HtV2e Meet The Carvers
HtV2e Meet The Carvers
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
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Darkness, Storytelling System™, and Storytellers Vault™ are trademarks and/
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Meet the
Carvers
TABLE OF CONTENTS
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
8
chapter one: family matters
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
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.
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.
15