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, 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
  It happens to everyone, or so Lou told himself.
  Every day in this city, someone takes a wrong turn on a walk he’s taken a hundred times. Sooner or later, everyone is bound 
  to take the wrong short cut between the wrong two Chinese restaurants and end up lost.
  Only Lou didn’t know of any wrong turn anyone could take off Broad Street that ends up in a burnt out expanse the size of a pair of 
  football fields. When he looked behind him, he could see one of the Chinese restaurants and the street he’d been walking down. When 
  he looked ahead, he was looking at the crater of some tragic explosion. Past it, he could see the hazy outline of South Street, but 
  only barely. To his left, where the subway entrance should have been was a hut, a building not much taller than twenty feet.
  He walked closer, against his better judgment. The hut appeared to be pulsing or breathing. One step closer and he could see it 
  was pulsing because it was made entirely out of skin—the skins of people all grown together, but still alive.
  He screamed, and the skinless things that belonged there came to the sound, like bees to honey.
  
  © 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, 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
  It happens to everyone, or so Lou told himself.
  Every day in this city, someone takes a wrong turn on a walk he’s taken a hundred times. Sooner or later, everyone is bound 
  to take the wrong short cut between the wrong two Chinese restaurants and end up lost.
  Only Lou didn’t know of any wrong turn anyone could take off Broad Street that ends up in a burnt out expanse the size of a pair of 
  football fields. When he looked behind him, he could see one of the Chinese restaurants and the street he’d been walking down. When 
  he looked ahead, he was looking at the crater of some tragic explosion. Past it, he could see the hazy outline of South Street, but 
  only barely. To his left, where the subway entrance should have been was a hut, a building not much taller than twenty feet.
  He walked closer, against his better judgment. The hut appeared to be pulsing or breathing. One step closer and he could see it 
  was pulsing because it was made entirely out of skin—the skins of people all grown together, but still alive.
  He screamed, and the skinless things that belonged there came to the sound, like bees to honey.
  
  1
  ColleCtion of Horrors
  The Mother of 
  All Wrong Turns
  MENTAL •• 
  PHYSICAL ••• 
  SOCIAL •• 
  Overview
  Fortean researchers call them “alternative geographies,” and 
  every major city has them. Somewhere in the wretched tangle of 
  streets, buildings and people, pockets of unreality build up until 
  they fill up with some other place like pus into a blister. Whether 
  these other places are interconnected or singular pockets of hell 
  has only been studied by the Cheiron Group, and they aren’t 
  sharing that information with others. Many have things in them, 
  living or nearly living, sentient or nearly sentient. More than 
  a few are alien enough in atmosphere that they are deadly to 
  humans just by virtue of prolonged exposure. Some have their 
  own gods.
  To set up this scene, the cell should be in transit, whether on 
  the run chasing a target, stumbling home drunk from a bar or just 
  walking down to the corner store for munchies. (This scene can also 
  come after the events detailed in No Escape, another scene in the 
  Collection of Horrors). While walking, the hunter cell happens 
  into one of these alternate geographies, exposed to the possibility of 
  others wide open.
  This space is inhabited like many others, though in this case it 
  is not monsters from somewhere else but a member of the Cheiron 
  Group studying this particular phenomenon. JJ, or Josephine 
  Joy, has run into these alternate spaces before, and is capable 
  of protecting herself there. When she comes across the cell, her 
  initial goal is to get them the hell out of the space, no matter 
  what it takes.
  Once the cell has found one of these places, the likelihood of stum-
  bling across more dramatically increases. If you wish, this can be only 
  the beginning of the strangeness.
  Description
  It takes less then a second for one of 
  you to recognize that wherever you are, it 
  isn’t where you meant to be. A tight turn, 
  approaching the street from just the right 
  angle, and you are now running across an open 
  wide field instead of the hard dirty concrete 
  on the street.
  The grass at your feet is sharp, dry and cuts 
  like razors – not enough to destroy shoes, 
  but enough to ruin them. The sky over this 
  field is a lambent green and casts a sickly hue 
  over everything below it. In the distance, you 
  can see the outline of the city you were just 
  recently in, but it seems a thousand yards 
  away or more. However wide this field is, it 
  can’t possibly fit in the space it seems to be 
  placed in. Just past a rolling hill, you hear 
  the piping of hollow reed flutes that whistle 
  madly. The tune is highly atonal but rhythmic, 
  like a band too far away for a melody to be 
  pinned down. Still, it seems to be rapidly 
  growing closer.
  You hear the sound of movement on the razor 
  grass to your right. There stands a tall and 
  slender female body with long legs and arms. 
  It’s thin, perhaps alarmingly so, with a black 
  leather face connected loosely to a weirdly 
  short torso and eyes that bug out and shimmer in 
  the sickly green light. Whatever it is, it moves 
  toward you quickly, but before you can react, the 
  gaunt creature says in perfect English, “What 
  the hell are you doing here? What the hell are 
  you doing here without a suit on? Jesus, are 
  you insane?”
  Storyteller Goals
  With this scene, you have the opportunity to expose the cell these 
  alternate geographies and unlimited potential for new hunts as the cell 
  attempts to chart them, or just understand them.
  tHe MotHer of all wrong turns
  
  2
  ColleCtion of Horrors
  The first exposure to one of these peculiarities is a bit of ran-
  dom chance. When it happens, a person finding himself in such 
  a place rarely makes it out, since the inhabitants there are just so 
  alien. After the cell has found one, however, their rough chance 
  of finding more grows exponentially. When using an alternate 
  geography, describe a very surreal and dangerous environment 
  drawn from nightmares. Emphasizing this twisted fantasy scenario 
  should leave the characters questioning their sanity and in mortal 
  fear of any wrong turn.
  Furthermore, this run-in with JJ can be your opportunity to paint 
  a dark picture of some of the operations Cheiron Group hides from 
  all but its highest offices. Be careful to avoid portraying the medical 
  conglomerate and its employees as mustache-twirling evil-doers. They 
  simply operate on a very different plane of morality, like a monsoon 
  or the decay of a star.
  The cell might come across the audio prop (p. 5) while trying to 
  dig up dirt on JJ, their mysterious traveling companion on their first 
  venture into the other world. Or, if you prefer, the recording might 
  have been leaked to the cell through a contact in the Cheiron Group 
  or through Network Zero.
  Character Goals
  Most obviously, the characters are going to want to figure out 
  where they are, and very soon thereafter figure out how to get 
  the hell back home. Clearly, this woman in the leather getup 
  knows a lot more than they do about what’s going on, so they 
  may try to talk her into helping them out. They may try to as-
  sault her and force her to explain. They may simply run the way 
  they came. 
  Of course, there is some chance that they might attempt to in-
  vestigate further and deeper into the alternate geography, which 
  is something JJ simply cannot have. She will stop at nothing to get 
  them to the city they came from as quickly as possible. Once outside 
  the phenomenon, she might be willing to explain in very nebulous 
  terms what it was they were dealing with, but it might take some fancy 
  footwork on the cell’s part to get her to stick around long enough to 
  explain even that.
  Finding the Path Back Home
  Dice Pool: Intelligence + Survival
  Action: Extended; each roll takes 30 seconds. This roll can use 
  teamwork rules.
  If the characters decide escaping the coming danger is more im-
  portant than exploration (either out the fear of what they haven’t 
  yet see, or because of JJ’s gun), they may choose to try to escape the 
  phenomenon first and deal with it once better prepared. In this case, 
  the main action of the scene is finding the path back to reality as 
  they know it. To accomplish this action, the cell must accumulate 
  tHe MotHer of all wrong turns
  
  3
  ColleCtion of Horrors
  tHe Cast
  Josephine “JJ” Joy,  
  Extradimensional Researcher
  Quotes: “There is no reason to 
  be concerned, sir. The location of 
  HQ3 is secure and relatively safe 
  for active use.”
  a number of successes equal to the minutes they have spent in the 
  alternate geography. For every two rolls, the cell must achieve an 
  additional success to escape. 
  Hindrances: The cell is chased by JJ (-3), none in the cell are familiar 
  with the part of the city they were in when they found their way into 
  the alternate geography (-4)
  Help: JJ is assisting them find the way out (+3), the cell has 
  encountered alien landscapes before, such as the Hedge or Twi-
  light (+2)
  Roll Results
  Dramatic Failure: The cell loses sight of the real world entirely. 
  They lose all accumulated successes and must start over.
  Failure: The cell covers no new ground in their attempts to escape; 
  add no successes to the total.
  Success: The cell is on the right path; each success adds to the total 
  needed to return home. 
  Exceptional Success: Extra successes simply add to the total required 
  to find the exit.
  Consequences
  There is no good reason to put all the cards on the table with this 
  scene, so feel free to get the cell out of the phenomenon after giving 
  them just a taste of its potential. Whet their appetite and then send 
  them away.
  Whether JJ has to threaten, injure or just talk the characters out 
  of the immediate danger of the alternate geography, she won’t just 
  forget the incident and go off into the night. Once she leaves the 
  scene and reports to her bosses at Cheiron, they will assign her 
  to observe the characters to determine the effects of exposure to 
  the phenomena.
  Once exposed to an alternate geography, the characters will 
  have a much easier time finding others. If the hunters try to 
  seek out more alternate geographies, the players must make an 
  extended Intelligence + Survival roll with each roll representing 
  a day of searching or research. You should impose a requirement 
  of at least twenty successes to find a location the hunters haven’t 
  been too.
  “All three of the expendable bio-
  logicals have expired; location C34 
  is toxic after all. Advise against 
  unprotected investigation.”
  “The xenobiologicals have been 
  contained, but took four bystand-
  ers back with them. I consider the 
  incident closed. Advise?”
  Virtue: Faith. JJ has a fanatical devotion to the Group and 
  what they do. Her orders are sacrosanct because they help her 
  save the world.
  Vice: Envy. JJ didn’t have many chances for a normal life, and harbors 
  a decided grudge against civilians and expendables who will never feel 
  the weight of responsibilities she does.
  Background: Josephine’s first real encounter with unusual places 
  happened when she was six. There was a spot in her closet she 
  could crawl through, and so long as she went in at just the right 
  angle, she’d end up in the other place. She told her parents about 
  it a number of times, but how could a six-year-old explain that 
  sort of thing to an adult? She’s not sure what happened there or 
  what she saw, but after her seventh birthday she changed. She got 
  colder and more distant. She wouldn’t talk about the other place 
  any more. School said she had difficulty sympathizing with other 
  children, and she would often daydream rather than interact with 
  her classmates. 
  When she was eight, she went missing for a week and a half, lost 
  into that other place. The police eventually found her lying naked 
  
  4
  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
  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:
      JJ (Josephine Joy)  
      Faith 
  Scientist
         Extradimensional 
   Envy  
  Cheiron Group 
          Researcher 
           
  Unseen Sense 
   (Reality Deviations)
  Fast Reflexes
  Fleet of Foot
  Professional Training
  Resources
  Status
     (Cheiron Group)
  Academics 
  Computer
  Investigation
   (Xenocartography)
  Medicine
  Occult (Mysterious
    Places)
  Science
  Athletics
  Brawl
  Firearms
  Survival
    (Navigation)
  Animal Ken
  Expression
  Intimidation
    (Using Status)
  Socialize
  Subterfuge
             4
  5
      13
          2
                      7
        2/3
  Derangements: Fixation (Morality 6), Compulsive (Morality 4)
  and bloody on the floor of her closet. She was sick, like she’d been 
  exposed to some kind of radiation, and her body was shutting down 
  one system at a time. A representative of a medical research company 
  approached Josephine’s parents, offering them their only chance to 
  help their little girl.
  She spent years in and out of Biomedtech’s offices for treatments 
  before they had her stabilized. They even paid for her to go to college 
  as part of their payment arrangement. After med school, Cheiron 
  openly courted her, and she was only happy to work for the company 
  that saved her life.
  Description: JJ is easily over six foot tall. She’s slender and has 
  very little body fat due to her compulsive physical training and 
  regular encounters with physical danger. When she’s not suited 
  up for investigation, she dresses conservatively to attract as little 
  attention to herself as possible. Her age is hard to pin down, since 
  she’s had access to the best plastic surgery since she showed her 
  first laugh line. Now there’s not much expression on her face, 
  even when she smiles. She keeps her strawberry blonde hair short 
  so it doesn’t interfere with the hood of her protective suit when 
  she’s working. She’s attractive, but that’s just another tool and 
  has as much value to her as a gun or a car might. She can always 
  get another face.
  Storytelling Hints: JJ is a real company woman, and her 
  thoughts always drift back to her work. She’s skilled and enthu-
  siastic, but has no desire to climb the corporate ladder because 
  she feels there is simply no one else who can do what she does 
  for the Group. The Group is going to save the world with the 
  medical and scientific advances they make, and they need her 
  research into alternate geographies to do that. She’s decidedly 
  uninterested in claims by civilians that the Group is immoral or 
  dangerous. They helped her, and they help others. Sometimes in 
  research science you have to let some people die to save others. 
  That’s just life. 
  She’s given a certain amount of freedom in proceeding with in-
  cidences that involve alternate geographies since she can’t always 
  contact her higher-ups from within, but she treats updating them 
  like a sacrament and can be unreasonable when prevented from 
  that contact.
  
  5
  ColleCtion of Horrors
  Audio Prop
  MTG reporting.
  I cannot express more clearly how wrong I think JJ is. Her entire study on 
  these phenomena is based on wild conjecture and no evidence. She’s told me 
  on several occasions that the biologicals are somehow interconnected from 
  location to location. She goes on to speculate that the entities they seem to 
  worship are manifestations of the locations themselves. She’s called them the 
  sleeping gods of the other places. 
  I’ve seen no evidence of this personally, and I must once again request 
  you bring her in to HQ for full psychological testing. I respect her work, 
  but in dealing with her I’m less than confident in her continued stability. 
  The longer she spends in those places, the more it seems she’s losing touch 
  with reality.
  Has she sent you that file of pictures yet? They are evocative, surely, 
  but until they can be analyzed, how can any of us be certain they’re legiti-
  mate?
  She still refuses to let me join her in the field at one of these locations. 
  With your permission I’d like to gather a small team and go in myself. I 
  accept your rejection of this request in the past, but I feel as if I’ve learned 
  as much from her as I’m going to without heading off into the realm of wild 
  theory and conjecture.
  Checking my notes, she also suggests that not only are they organized on 
  the other side, but that they are planning something. She seems to think there 
  are complicated strata of socialization and that they have different theories as 
  to how to deal with those of us from the real world. She talks about hunters 
  who seek us out either to keep us from their world or drag us into slavery. She 
  talks about locations where they work in some kind of mutually-beneficial 
  arrangement. I asked her who could have that kind of arrangement with 
  alien biologicals in alternate spaces, but she won’t say. She just says it has 
  to be a group big enough to have something to offer, obviously. When I ask 
  her what she thinks they want, she says bodies.
  Per your request, I went through her files while she was out last week and 
  have found maps that might lead to the locations in the pictures, including 
  how she supposedly got there. If you allow me a small team, I will investigate 
  these locations immediately. She continues to say that I don’t know what I’m 
  getting into. I think she’s stalling so I don’t threaten her work.
  I await your orders.
  audio ProP
  To listen to the audio prop of 
  MTG’s report on JJ and her work 
  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 13 - The Mother of All Wrong Turns.pdf