TEXT: Written by Ben Counter, Bethany Culp, Stephen Michael DiPesa, Jess Hartley, 
  Martin Henley, David Hill, Filamena Hill, Howard Wood Ingham, John Kennedy, 
  Matthew McFarland, John Newman, Alex Scokel, Travis Stout, Eddy Webb  
  Developed by Eddy Webb     Audio produced by Michael Read     Edited by Genevieve Podleski  
  Layout by Jessica Mullins     Art by Aaron Acevedo, Sam Araya, Avery Butterworth, 
  Nicole Cardiff, Kari Christensen, Jim Dibartolo, dugnation, Costas Harritas, 
  Phil Hilliker, Travis Ingram, Brian LeBlanc, Vince Locke, Ken Meyer Jr,  
  Jessica Mullins, Jim Pavelec, Juan Serrano, Brad Williams, Cathy Wilkins 
  Special thanks to our voice actors for giving up a Saturday to help us out: 
  Anna Albano, Nathan Binder, David Bounds, Natasha Bryant-Raible, Priscilla 
  Kim, Vincent Lombardo, Orrin Loria, Weston Reid, Rich Thomas, Michelle Webb
  A Storytelling Adventure System 
  anthology for Hunter: The Vigil
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  Corpses litter the scene, the only survivor an 
  old Frenchman with a bleak sense of humor 
  who will not explain what happened. 
  Can the hunters trust him? And if they can, 
  should they?
  
  © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of 
  reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks 
  of CCP hf. All rights reserved. Vampire the Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter 
  the Vigil, Storytelling System and Collection of Horrors are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are 
  copyrighted by CCP hf. CCP North America Inc. is a wholly owned subsidiary of CCP hf. The mention of or reference to any company or product in these 
  pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and 
  supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  White Wolf Publishing, Inc.
  2075 West Park Place 
  Blvd Suite G
  Stone Mountain, GA 30087
  Written by Ben Counter, Bethany Culp, Stephen Michael DiPesa, Jess Hartley, 
  Martin Henley, David Hill, Filamena Hill, Howard Wood Ingham, John Kennedy, 
  Matthew McFarland, John Newman, Alex Scokel, Travis Stout, Eddy Webb  
  Developed by Eddy Webb     Audio produced by Michael Read     Edited by Genevieve Podleski  
  Layout by Jessica Mullins     Art by Aaron Acevedo, Sam Araya, Avery Butterworth, 
  Nicole Cardiff, Kari Christensen, Jim Dibartolo, dugnation, Costas Harritas, 
  Phil Hilliker, Travis Ingram, Brian LeBlanc, Vince Locke, Ken Meyer Jr,  
  Jessica Mullins, Jim Pavelec, Juan Serrano, Brad Williams, Cathy Wilkins 
  Special thanks to our voice actors for giving up a Saturday to help us out: 
  Anna Albano, Nathan Binder, David Bounds, Natasha Bryant-Raible, Priscilla 
  Kim, Vincent Lombardo, Orrin Loria, Weston Reid, Rich Thomas, Michelle Webb
  A Storytelling Adventure System  
  anthology for Hunter: The Vigil
  Corpses litter the scene, the only survivor an 
  old Frenchman with a bleak sense of humor 
  who will not explain what happened. 
  Can the hunters trust him? And if they can, 
  should they?
  
  1
  ColleCtion of Horrors
  Mr. Thélème
  MENTAL ••• 
  PHYSICAL • 
  SOCIAL •••• 
  Overview
  The hunters stumble across the aftermath of a massacre, just around 
  the corner from their safehouse or base of operations, only a few 
  minutes before the police arrive. Present at the scene, injured and 
  shaking, is Mr. Thélème. He has no reason to trust the hunters; they 
  have no reason to trust him. What happens when the police arrive? 
  Do they help the enigmatic hunter pick up the pieces? Or will they 
  take a different course of action? They must decide soon. The clock 
  is against them. 
  Description
  The first thing that gets you is the smell, 
  metallic and wet. It sticks to the roof of your 
  mouth, like the smell of an abattoir, a smell 
  of blood and burning. The next thing is the way 
  that your shoes start to stick in the generous 
  spatters of sticky liquid that cover the sidewalk. 
  And around the corner, outside of your home, a 
  scene of horror. Eight, ten, twelve, fifteen, maybe 
  sixteen bodies, men and women, clothes torn, flesh 
  torn, a hell of slashes and dismemberment. Limbs 
  crushed and torn. Eyes gouged out. Mouths torn 
  open. Your stomach turns. 
  A groan suddenly breaks the appalling silence. 
  One of the bodies is beginning to move. A small, 
  middle-aged man, covered with blood, pushes out 
  from under two of the bodies and tries to get 
  to his feet. He stumbles and slowly straightens 
  himself, running his hands over a tattered suit. 
  He looks up at you and says in a faint French 
  accent, “This is unfortunate, n’est-ce pas? I 
  think the police are on their way.”
  The Thélème Dossier
  Task Force: VALKYRIE have been watching Mr. Thélème for 
  years now. They’ve even managed to catch him once or twice. 
  TFV often maximizes its effectiveness by “instrumentaliz-
  ing” other hunters who work on lower tiers, feeding them in-
  formation that helps them to do VALKYRIE’s work. And in the 
  hunt for Mr. Thélème, they’ve used researchers and hunters to 
  compile a dossier on him. Much of the information that Susan 
  Doyle receives in the Horror Recognition Guide (pp. 299-324) 
  is precisely from this source, so you can feed copies of those 
  pages — and the audio play that accompanies this scene on p. 6  
  — to the characters piece by piece as they embark on other 
  investigations, just as VALKYRIE did with Susan Doyle.
  Characters who are in Task Force: VALKYRIE are not immune 
  to this sort of instrumentalization. In fact, they’re possibly even 
  more vulnerable, as the labyrinthine nature of the agency makes 
  it even harder for them to get to the bottom of the documents, 
  videos and audio that keeps making its way into their in-trays. 
  How they react to it, and what they do with it, is up to 
  them. Consider springing this scene on the hunters just as 
  they begin looking for the canny old devil in earnest. They 
  expend only a minimal amount of effort looking for him: he 
  turns up on their doorstep.  
  Mr. tHélèMe
  
  2
  ColleCtion of Horrors
  Thélème’s mother engineered the possession of a group of club-goers, 
  who then assaulted her son in a pack. They held him down and beat 
  him into unconsciousness. While he was unconscious, Mr. Thélème ‘s 
  Maman then directed the possessed victims to turn upon each other. 
  Mr. Thélème’s own injuries aren’t too bad (all but one of his Health 
  boxes are filled with bashing damage). Her intention was a lesson for 
  her son, a mocking statement of his impotence: This is what I can do, 
  and you could not save these people. 
  Mr. Thélème isn’t stupid. He knows exactly why these people died. And 
  he knows exactly how pointlessly and wastefully they died. Which is part of 
  the whole reason behind it. At the same time, he knows he has to leave. 
  Storyteller Goals
  The only real goal in this scene is for the characters to meet Mr. 
  Thélème. What happens when they do, and what they do with him is 
  entirely up to them, although a character that has been fed the Thélème 
  Dossier will doubtless react differently. The impending arrival of the 
  police gives an opportunity for suspense. If the players waste time, the 
  sound of sirens is a great focuser. Trouble with the police can always 
  add more drama and tension to a chronicle. 
  Character Goals
  Find out what happened here. Get out of here before the cops arrive.  
  Actions
  First Aid for Mr. Thélème
  The old hunter is in a terrible state. He doesn’t remember what 
  happened here and for the first time, he doesn’t know what to do 
  about it. He wants to get out of here. He’s not in as bad a way as he 
  looks — most of the blood is not his own. Still, his right shoulder 
  is dislocated and he has a number of cuts and bruises.  
  The police arrive after seven minutes.
  Dice Pool: Dexterity + Medicine + equipment
  Action: Extended; each roll amounts for one minute of time. Six 
  successes are needed to stop his bleeding and heal one of his levels of 
  bashing damage. This roll can use teamwork rules.
  Hindrances: Darkness (-2), police are arriving (limited dice rolls), 
  no first aid kit (-2)
  Help: Field surgical kit (+1) 
  Mr. tHélèMe
  Roll Results
  Dramatic Failure: The character makes Mr. Thélème’s condition worse. He 
  takes another point of bashing damage. His shoulder, already dislocated, suffers 
  particularly badly; the Storyteller should roll Stamina for Mr. Thélème (two 
  dice) at the beginning of the next round to see if he loses consciousness.  
  Failure: The character makes no progress. All he does is waste time.  
  Success: Progress is made with Mr. Thélème’s injuries. If six successes 
  are acquired, he stops bleeding and heals one point of bashing damage, 
  meaning that his dice pool penalty is reduced to -1. 
  Exceptional Success: Extra successes merely and to the progress 
  toward healing Mr. Thélème.
  Getting Mr. Thélème  
  to explain what happened
  Mr. Thélème is their only key to explaining what happened, and why. 
  He’s barely conscious, but his faculties are intact. Getting him to spill 
  the beans will be easy — but not here. Characters who want to get what 
  happened out of him right now will meet with resistance. 
  Dice Pool: Wits + Empathy or Intimidation versus Mr. Thélème’s 
  Wits + Subterfuge (-2 for his injury, total dice pool 6)
  Action: Contested
  The old man is still shaken, and under different circumstances, he 
  might be a harder mark. Still, although he expresses impatience, skilled 
  characters might be able to get some information out of them. 
  Hindrances: Thélème: Injury (-2, already calculated). Hunters: 
  identifying themselves as Task Force: VALKYRIE agents (-3) 
  Help: Hunters: expressing obvious contempt for TF:V (+2), helping 
  with his injuries (+1)
  Roll Results
  Dramatic Failure: Mr. Thélème feeds the characters a completely 
  convincing line.  
  Failure: The character doesn’t manage to get anything out of the 
  old man. 
  Success: Mr. Thélème denies that he harmed any of these people and 
  says that he was an intended victim (which are both true). 
  Exceptional Success: Mr. Thélème reveals, in an unguarded mo-
  ment, that the deaths were random, and wholly contrived by his mother 
  as a means of getting to him. 
  
  3
  ColleCtion of Horrors
  Consequences
  Teaming up with Mr. Thélème and following up the Thélème Dos-
  sier: If the characters might get Mr. Thélème out of the situation, he 
  might ask for their help, and reveal something of the nemesis that he 
  alone is unable to kill. He’s a tremendously knowledgeable advisor in 
  other matters (in fact, he qualifies as a four-dot Mentor, if characters are 
  so inclined to take the Merit), and so he could well earn the right to the 
  characters’ help. He’ll be just as straight with characters that have the 
  Thélème Dossier as he was with Susan Doyle: the Government want him. 
  He’ll work alongside VALKYRIE or Cheiron Group hunters to a degree, 
  but stresses that their masters are manipulating them, too. But in the end, 
  he needs other hunters, because only they can kill his Maman. 
  maman
  Statistics for Mr. Thélème’s mother don’t appear here. Partly for 
  reasons of space, but mosty because Maman is not tremendously 
  powerful. She’s a minor demon with a lot of friends and an ability 
  to create illusions. Characters trying to track down Mr. Thélème’s 
  mother might have to face a lot of lesser demons — no major 
  demons — but in the end, taking her down could, and should, 
  be almost insultingly easy. Her true power lies in manipulating 
  her vastly more powerful son, who cannot harm her. 
  If characters go looking for her, Storytellers should create 
  statistics for Maman that present only a small challenge to the 
  hunters’ abilities. 
  Scattering
  When the police arrive, they show up in three full squad cars, sirens 
  blaring. Three minutes later, the Homicide detectives arrive.
  What the characters — and Mr. Thélème — don’t know is that 
  the “witness” who called the police described Mr. Thélème as a major 
  player in the massacre. Meanwhile, Task Force: VALKYRIE has got 
  Mr. Thélème’s face onto the police most-wanted roster in the local-
  ity. Once the police arrive, characters are pegged as likely suspects. If 
  they’re armed (if they’ve been out hunting, for example) or if they’ve 
  been in trouble with the law before, it may not end well. 
  If the characters end up in a fight with the police, use the statis-
  tics for Cops found in The World of Darkness Rulebook, p. 205. 
  Characters who want to avoid a confrontation with the law are best 
  served running. 
  Dice Pool: Stamina + Athletics
  Action: Extended
  The system here is more abstract than the usual foot chase 
  rules (The World of Darkness Rulebook, p. 65), to reflect the 
  fact that a dozen or more police arrive in the space of a couple 
  of minutes. Each player needs to roll a total of five successes in 
  three rolls to allow his character to escape without the police 
  seeing the hunter. 
  Hindrances: The characters wait until they can see the police 
  cars before running (-2); the characters try to drag Mr. Thélème, 
  who seems unconcerned by the arrival of the cops, along with 
  them (-3).  
  Help: The characters break and run immediately they hear the 
  sirens (+2); the characters run within 10 seconds of hearing the 
  sirens (+1). 
  Roll Results
  Dramatic Failure: The police corner the hunter. Any further at-
  tempts to run away suffer a -3 penalty to dice pools.
  Failure: The police see the character, who must either stop for the 
  cops or run away using the foot chase rules found in The World of 
  Darkness Rulebook, p. 65. 
  Success: The player rolls a total of five or more successes in three 
  or fewer rolls. The character gets away without the police seeing her. 
  Exceptional Success: The character gets away immediately.
  Mr. tHélèMe
  
  4
  ColleCtion of Horrors
  “You may be right. You may even 
  kill me. But when you wake up 
  tomorrow, you will still neverthe-
  less be an imbecile. Terribly hard 
  luck there.”
  “Shh! You are damaging my con-
  centration.” 
  Virtue: Charity. Mr. Thé-
  lème’s not a bad man, and al-
  though he has, over the years, 
  done many terrible things, he’s 
  a sucker for a person in need. Much of the time, he does what he 
  does because he believes it’s the right thing to do. 
  Vice: Lust. He does enjoy his work just a little too much. It’s not 
  sexual, but he gets a massive kick from the violence, and sometimes 
  from the torture. 
  Background: He’s the child of an incubus and a medieval 
  French farmer. He’s the scourge of the Spanish Inquisition. He 
  had a part in the fall of the Revolutionary Terror. He berated 
  Karl Marx for being stingy. He saved Aleister Crowley from 
  zombies. He manipulated Rudolf Hess into flying to Scotland. 
  He escaped a plague of intelligent flies with John Lennon. 
  He’s been half-eaten by ghost-rats in the sewers of London and 
  pursued through the Sumatran rain forest by spirit-summoning 
  ape-men. He’s been responsible for the deaths of more of his 
  friends than he cares to think about. He has a familiar demon 
  named Franz.
  And after 700 years, he’s finally getting old. 
  Description: This short, slim man has seen better days. His finely-
  tailored suit is in tatters. He’s covered with cuts and bruises, but 
  unlike the bodies around him, he isn’t injured really all that badly. 
  Cleaned up, he’s in his late fifties or early sixties. He’s all angles: 
  straight, square shoulders, pointed chin, aquiline nose, eyes that 
  sparkle like quartz. 
  Storytelling Hints: Mr. Thélème smiles a lot, but the smile 
  rarely reaches his eyes; he makes a lot of bleak wisecracks and 
  comments on any situation in which he finds himself. He’s 
  deadly funny. 
  However messed up he gets, he’s always in control. He always 
  seems to have the grasp on a situation. Chained up and tortured, 
  or facing the firing squad, Mr. Thélème is always in control. It’s 
  half an illusion, but that illusion is often enough to get him out 
  of a fix. 
  He cannot harm his mother. This more or less drives Mr. Thélème 
  now, especially after what happened to Susan Doyle. His powerless-
  ness in this terrifies him. In the last year, he’s seen her more and 
  more. He knows that she is toying with him, twisting the knife 
  before finishing him once and for all. Mr. Thélème isn’t a man used 
  to relying on other people, but now he realizes that other people are 
  his only hope. Because she’s coming for him. 
  tHe Cast
  Trying to get out of Mr. Thélème’s way: Other hunters, realizing 
  who Thélème is, may choose to get as far away from him as they can. 
  This is fine, although they may find that difficult. Government agen-
  cies have them on file as his associates, and demonic forces begin to 
  target them as allies of the hunter. He is a dangerous acquaintance to 
  make, even fleetingly. 
  Getting in trouble with the cops: The massacre happened outside 
  of the characters’ safehouse, and it stands to reason that the place is at 
  risk of being compromised, as the cops begin to investigate the area. 
  Meanwhile, hunters who get caught by the police, possibly holding 
  arms or with blood on their hands, have questions to answer. Even 
  if no jury could pin the deaths of all these people on them, it doesn’t 
  mean they go free.  
  Mr. Thélème is of course completely sanguine about getting arrested. 
  If the police get him, he just walks out of the van the moment it stops 
  at a red light. 
  Mr. Thélème, nearly  
  immortal monster-hunter 
  Quotes: “You have to laugh, non?”
  
  5
  ColleCtion of Horrors
  Notes         
  Intelligence 
  Strength 
  Presence
  Wits 
  Dexterity 
  Manipulation
  Resolve 
  Stamina 
  Composure
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  WillpoWer
  HealtH
  skills
  Merits
  Morality
  Size
  Speed
  Defense
  Initiative Mod
  Armor
  FlaWs
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  ooooo
  o o o o o o o o o o o o
  o o o o o o o o o o
  tactics
  Name: 
  Virtue: 
  Profession:
  Concept: 
  Vice: 
  Compact: 
   
   
  Conspiracy:
      Mr. Thélème 
      Charity 
  Occultist
         Near-immortal 
   Lust 
  Lucifuge
          demon hunter 
           
  Allies  (Lucifuge) 
  Allies(Union) 
  Contacts 
    (Ashwood Abbey)
  Danger Sense
  Encyclopedic 
    Knowledge
  Endowment 
    (Castigation) 
   Languages (English, German, 
  Greek, Classical Greek, 
  Japanese, Italian, Latin, 
  Hindi, French)
  Meditative Mind
  Resources 
  Status (Lucifuge)  
  Academics* 
  Crafts*
  Investigation
  Medicine
  Occult 
  Politics
  Science
  Brawl
  Firearms
  Larceny* 
  Stealth
  Survival
  Weaponry* 
  Empathy 
  Expression 
  Intimidation*
  Persuasion
  Socialize
  Streetwise
  Subterfuge
             5
  5
      11
          4
                      8
    
  *Skill Specialties: Academics-History, Crafts-Woodwork, Larceny-Pick Pockets, Pick Locks, Weaponry-Rapier, 
  Intimidation-Sardonic Humor
  Endowments: (Castigation) Unholy Escapologist, Familiar, Gaze of the Penitent, Hellfire, Sense of the Unrighteous
  Notes: Mr. Thélème has only just regained consciousness. All of his Health boxes bar one are still filled with bashing 
  damage, meaning that he suffers a -2 penalty to dice pools until at least two of the Health boxes are cleared. 
  Franz: Power 3, Finesse 4, Resistance 2, Willpower: 5; Essence: 10 (10 max); Initiative: 6; Defense: 4; Speed: 12; Virtue: 
  Fortitude; Vice: Envy; Size: 3; Corpus: 5; Dread Powers: Agonize •, Balefire ••, Gremlinize •; Ban: Must laugh audibly 
  when in earshot of prayers, hymns or readings of religious texts (ban of task)
  CasTigaTion enDowmenT: 
  Unholy esCapologisT
  The Chevalier Thélème’s fearsome reputation has, in the past, 
  largely hinged upon the fact that no one has ever really been 
  able to hold him. That’s partly because of his uncanny skill in 
  picking locks, but it’s also because his terrible heritage has given 
  him the ability to slip any bond, to walk out of any locked prison 
  cell. He touches a lock that confines him and concentrates for 
  a moment... and it clicks open. He relaxes in the ropes that tie 
  him down and closes his eyes... and they loosen. 
  The power only works on physical locks (including locked 
  doors) and bindings that confine the character. It’s no use to a 
  character for gaining entry into a place, or for freeing anyone 
  other than himself (but if someone else shares his cell, they can 
  of course walk out when the door opens, if they wish). 
  Cost: 1 Willpower 
  Action: Instant
  Dice Pool: Dexterity + Composure
  Roll Results
  Dramatic Failure: The hunter not only fails to escape his 
  bonds, but finds that he cannot attempt to use this power again 
  until he has been freed. The point of Willpower used to activate 
  this power is lost. 
  Failure: The character does not escape from his confinement. 
  The point of Willpower used to activate this power is lost. The 
  character may attempt to use this power again. 
  Success: Ropes confining the character loosen, and locks click 
  open (although locks close themselves again a few seconds after 
  the character has escaped). 
  Exceptional Success: The character does not only escape his 
  confinement, but does not need to pay the point of Willpower 
  to do so. 
  Other members of the Lucifuge can learn this Castigation 
  Endowment at the Storyteller’s discretion.
  
  6
  ColleCtion of Horrors
  Audio Prop
  Female Agent: And you keep escaping. 
  Male Agent: How do you do that? 
  Female Agent: 1996. 2003. 2007. 
  Male Agent: Do you really think that Colonel Washington deserved that? He’s still 
  on meds. He’ll never work again. 
  Female Agent: Do you know who that man was? Man was a God-damn American 
  fucking hero. And you reduced him to... that.  
  Male Agent: Difficult to condone. 
  Female Agent: Under-fucking-statement of the century. You have no idea of what 
  we would have in store for you if I had my way. 
  Thélème: Oh, I don’t know. I can imagine quite a lot. 
  Male Agent: How do you do it? That’s all we want to know. Simple question. 
  Thélème: I don’t. 
  Male Agent: Don’t what?
  Thélème: I don’t escape. 
  Male Agent: Sorry?
  Female Agent: So what, you’re saying that you never escaped US custody? That 
  we’ve got the wrong man, is that it? Mistaken identity?
  Thélème: No. I think you know exactly to whom you are talking. 
  Female Agent: So what? Is this all some sort of a dream? Have you been in custody 
  all this time and we just thought you got away? 
  Male Agent: Maybe it’s a philosophical thing. 
  Female Agent: What, some of that “We’re all prisoners in our minds” bullshit? 
  Male Agent: Yeah, I reckon. 
  Female Agent: That’d make you even more of a fuck-up than I thought. 
  Thélème: It could only be considered “escaping” had you actually caught me. 
  Female Agent: So what, Fucknut? We never caught you? The handcuffs don’t count? 
  The fucking manacles don’t count as having caught you? The jumpsuit? 
  Male Agent: She’s got a point. Saying we haven’t caught you sounds like denial, really. 
  Female Agent: He’s fucking with us. Are you fucking with us?
  Male Agent: Listen, my partner’s under a lot of stress right now. It doesn’t have 
  to work out like this. Tell me how you escaped last time, and exactly what you did to 
  Washington to make him... yeah. And maybe we could — 
  Thélème: Cut a deal? 
  Male Agent: No promises, man, but —
  Thélème: That would be a change. 
  Male Agent: What?
  Thélème: No. Promises.
  audio ProP
  Male Agent: I’m hurt. 
  Female Agent: What the fuck are you smiling about? 
  Male Agent: What was that? 
  Female Agent: Look, Washington may have caved, but you’re not — 
  Thélème: Not going to do the same to you? Are you made of sterner stuff, old chap? Are 
  you going to sit there and look me in the eye and tell me how much better a man you are? 
  Franz: I’d call that pride. 
  Female Agent: What the —? What was that? What was that? 
  Thélème: Franz is usually insufferable, but what can I say? Even a stopped clock 
  is right twice a day. As they say. 
  Male Agent: Now listen here — 
  Thélème: Or? Now. My friend, you should be aware that pride is a terrible sin.
  Female Agent: What are you — 
  [Screams] 
  Franz: A “thank you” wouldn’t go amiss sometimes, you smug bastard. 
  To listen to the audio prop of 
  Theleme and the agents double 
  click the poster.
  Once you start the recording you will 
  not be able to stop it until it reaches 
  the end without closing the pdf.
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Collection of Horrors/Collection of Horrors 16 - Mr. Thélème.pdf