Operation Twelfth Night
Operation Twelfth Night is a shadowy governmental group introduced in The War Against the Pure.
Overview
Named for the Epiphany (the festival that marks the revelation of Christ to the Three Wise Men), Operation Twelfth Night is a shadowy governmental group that has discovered and attempts to embrace the supernatural world. Unlike the magi of the Epiphany, Operation Twelfth Night does not worship the supernatural; the group sees it as an unexploited resource, another weapon. So far they have not blown the whistle, but instead seek to control what they can never truly understand.
At first their group had limited success with human paranormals - achievements, but nothing startling, and seldom reproducible. A few years ago an agent named Angela Bolton encountered an Uratha. Angela possessed near superhuman willpower. Unlike the few survivors, she remembered the fight. Now she heads Operation Twelfth Night, and last year they managed to procure concrete evidence of lycanthropy in Mogadishu, in the form of a Broken-Souled werewolf. They do not know what a Zi'ir is; few can even look upon the beast sealed in vaults below them without going mad. Angela can, however, and she is slowly amassing more humans who can pass her ultimate litmus test.
Hunter Team Members
Operation Twelfth Night hunter teams are made up of highly trained operatives with nerves of steel. Since they recruit the most aggressive agents they can find, as an added wrinkle, consider that some agents may even be wolf-blooded. Some team members may instead possess the Merit: Unseen Sense against various supernaturals - though the organization had no way to quantify or test for this Ability other than though an agent's success. Then again, only the successful survive.
Description:
As with most Special Forces units, Twelfth Night hunters wear specialized uniforms, usually black, with heavy ballistic armor and a web harness to carry equipment. Their faces are typically hidden behind shields or light-enhancing goggles. They have state-of-the-art equipment, some of it government prototypes not even released to the military.
Storytelling Hints:
When actively hunting, the squad usually carried silver ammo in separate clips. A team usually consists of two members armed with net guns, two with submachine guns and two with shotguns. All carry backup weapons and grenades.
A team is supported by one or two snipers who can muster a 12 to 15 dice aimed attack with silver bullets. There is also an evacuation team that can be on scene in less than a minute in either a helicopter or armored SUV.
Hunter teams are eerily cool under fire and incredibly loyal to team members and the organization. The fact that most do not run when confronted with. Uratha stuns most of their prey. They fight smart and dirty.
Stats:
Attributes: Intelligence 3, Wits 4, Resolve 4, Strength 3, Dexterity 4, Stamina 3, Presence 3, Manipulation 2, Composure 5
Skills: Academics (Criminology) 3, Athletics 3, Brawl 3, Computer 1, Drive 3, Empathy 2, Firearms (Pistols, Submachine Guns) 4, Intimidation 3, Investigation (Crime Scenes) 2, Larceny 3, Medicine 1, Occult 2, Stealth 3, Streetwise 2, Subterfuge 2, Survival (Tracking) 3, Weaponry (knives) 3
Merits: Allies 4, Danger Sense, Fast Reflexes 2, Fighting Style: Boxing 3, Fleet of Foot 2, Language (Spanish) 2, Quick Draw (Firearms), Resources 5, Status 3
Willpower: 9
Morality: 6
Virtue: Fortitude
Vice: Pride
Initiative: 9 (11 with Fast Reflexes)
Defense: 4 (3 with flak jacket)
Speed: 14
Weapons/Attacks: Type: Brawl, Damage: 0 (L), Dice Pool: 6; Type: Knife, Damage: 1 (L), Dice Pool: 8; Type: Concussion grenade, Throw Modifier: +2, Blast Area: 3, Damage: 4 (B), Size: 1, Special: Knockdown, Dice Pool: 9; Type: Silver frag grenade, Throw Modifier: +2, Blast Area: 3, Damage: 4 (B), Size: 1, Special: Aggravated, Dice Pool: 9; Type: Glock 17 (light pistol), Damage: 2 (L), Range: 20/40/80, Shots: 17+1, Dice Pool: 11; Type: HK MP-5 (large SMG), Damage: 3 (L), Range: 50/100/200, Shots: 30+1, Dice Pool: 12; Type: Net Gun*, Damage: 1 (B), Range: 4/8/12, Shots: 1, Dice Pool: 9
Armor: Type: Flak jacket, Rating: 2/3, Defense Penalty: -1
Health: 8
*Characters successfully hit by a net gun are not necessarily entangled. The target gets a Dexterity + Athletics roll - the successes scored on the net gun attack to escape the net count as a reflexive action. If this fails, he falls to the ground and is hopelessly entangled. The only recourse then to break the net (see the World of Darkness Rulebook, p. 136). This is a Strength + Stamina roll vs. the net (Durability 2, Size 5, Structure 6).
References
- WTF: The War Against the Pure, p. 121, 138-139