joy in the hunt, especially when her victims were nasty and Health: 8
tried to touch her on her privates or talk to her in a manner Talents: Disarming (Presence + Persuasion using seduction)
that was not appropriate to a young lady. Frailties: Thin Veneer (reacts poorly to being slut-shamed or
When she hit her teen years, her desire for adventure called out about sexual behavior, even in a flirtatious way)
grew. She and Beau began making trips into the city. These Weapons/Attacks:
trips were less troublesome than the pair’s youthful excursions.
In taking over most of the responsibility for hunting from her Type Damage Range Dice Special
ailing uncle, Betty earned quite a bit of freedom. The family Pool
didn’t much care what she did as long as there was food on the Bite +1L - 5 Requires
table and the sheriff never came sniffing around. successful
Now, Betty leads the hunt with Beau acting as her assis- grapple
tant and muscle. She still prefers prey that target her sexually,
particularly those who are aggressive or disrespectful. Occa-
Shotgun 4 20/40/80 4 9 again, If
sionally she finds what she calls “sweet boys.” These are shy, used one
somewhat nerdy young men, she takes a liking to. When Betty handed,
develops such a crush she does her best to keep the boy from suffers -1
the rest of the family, hoping to preserve that innocence. Usu- to dice
pool
ally, she burns out on the relationship fairly quickly, but once

“Big Sexy” Ray Carver


in a while she dives in headfirst, disappearing from the farm for
weeks at a time to spend time with her suitor. When this hap-
pens, Beau is eventually sent to find Betty and bring her home. “(Heavy, labored breathing)”
In recent years, Leroy has grown more concerned about Background: Sixteen years ago, Marie gave birth to her first
the family moving forward. He wants some new blood to come child, Ray. When it became clear that Leroy’s father’s health
into the clan. Now, when Betty “shacks up” and Beau tracks was failing, Marie, being the eldest girl, chose to give him one
her down, Leroy insists that Beau brings Betty and her suitor more heir. The result was a massive 14 pound baby named Ray.
home. Betty hates this idea, as the thing she loves about the Aside from his size, Ray was relatively normal looking until he
men she chooses is their innocence. She knows innocence was six years old.
cannot survive the farm. One of the family’s catches, a very determined city girl
Description: Beautiful, blonde, and built, Betty is the picture knocked Ray out in the shed. As the family surrounded the

8
chapter one: family matters

Social Attributes: Presence 3, Manipulation 2, Composure 2


Mental Skills: Crafts 2, Medicine 2
Physical Skills: Athletics 2, Brawl (Grappling) 2, Firearms 2,
Stealth 2, Weaponry (Improvised Weapons) 3
Social Skills: Animal Ken 2, Intimidation (Stare-Downs) 2,
Streetwise 2, Subterfuge 2
Merits: Frenzied Assault 1, Giant, Iron Stomach
Morality: 1
Willpower: 5
Initiative: 4
Defense: 2
Armor: 0/0
Size: 6
Speed: 12
Health: 11
Talents: Unstoppable, Unstoppable Killing Machine
Frailties: Blinded by Blood, No Mind but for Murder
Weapons/Attacks: Ray kills with whatever he can get his
hands on. Failing that, he kills with his hands.

Jerry Sue Carver


“I weren’t trying ta hurt it none. I ain’t never try to hurt ‘em.
Sometimes they just get hurt. Do you wanna play?”
girl, she threatened to feed the boy into the family wood chip- Background: Jerry Sue was born twelve years ago in a shower
per if they didn’t let her go. Though most of the family paused, of blood and gore. Her birth nearly killed Marie, and it was
believing the girl, Beau grabbed a pitchfork and charged in. the last time Jerry Sue failed to kill. As soon as she was able
Beau pinned the girl to the wall by her throat, but not before to crawl, she began catching vermin and crushing the life out
she was able to shove Ray face-first into the running chipper. of them. As she grew, she graduated to larger prey. She began
By the time Beau yanked Ray free, his face had been mutilated
and shattered.
Description: Ray is a massive brute (and is still a growing boy)
who hides his hulking form beneath hooded sweatshirts, jeans,
and work boots. His face is a horrific patchwork of scar tis-
sue and exposed skull, which he normally covers with gauze
bandages. Beau gave him the nickname “Big Sexy” to try and
make him feel better. It seems to make him smile, but it’s hard
to tell...
Storytelling Hints: Ray was barely verbal before the wood
chipper incident. Now he just sort of slurps and groans. The
family can usually understand his intent, and he is closest with
Jerry Sue who he is extremely protective of. He likes animals
and is far more gentle with them than any other member of the
family. Humans, on the other hand, he generally finds annoy-
ing. When hunting, or if someone tries to escape, Ray dispas-
sionately breaks bodies with detached brutality. He seems to
have some level of creative expression through his kills and
the storyteller is encouraged to dial the brutal nature of Ray’s
murders up to eleven. Impalements, limb removals, use of en-
vironment as weapons and over the top mutilations are among
Ray’s favored techniques, but at the end of the day he will do
whatever it takes to make his victim quit moving.
Undertaking: Mask
Virtue: Fortitude
Vice: Wrath
Mental Attributes: Intelligence 1, Wits 2, Resolve 3
Physical Attributes: Strength 5, Dexterity 2, Stamina 5
9
MEET THE CARVERS

killing chickens, pigs, and dogs. By age seven, she killed her
first human, a young man who wandered to the farm when his
car broke down.
Leroy Carver
“I must say it would be a right pleasure to have you join us for
Since her infancy, Leroy and Marie have done their best a lovely meal. Whaddya say?”
to train Jerry Sue to direct her murderous tendencies to pro-
ductive ends. As such, Jerry Sue has become very good at tak-
ing care of the animals around the farm. She still kills animals
and collects their remains, fashioning toys from the corpses.
She kills less frequently, and is more likely to hide her kills
now, but has not abandoned her brutality by any stretch.
Description: Jerry Sue is a pale and thin preteen girl. She looks
more like a corpse than a young girl. Her pale flesh is usually
splattered with blood and gore, and her sunken, blackened eyes
betray no humanity. She is a feral hunter with the emotions of
a teen.
Storytelling Hints: Jerry Sue is the youngest member of the
family. The daughter of Leroy and Marie, Jerry Sue suffers
from a number of deformities and derangements as a result of
inbreeding. Like her brother, Ray, she is extremely aggressive
and relatively simple minded. She projects an air of childlike
innocence until the mask slips and her brutality rises to the
forefront.
Jerry Sue is utterly monstrous, though quite naive. She has
the barest understanding of people’s emotional connection to
death and does not understand why people get mad when she
kills an animal (or person) without permission.
Undertaking: Freak
Virtue: Hope
Vice: Gluttony
Mental Attributes: Intelligence 2, Wits 3, Resolve 3
Physical Attributes: Strength 2, Dexterity 4, Stamina 3
Social Attributes: Presence 3, Manipulation 2, Composure 2
Mental Skills: Academics 1, Crafts (Sculpture) 3, Investiga- Background: Leroy is the oldest man in the Carver family, and
tion 2, Medicine 1 as such, he is expected to manage various responsibilities of the
Physical Skills: Athletics 2, Brawl 2, Stealth 2, Survival 2, house. It is his responsibility to keep the other members of the
Weaponry (Improvised Weapons) 2 family in line, keep food on the table, and keep the authori-
Social Skills: Animal Ken 2, Intimidation (Torture) 2 ties away from the property. These things are all important to
Merits: Atavism, Hands of a Killer, Iron Stomach, Natural Im- Leroy, though he prefers to handle his responsibilities through
munity, Fleet of Foot 2 delegation.
Morality: 2 For matters of discipline, Leroy leans on Marie to keep
Willpower: 5 the younger members of the family in line. For chores on the
Initiative: 6 property he depends on Ray (he finds the boy’s nickname un-
Defense: 4 couth) and Jerry Sue. Beau and Betty are expected to handle
Armor: 0/0 the majority of the hunting. When everything goes smoothly,
Size: 4 Leroy spends his days sitting on his porch swing, surveying the
Speed: 13 property and relaxing in the sun.
Health: 7 Unfortunately, things don’t always go smoothly. When
Talents: Lay of the Land one of the family drops the ball, Leroy steps in to clean things
Frailties: Deformity (Jerry Sue is extremely pale, has sunken up. Though he gets annoyed at his routine of relaxation be-
eyes, and looks malnourished. She looks inhuman) ing interrupted, he typically addresses any misfortune with de-
Weapons/Attacks: Literally anything she can get her hands tached, efficient brutality. So far, he has managed to keep the
on. Of all the Carvers, Jerry Sue is the most skilled with weap- family off of the radar of law enforcement.
ons of opportunity, improvising lethality with anything she Once in a while, usually on a rare trip into the city, Leroy
can get her hands on. will find someone who catches his attention. His preferred prey
are those who he thinks would make a good addition to the
family. If he finds a possible prospective spouse for one of the
10
chapter one: family matters

family, he will do everything he can to bring them back to the


farm for a family meal. Once there, he begins running them
through a series of trials to determine their fitness to join the
Marie Carver
“Boys, you mind your god damn manners. No cursin’ at the
family. When these tests are inevitably failed, Leroy complete- table. Did you wash your hands? Stop actin like a pack o’ god damn
ly loses his temper, spending days or weeks slowly torturing the animals.”
victim to death.
Description: Leroy is a rather attractive man in his early 40s.
He bears a few scars on his face from what he refers to as a
hunting accident that took place in his youth. In reality, the
first victim he became obsessed with, a girl named Tammy
Douglas, gave him those scars when he attempted to kidnap
her. Tammy escaped his clutches and would have brought the
police down on the Carver farm if not for the timely interven-
tion of Leroy’s father.
Storytelling Hints: Leroy is usually calm, composed, and rela-
tively soft spoken. He exhibits a folksy rural charm and is un-
failingly polite in his speech. Even when his rage boils over,
Leroy speaks in even tones. He hasn’t raised his voice since his
father killed Tammy. He learned the hard way that hollering
and carrying on never helps, a lesson he is all too happy to
share.
Undertaking: Psycho
Virtue: Temperance
Vice: Sloth
Mental Attributes: Intelligence 2, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 5, Manipulation 4, Composure 3
Mental Skills: Computer 2, Crafts (Taxidermy) 2
Physical Skills: Drive 1, Larceny 2, Stealth (Moving in Dark-
ness) 2, Weaponry 2
Social Skills: Empathy 2, Expression 2, Intimidation 2, Per-
suasion (Sales Pitch) 2, Socialize 2, Subterfuge 2
Merits: Iron Stomach, Safehouse (Carver Farm)5
Morality: 1
Willpower: 6 Background: Marie has always loved living on the farm. From
Initiative: 5 the time she was able to walk, she followed her daddy on hunt-
Defense: 2 ing trips and hovered beneath her mother’s feet in the kitchen
Armor: 0/0 for meal prep. The Carver way of life is the only life she has
Size: 5 ever known and she loves it. Sure, things have been difficult
Speed: 9 from time to time, and there has been no shortage of tragedy
Health: 7 visited on the family, but she wouldn’t trade the farm and her
Talents: Disarming (Presence + Persuasion), Deadly Distrac- daily routine for the world.
tion Description: Of all the Carvers, Marie can most easily pass for
Frailties: Thin Veneer (Mentioning his scars angers him), Ob- normal. She comes off as a sweet, folksy rural matriarch. This
sessive facade rarely drops and she can be just as endearing and warm
Weapons/Attacks: Like most of the family, Leroy uses what- while torturing a victim, cooking human entrails, or reading
ever weapons are at his disposal. He rarely carries a weapon Jerry Sue a bedtime story.
on his person other than a simple pocket knife, but if he is on Storytelling Hints: Marie, aged 45, is the current matriarch
the farm he can take advantage of the various implements and of the Carver family. To her, protecting the family’s interests,
weapons on the property. traditions, property, and future are the highest and most im-
portant goals, on par with a religious calling. Among those
traditions are respect, joy in an honest day’s work, and making
sure the table runneth over with fresh food, no matter how
lean the harvest.
Marie is an incestuous, authoritatian cannibal. In many
ways she is the most monstrous of the family, because she takes
11
MEET THE CARVERS

great pride in not only her own behavior, but the behavior of
the rest of the family. She holds no justification for what they
do beyond simply living “the Carver way of life.” She doesn’t
have strong feelings about the outside world one way or the
other. She adheres to no moral code for seeking (or sparing)
victims, and she feels zero remorse about what needs to be
done to keep the family going strong.
Undertaking: Psycho
Virtue: Prudence
Vice: Wrath
Mental Attributes: Intelligence 2, Wits 2, Resolve 3
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 5, Manipulation 4, Composure 3
Mental Skills: Computer 2, Crafts 2
Physical Skills: Athletics 2, Drive 1, Larceny 2, Stealth 2,
Weaponry 3
Social Skills: Empathy 2, Expression 2, Intimidation (Veiled
Threats) 2, Persuasion (Fast-Talking) 2, Socialize 2, Subter-
fuge (Lying) 2
Merits: Iron Stomach, Resources 2, Torture Suite 3
Morality: 2
Willpower: 6
Initiative: 5
Defense: 2
Armor: 0/0
Size: 5
Speed: 9
Health: 7
Talents: Disarming (Presence + Persuasion), Deadly Distrac-
tion
Frailties: Thin Veneer (Insulting her family drives her to mad-
ness), Obsessive
Weapons/Attacks: Marie doesn’t often engage in violence,
preferring to leave such chores to the youngins. When she is
forced to fight, she relies on bladed and blunt weapons that are
found in the kitchen.

12
The Carver Farm
The Carver farm is their ancestral home, safe haven, and abat-
toir. Located off of Highway 81, east of Beloit, Wisconsin, the

chapter two
The Family
farm is in an isolated area. Their nearest neighbors are the McAl-

Farm
lister farm two miles to the east, followed by the Wilson farm three
miles to the west and the Hetfield residence three and a half miles
north. The farm is remote, and the chances of a survivor escaping
and making it to one of the neighboring farms, more so.

Lay of the Land


The farm itself sits on a 40 acre plot, surrounded by an ad-
ditional 60 acres in each direction of forest that is owned by the
family. The main plot hosts the six bedroom family home, the four
car garage, the stables, the barn, the silo, the hen house, the pens,
the fields, and the hedge maze. The main property looks mundane
enough to casual observation, but within each building is a parade
of horrors.

The Family Home


The inside of the family home almost looks normal at first glance.
There are bookshelves and curio cabinets, paintings and sculptures dec-
orating the parlor, dining room, and reading room. On closer inspec-
tion, it becomes apparent that the majority of the items inside the
house are hand crafted from wood, animal bone, or human bone.
Many of the furnishings are upholstered with tanned human flesh.
The kitchen is filled with a virtual arsenal of food preparation
utensils, many of which the family are adept at using as weapons.
Apart from these utensils are a wood-burning stove, a number of
clamps, a medieval style rack and a number of bone saws. Across the
hall from the kitchen is a bathroom with a metal washtub and an old,
cracked commode. The plumbing in the bathroom frequently knocks
and backs up due to the amount of blood and sinew that is flushed
or dropped down the drains.
The second floor hosts the family bedrooms. The first rooms at
the top of the stairs are Ray’s room on the east side of the house and
Jerry Sue’s room on the west. The next set of rooms are Beau’s room
on the east and Betty’s room on the west. At the end of the hall is the
master bedroom, shared by Leroy and Marie on the east, and the guest
room on the west.
Ray’s room has a smelly, stained mattress on the floor, a number
of broken toys, and an array of weapons and sporting goods in various
states of disrepair scattered across the floor. The desk holds a collec-
tion of scrapbooks, which Ray uses to press leaves, flowers, and to “All I need is some inspiration
save bits he collects from the family’s victims such as locks of hair, Before I do somebody some harm
teeth, ears, and eyelids.
Jerry Sue’s room also contains a number of toys, including doll I feel just like a vegetable
houses, an easy bake oven, and a toy soldier playset. Each of these
are blood-spattered and the room is littered with the corpses of the
Down here on the farm”
various creatures Jerry Sue has killed and kept over the years. Her
bed is caked with stains from gore and the room constantly smells
—UK Subs, Down on the Farm
of rotting meat.
Beau’s room has a combination record player, cassette deck, a
black and white television with an antenna that no longer receives
channels, and a semi-functional original NES with a stack of games.
The walls of the bedroom are plastered with flyers from various shows
MEET THE CARVERS

that Betty and Beau have attended, Polaroid photos of the


family’s victims, and cured tattoo carvings that Beau ultimate- The Henhouse
ly decided he did not like enough to add to himself. He sleeps The hens on the Carver farm are mean and loud. The
on an old army cot, which has a set of dog tags hanging from henhouse is a terrible hiding spot, but from time to time some
one corner. The dog tags belong to the cot’s owner, a Vietnam poor idiot tries it.
veteran that Beau’s grandmother picked up and killed in the
early 1970s.
The Barn
Filled with rusty farm implements, the barn serves as
Betty’s room is impeccably clean and organized. Like
a storehouse for a significant portion of the Carver arsenal.
Beau’s room, there are flyers and posters from various bands
There are also several racks in the barn for cleaning kills and
on the walls, as well as a collection of movie posters from the
for tanning flesh.
1980s. Though Betty does not have a proper closet, her cloth-
ing is all put away nicely in a dresser and an armoire. The only The Stables
items that belie her bizarre predilections are the loaded shot- The family currently keeps two horses in the stables. The
gun she keeps next to her bed. horses are tame and comparatively gentle, probably the kindest
Marie and Leroy’s room is furnished much like the down- creatures on the farm. There were three until last spring when
stairs, with bone-framed furniture, a human flesh upholstered one of the horses bucked while Jerry Sue was riding it, so she
loveseat, and a chest of drawers build from bone and sinew. bit its throat out.
Their princess bed is made from human femurs and has leather
flaps hanging from the posts, which are made from human skin. The Silo
The guest room is a bare wooden room with a heavy The silo is a standard silo used for standard silage creation.
length of chain attached to an iron eye stuck in the floor. The On rare occasions someone will try and hide in the silo, which
open end of the chain has a leather collar (also made of human amuses the family to no end as they turn on the augur and chop
flesh) and the exposed wood of the floor is stained black from the dumb son of a bitch into more silage.
the blood and bodily fluids of the various former guests of the
family. The Fields
Much of the farmable land is dedicated to growing corn,
The Garage grains, and other vegetables. There are two grazing pastures, a
The garage is a four car garage, which holds two vehicles dozen head of cattle, and a dozen pigs on the farm. The pigs
and a host of auto repair tools, including a cherry picker, a will eat human flesh (and giblets that don’t make for good hu-
hoist, and a blowtorch. Though the family prefers to use the man eating) and are generally pretty temperamental.
tools in this area for their intended purpose, if some poor fool In the fields there is also a hedge maze filled with vari-
tries escaping into the garage, there are all manner of deadly ous traps and stashed weapons. When occasions permit, Ray
implements that can be used to contain, restrain, and kill.

14
chapter two: the family farm

and Jerry Sue like to chase visitors into the hedge maze for an
extended game of hide and seek. This irritates Marie a bit, but
in most circumstances, Leroy stands up for the kids, supporting
Armory
As mentioned above, the entire farm is stocked with dan-
their right to have a little fun and work up an appetite. gerous and deadly weapons, all of which the family are more
than happy to employ in a fight. The Armory sidebar includes
Traps several of the most common weapons found on the farm, but
There are all manner of traps scattered across the property, the Storyteller is encouraged to use any sourcebook at their
and the family are constantly moving them. Rather than going disposal to provide weapon statistics as needed. The system
through an exhaustive list of trap placements, the Storyteller presented for creating custom weapons in World of Darkness:
can call for a Wits + Composure roll each time a character who Slasher is also useful for representing anything that might need
is not a member of the family enters a new room or area of the to be adjudicated on the fly.
property. On a failure, the character triggers a trap, which at-
tacks with an Accuracy + Damage pool of 7, deals lethal dam-
age and has the 9 again property. If the storyteller prefers, the
trap can instead deal bashing damage and have the 8 again
property.

THE CARVER ARMORY


Type Damage Size Durability Special
Improvised weapon; Becomes Broken
Bottle 2(B) 1 1 Bottle if it deals 2 or more
Bashing in one attack
Improvised weapon; Becomes unusable
Broken Bottle 2(L) 1 1 if it deals 2 or more damage in one
attack
Improvised weapon; Horrifying
Chainsaw -1(L) 3 3
damage; 8 again
Improvised weapon; Claw end deals
Claw Hammer 2(B) 1 2
1(L)
Includes baseball bat, nightstick,
Club 2(B) 2 1
etc.
Hammer and Improvised weapon; Target must be
3(L) 1 2
Nails immobilized
Hatchet 1(L) 1 2
House Keys 0(L) 0 1 Improvised weapon
Kitchen Knife 1(L) 1 1 Improvised weapon; max damage 2
Machete 3(L) 2 3
Improvised weapon; +1 Defense vs.
Pitchfork 3(L) 4 2
unarmed targets due to reach
Improvised weapon; Horrifying
Power Tools 0-2(L) 1 2
damage; 9 again
Improvised weapon; Horrifying
Wall* -1(B) 5 1
damage; 9 again
Horrifying Damage: Weapons that inflict horrifying damage are bloody and brutal
to witness in use. Any non-slasher character who witnesses such a weapon deal
5 or more damage in a single attack must make a Resolve+Composure roll or lose
their next action due to revulsion and horror.
Improvised Weapon: Characters who lack the Hands of a Killer Merit (see World of
Darkness: Slasher) suffer a -1 penalty when using improvised weapons
*This includes any large structure the killer might beat someone against
viciously such as a wall, tree, or a vehicle.

15

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