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The Hollow · The Investigator

Equipment and Supplies

The field kit: what you brought, what it does, and whether you remembered to check the file before you touched anything.

This chapter defines the weapons, tools, protective gear, holy items, field supplies, and faction equipment available to characters in The Hollow. Availability ranges from ordinary retail purchase to items that require faction access, federal credentials, or a specific contact, and a few pieces that have never appeared in any catalog.

How Equipment Works

Damage and Range

Weapons deal damage on a successful hit. A melee weapon's Dam entry is a bonus: add it to the wielder's Might to find the damage dealt. Might 3 with a +1 knife deals 4 damage. A ranged weapon's Dam entry is the full damage by itself. The target's Resistance is subtracted from the damage dealt, and the remainder is applied to the target's Wound Points (WP). Unless otherwise noted, a successful attack deals this amount regardless of how many net Successes were rolled.

Boon results on attack checks may be spent to:

  • Deal 1 additional damage on a ranged attack, or on a melee attack with the Balanced quality
  • Create a positional advantage for the next attacker
  • Force the target into a reactive posture (cannot act offensively next turn)
  • Apply a weapon's Brutal quality effect
  • Inflict a Critical Injury by spending net Boons equal to the weapon's Crit rating (see Crit Ratings below)

This list is not exhaustive. Boons may always be spent on narrative effects per the core Reading Results rules (information, position, resources, scene changes), with the GM adjudicating. The core spends of Strain recovery and direct condition application (Prone, Disoriented) are not used in The Hollow.

Crit ratings. A weapon's Crit rating is the number of net Boons that must be spent to inflict a Critical Injury with it. Weapons in The Hollow use a default Crit rating of 3 unless a quality changes it: the Keen quality lowers it to 2, and the Crude quality raises it to 4.

Breakthrough results on attack checks deal full damage and automatically trigger a Critical Injury roll on the target without requiring a Boon spend (see the Critical Injury table in Chapter Seventeen). Roll d100 on the Critical Injury table; all weapons in The Hollow use a +0 modifier unless a quality specifies otherwise.

Reading the Weapon Tables

  • Skill — the skill used to attack with the weapon: Melee (Might) or Ranged (Agility).
  • WD — Weapon Damage. Melee entries are a bonus added to the wielder's Might; ranged entries are the full amount.
  • Crit — the number of net Boons that must be spent to inflict a Critical Injury with this weapon (see Crit Ratings above).
  • Range — the weapon's effective range band. Attacks beyond it add difficulty per the core rules.
  • Encum — encumbrance: how much the weapon counts against what a character can comfortably carry.
  • HP — hard points. Each permanent physical modification (silvering, an iron edge, a suppressor, a scope) occupies 1 hard point. A weapon with 0 HP cannot take permanent modifications. Blessing is a rite, not a modification, and does not use a hard point.
  • Price — typical cost in US dollars through a legal or ordinary channel. A dash means the item is not commercially sold; it is issued, inherited, or made.
  • Rarity — 0 to 10. How hard the item is to find: 0–3 is retail, 4–6 takes contacts or effort, 7+ means faction supply chains, specialist makers, or the black market. Items with the Restricted quality require credentials or a Streetwise check regardless of Rarity (see Availability and Access).

Calamity results on attack checks: the GM may introduce a complication: weapon malfunction, exposed position, unintended target, or supernatural consequence if applicable.

Resistance

A character's Resistance reduces incoming damage before it applies to Wound Points. Armor adds to Resistance. Supernatural threats may bypass Resistance entirely. This is noted in Chapter Eleven by creature type.

Weapon Qualities

Quality Effect
Balanced Permits the Boon spend for +1 damage on melee attacks (see Boon Spend Options below)
Brutal On a Boon spend, deal 1 additional damage and the target cannot use Resistance against this hit
Vicious X Add +X to Critical Injury rolls caused by this weapon
Keen Precision edge or pattern; the weapon's Crit rating is 2 instead of the default 3
Crude Clumsy, blunt, or diffuse; the weapon's Crit rating is 4 instead of the default 3
Concealed Can be hidden on person without a Subterfuge or Stealth check under normal conditions
Holy Counts as holy; can harm supernatural targets that require holy means; a demonic entity struck by this weapon suffers 1 Bane die on its next action
Blessed Holy and specifically consecrated; adds 1 Boon die to attacks against demonic entities
Silver Effective against silver-vulnerable creature types; Silver counts as a confirmed weakness, so these targets cannot apply Legendary against silver weapons and the weapon ignores their Resistance (reduced to 0 for the hit)
Iron Effective against iron-vulnerable entity types; Iron counts as a confirmed weakness, so these entities cannot apply Legendary against iron weapons and the weapon ignores their Resistance (reduced to 0 for the hit)
Limited Ammo X The weapon or loaded magazine can be used X times before it must be reloaded, recharged, or resupplied. Special ammunition carries this quality; ordinary ammunition is not tracked
Reliable Weapon does not malfunction; Calamity results cannot produce equipment failure for this weapon
Loud Makes significant noise; imposes 1 Bane die to Stealth checks in the area after firing; attracts attention
Two-Handed Requires both hands; cannot be concealed; cannot be used while grappling or restrained
Restricted Legally controlled; possessing without cause is a criminal offense (see Availability and Access)
Improvised Not designed as a weapon; add 1 Trial die to attack checks; breaks or becomes unusable on a Calamity

Melee Weapons

Weapon Skill WD Crit Range Encum HP Price Rarity Special
Unarmed Unarmed +0 5 Engaged 0 0 0 Fists, elbows, knees; always available
Boot Knife Melee +0 3 Engaged 1 0 $25 1 Concealed; very small, difficult to disarm
Knife / Blade Melee +1 3 Engaged 1 0 $50 1 Concealed, Balanced
Combat Knife Melee +1 2 Engaged 1 1 $150 3 Balanced, Reliable
Tactical Baton Melee +1 4 Engaged 1 0 $75 2 Concealed (collapsed); non-lethal capable
Club / Bat Melee +2 4 Engaged 2 0 $25 1 Brutal
Crowbar Melee +2 4 Engaged 2 0 $30 1 Brutal, Improvised; also a functional tool
Machete Melee +2 3 Engaged 2 0 $60 2 Balanced
Fire Axe Melee +3 3 Engaged 3 0 $80 2 Brutal, Two-Handed, Loud; unwieldy in confined space
Short Sword Melee +2 2 Engaged 2 1 $300 4 Balanced, Reliable; concealable under a coat
Combat Staff Melee +2 4 Engaged 3 1 $100 2 Balanced, Two-Handed; can be blessed
Silvered Knife Melee +1 3 Engaged 1 0 $400 5 Concealed, Silver
Silvered Blade (combat) Melee +2 2 Engaged 2 1 $900 6 Balanced, Silver
Iron Dagger Melee +1 3 Engaged 1 0 $200 4 Concealed, Iron; cold iron
Iron Pipe Melee +2 4 Engaged 2 0 $15 1 Iron, Improvised
Blessed Blade Melee +2 2 Engaged 2 1 7 Holy, Balanced; blessed by valid clerical authority
Silver-and-Blessed Blade Melee +2 2 Engaged 2 1 9 Silver, Holy, Balanced; covers two threat types
Combat Cross (iron) Melee +1 4 Engaged 1 0 $250 5 Iron, Holy, Concealed; faith object first, weapon second
Iron Chain (blessed) Melee +1 4 Engaged 2 0 $300 6 Iron, Holy; can physically restrain iron-vulnerable entities
On Weapon Preparation

Weapons can be modified between sessions or during preparation scenes. A silvered knife begins as a standard knife until properly silver-forged by someone with the skill and materials. A blade becomes blessed only through legitimate clerical authority; an improvised blessing does not qualify (see On Blessing and Authority, below). The Latchkey Archive maintains a small inventory of pre-prepared weapons for field assignment. The Black Road runs its own supply chains.

A weapon modified with Silver or Iron retains the quality permanently unless damaged. A weapon that is Blessed retains the quality for one case unless the blessing is renewed or the weapon is profaned.

Ranged Weapons: Firearms

Weapon Skill WD Crit Range Encum HP Price Rarity Special
Light Pistol Ranged 5 4 Short 1 1 $250 3 Concealed, Reliable; .22 or equivalent backup weapon
Pistol Ranged 6 3 Short 1 2 $400 4 Reliable; 9mm, .40, .45; the default sidearm
Heavy Pistol Ranged 7 3 Short 2 2 $700 5 Reliable, Loud, Brutal; .357, .44 Magnum, .50 AE
Suppressed Pistol Ranged 6 3 Short 1 1 $900 6 Reliable, Restricted; significantly reduced noise signature
Submachine Gun Ranged 5 3 Medium 2 3 $1,200 6 Restricted, Loud, Two-Handed; automatic fire, can engage multiple targets
Shotgun (buckshot) Ranged 8 3 Short 3 1 $500 4 Brutal, Loud, Two-Handed; devastating at Short, reduced beyond it
Shotgun (slug) Ranged 8 3 Medium 3 1 $500 4 Loud, Two-Handed; single projectile, maintains range
Shotgun (buckshot, point-blank) Ranged 9 3 Engaged 3 1 $500 4 Brutal, Loud, Two-Handed, Vicious 1; at Engaged range, upgrade one Ability die to a Mastery die on the attack
Rifle (standard) Ranged 8 3 Long 3 4 $900 5 Reliable, Two-Handed; 5.56, 7.62; general-purpose
Rifle (high-caliber) Ranged 9 2 Extreme 4 3 $2,500 7 Reliable, Two-Handed, Restricted; .308, .338, .50 BMG; precision shooting
Hunting Rifle Ranged 8 3 Extreme 3 2 $700 4 Balanced, Two-Handed; scoped, effective at range
Crossbow Ranged 6 3 Medium 3 2 $350 3 Balanced, Two-Handed; silent; accepts modified bolts (silver-tipped, blessed)
Compound Bow Ranged 6 3 Medium 2 1 $300 3 Two-Handed; silent; accepts modified arrows

Special Ammunition

Special ammunition modifies a firearm's effective qualities for a scene. It does not change base damage unless noted.

Ordinary ammunition is not tracked. Assume a character carrying a firearm has rounds for it; a Calamity may still leave them dry, jammed, or reloading at the worst moment. Special ammunition is different: each set carries the Limited Ammo X quality, and those uses are counted. The Supply column below gives each set's X.

Ammunition Effect Availability Limited Ammo
Silvered Rounds Adds Silver quality to any firearm for a scene Black Road caches, black market, specialty smiths 6
Iron-Core Rounds Adds Iron quality to any firearm for a scene Black Road, Latchkey Archive, specialist production 6
Blessed Rounds Adds Blessed quality to any firearm for one scene; requires legitimate clerical blessing Order of Mercy field kits, emergency supply 6
Salt Shells Shotgun only; replaces the shotgun's damage: 4 against physical targets, 8 against ghosts and spirits Black Road, Watchfires, specialist suppliers 6
Silver-and-Blessed Rounds Adds both Silver and Blessed qualities Order of Mercy emergency reserve, Black Road premium 4
Incendiary Rounds +1 damage on hit; target continues to take 2 damage per round unless extinguished; Restricted Military contacts, black market 6; Restricted
Dragon's Breath (shotgun) Incendiary; same effect as incendiary rounds; also lights flammable materials Black market 4; Restricted

Protective Gear

Item Effect Availability Notes
Light Concealed Armor +1 Resistance Commercial, law enforcement Concealable under clothing
Standard Body Armor +2 Resistance Law enforcement, military, restricted commercial Not concealable
Tactical Armor +3 Resistance Military, law enforcement, restricted Full plate; imposes 1 Trial die on Athletics and Stealth
Helmet (standard) Reduces head-targeted Calamity effects Law enforcement, military
Bite/Slash Gloves Protects hands from slashing/biting; +1 Resistance to hand/arm injury Commercial (cut-resistant)
Latchkey Handling Gloves, Grade 1 See Containment Equipment Latchkey Archive
Latchkey Handling Gloves, Grade 2 See Containment Equipment Latchkey Archive
Latchkey Handling Gloves, Grade 3 See Containment Equipment Latchkey Archive specialized
Hazmat Suit (standard) Physical contamination protection; no supernatural protection Commercial, Latchkey Archive
Lead-Lined Vest Reduces passive supernatural radiation from certain relic types by 1 WP per scene Latchkey Archive For specific object categories only

Holy and Blessed Items

Holy water, blessed oil, a crucifix, prayer beads: not a guarantee. A change in the odds.

Holy items provide mechanical leverage against supernatural threats.

Holy and Blessed items carry the qualities defined in Weapon Qualities, above. A demonic entity struck by a Holy weapon, or in direct contact with a Holy item, suffers 1 Bane die on its next action. Blessed items additionally add 1 Boon die to attack or use checks against demonic entities.

Item Effect Availability Notes
Holy Water (vial) On direct contact with a demonic entity: 2 damage (spiritual), 1 Bane die to entity's next action; vs. ghosts and spirits: see Chapter Eleven Order of Mercy, Catholic churches, blessed water sources 1 use per vial
Holy Water (flask) Same as vial; larger supply Order of Mercy field kits 4 uses
Holy Water (large container) Same effect; can affect a small area if poured on ground Order of Mercy, sanctioned supplies 8 uses; heavy
Blessed Oil Used in Sacraments, Anointing, and formal rites; required for Sacraments authority skill checks; adds 1 Boon die to appropriate rite checks Order of Mercy ordained clergy 3 uses per vial
Rosary Provides 1 Boon die to Theology checks; adds 1 Boon die to Composure checks against supernatural fear when held and active Common; Catholic supply Personal item
Crucifix (standard) Provides 1 Boon die to Composure checks against supernatural fear when held; no attack effect without Holy weapon quality Common A focus, not a weapon
Iron Crucifix Provides Iron quality and 1 Boon die to Composure checks against supernatural fear; functions as an iron implement Catholic supply, specialty
Blessed Crucifix Provides Holy quality, 1 Boon die to Composure checks, 1 Boon die to Deliverance checks when held Order of Mercy, sanctioned blessing Requires valid blessing
Relic Medallion (authenticated) Holy quality; provides 1 Boon die to Composure vs. supernatural fear; adds 1 Boon die to Theology checks when worn Order of Mercy, authenticated only Fake relics have no effect
Blessed Candle Provides mild warding in its immediate area; entities in its light add 1 Bane die to Deception checks; rites performed in its light add 1 Boon die Order of Mercy, Watchfires supplies Burns for one scene per candle
Prayer Beads (personal, prayed-over) Provides 1 Boon die to Theology and Discernment checks; provides 1 Boon die to Composure checks against demonic influence Common to believers Not sacramentally blessed, prayed-over
Personal Bible (annotated) Provides 1 Boon die to Theology and Discernment checks; Watchfires characters add 1 additional Boon die when confronting directly Common Requires genuine personal engagement with text
Scripture Card (laminated) Provides 1 Boon die to Composure checks against supernatural fear Common Single-use talismanic version
Prayer Oil (Watchfires) Not sacramentally blessed; provides 1 Boon die to Righteous Fire and Deliverance checks when applied Watchfires network, Christian supply 3 uses
On Blessing and Authority

A weapon or item becomes Blessed only through a valid sacramental or recognized liturgical blessing applied by someone with legitimate clerical authority. A priest with the Sacraments authority skill may bless items as part of their function. A Watchfires minister may pray over items. This provides the prayed-over benefit but not the Holy quality unless they also possess Tier 1 Consecration magical talent.

An improvised blessing, meaning words spoken over an object without valid spiritual authority behind them, does not confer the Holy quality.

Warding and Ritual Supplies

Rock salt, iron filings, chalk, blessed cord: common items from a hardware store that keep something from crossing the threshold.

Warding materials are required for most Warding and Binding talent uses. They are common, inexpensive, and overlooked by anyone who does not know what they are used for.

Item Effect Availability Supply
Rock Salt (bag) Required for basic Threshold Mark and most Warding rites; adds environmental component to warding checks Hardware stores, bulk food supply ~10 field uses per bag
Iron Filings (container) Warding component against iron-vulnerable entities; alternative to iron implements in rites Hardware stores ~10 field uses per container
White Chalk Marking material for ritual circles, binding wards, and site mapping; required for most Binding rites Hardware stores, art supply ~20 uses per stick
Blessed Chalk As white chalk, but adds 1 Boon die to Binding and Warding checks when used Order of Mercy, sanctioned supply ~10 uses; requires blessing
Consecrated Oil Required for Order of Mercy formal rites; adds 1 Boon die to Sacraments checks Order of Mercy ordained clergy 3 uses per vial
Silver Dust (vial) Warding component against silver-vulnerable entities; used in circle perimeters Black Road caches, black market, specialty 3 field uses per vial; expensive
Iron Nails (set) Used in pinning rites and certain Binding procedures; iron quality Hardware stores 12 per set
Blessed Cord / Rope Used in physical-spiritual binding; adds Holy quality to physical restraint against supernatural targets Order of Mercy field kits, Watchfires supply Single 10-foot length
Black Candles Used in Forbidden Rites and certain Candleless procedures; required component Occult supply stores, black market 4 per set
Item Effect Availability Supply
Salt and Iron Kit Pre-packaged field warding kit: rock salt, iron filings, chalk, iron nails Black Road, Latchkey Archive, prepared characters 5 full uses
Ritual Supplies Kit (general) Chalk, candles (black and white), iron filings, salt, binding cord, sigil reference cards Black market, occult supply, Candleless Full kit for one complex rite
Order Consecration Kit Holy water (flask), blessed oil, stole (travel), breviary, blessed chalk, salt Order of Mercy operational Full Order field rite support
Incense (sanctioned) Used in formal Catholic rites; required for certain Order procedures; adds 1 Boon die to formal rite checks Catholic supply, Order of Mercy Standard supply
Incense (occult) Used in Forbidden Rites and Summoning procedures Occult supply, black market Standard supply

Investigative and Field Gear

Item Effect Availability Notes
Evidence Kit (standard) Adds 1 Boon die to Forensics checks in the field; includes gloves, swabs, evidence bags, labels Commercial, law enforcement Standard issue
Evidence Kit (forensic grade) Adds 2 Boon dice to Forensics checks; includes full collection tools, sterile containers, field preservation Lyncean Office, law enforcement specialized Required for Evidence Chain skill checks
UV Light (handheld) Reveals biological traces, certain occult markings, and some supernatural residue invisible in normal light; adds 1 Boon die to Perception checks for hidden evidence Commercial, law enforcement
EMF Meter Detects electromagnetic anomalies associated with supernatural activity; adds 1 Boon die to Perception checks to detect active Wound sites or entity presence; does not distinguish type Commercial (paranormal equipment) Abundant false positives near electrical equipment
Thermal Camera Reveals temperature anomalies; useful for detecting Cold Shard activity and certain entity types; adds 1 Boon die to Detection checks in applicable situations Commercial, specialized
Voice Recorder Required for documented witness statements; essential for Inquiry check follow-up and Evidence Chain procedures Commercial
Camera (quality digital) Documentation; produces photographic evidence viable for Evidence Chain checks; required for official case record Commercial
Video Camera (covert) Small, concealable; adds 1 Boon die to Surveillance checks when placed in advance; 8-hour battery Commercial, Directorate Vesper
Lockpick Set Required tool for Subterfuge checks on mechanical locks; no check needed for basic locks with this kit Restricted (criminal background), black market
Electronic Lock Bypass Required tool for Technology checks on electronic security; adds 1 Boon die Directorate Vesper, Lyncean Office, black market
Field Microscope Reduces difficulty of Forensics checks involving trace evidence by 1 step Medical, scientific supply
Ground-Penetrating Radar (portable) Identifies subsurface disturbances; useful for locating burial sites, underground chambers, structural anomalies Scientific rental, Lyncean Office Two-person carry
Geiger Counter Detects radiation; also useful as secondary detection for certain relic types that emit analogous energy Commercial, scientific
Site Survey Kit Measuring tape, mapping materials, grid markers; required for accurate site documentation Commercial
Item Effect Availability Notes
Encrypted Laptop Required for Technology checks involving secure networks; provides access to restricted databases when equipped with appropriate credentials Lyncean Office, Directorate Vesper standard; restricted commercial
Satellite Phone Long-range secure communication in remote areas Lyncean Office, Directorate Vesper, restricted commercial
Encrypted Radio Short-range encrypted team communication Directorate Vesper, Lyncean Office
Burner Phone Untraceable short-term communication; disposable Commercial No technical analysis linkage
Night Vision Goggles Eliminates Bane dice from darkness conditions; Restricted Military, law enforcement, black market
Drone (small) Remote reconnaissance; adds 2 Boon dice to Surveillance checks for exterior observation Commercial, Directorate Vesper 30-minute flight time; noisy

Medical Supplies

Item Effect Availability Notes
First Aid Kit Required for Medicine checks in the field; treats up to 2 WP per use with a successful check; without this kit, field Medicine checks add 1 Trial die Commercial Standard
Advanced Field Kit Reduces difficulty of Medicine checks by 1 step; treats up to 4 WP per use; includes IV supplies, wound closure, surgical basics Medical professionals, black market Requires Medicine skill to use effectively
Trauma Kit Full field surgical capability; required for major injury treatment; treats up to 6 WP per use with a successful extended check Medical professionals, Lyncean Office field supply Requires Medicine rank 2+
Pharmaceutical Kit Sedatives, stimulants, pain management, and a small selection of prescription medications Medical professionals; restricted commercial
Splint and Immobilization Set Required for field fracture treatment; prevents additional WP from movement on a broken limb Commercial, first aid
Adrenaline (epinephrine) Once per session, a successfully injected character who has fallen to 0 Wound Points acts for one additional round before collapse Medical supply; restricted
Burn Treatment Kit Required for fire-based wound treatment; reduces Strain from fire damage by 1 per application Commercial medical
Spiritual Wound Dressing Sage, salt, prayer cards, and specific materials; used when spiritual damage has physical manifestation; adds 1 Boon die to Medicine checks on supernaturally-inflicted wounds Order of Mercy, Watchfires, Black Road Combined spiritual/medical treatment
Latchkey Archive field kit: iron-lined case, Grade 2 gloves, consecrated sealing tape, and the provenance card for what should not be touched without reading it first.

Containment Equipment

Latchkey Archive standard equipment. Note: This chapter covers tools and operational gear only. Relics and cursed objects are defined in Chapter Nine.

Item Effect Availability Notes
Latchkey Handling Gloves, Grade 1 Prevents passive contact triggers from dormant relics and inactive objects; required for basic Containment checks Latchkey Archive standard
Latchkey Handling Gloves, Grade 2 Prevents passive triggers; adds 1 Boon die to Containment checks with active objects Latchkey Archive
Latchkey Handling Gloves, Grade 3 Full containment protection; adds 2 Boon dice to Containment checks; resists passive infernal contact effects Latchkey Archive specialized Issued for high-risk retrieval
Iron-Lined Case (small) Sealed container for small objects; iron-lined interior with salt-treated lining; prevents passive emission from contained items Latchkey Archive standard Holds objects up to briefcase size
Iron-Lined Case (medium) Reinforced; lockable; padded interior; handles objects up to small-crate size Latchkey Archive Requires two-person carry when loaded
Lead-Lined Container For objects with radiation-adjacent emission profiles; adds 1 additional layer of passive containment Latchkey Archive, specialized order
Faraday Case For electronic or signal-emitting objects; prevents transmission Latchkey Archive specialized
Consecrated Sealing Tape Archive-blessed tape; objects sealed with this cannot be re-opened by unauthorized personnel; supernatural entities cannot open sealed containers without breaking the seal first; breaking the seal is audible and detectable Latchkey Archive Per-roll supply; visually distinctive
Provenance Kit Labels, markers, reference cards, photography kit for documenting object condition at retrieval Latchkey Archive standard Required for Archive logging
Item Effect Availability Notes
Reference Tablet (offline) Encrypted device containing relevant Archive object records for current assignment; adds 1 Boon die to Relic Lore checks on listed objects Latchkey Archive No network access; physical device
Field Containment Barrier Portable physical barrier system; establishes a 10-foot perimeter with additional warding materials integrated; requires 15 minutes setup Latchkey Archive
Quarantine Tent Portable field containment area; creates physical boundary that functions as a basic ward (equivalent to Threshold Mark at all entry points); 30-minute setup Latchkey Archive specialized Two-person setup
Emergency Containment Foam Chemically inert rapid-hardening foam; immobilizes a small object in transit without contact; no supernatural properties, but prevents mechanical activation of physical triggers Latchkey Archive Single-use canister
Object Transport Vehicle Armored van with integrated containment units, sealed compartments, GPS tracking, driver separation barrier Latchkey Archive authorized only Faction pool vehicle
Breach Response Kit Full-scale breach response package: additional sealed cases, extra Grade 3 gloves, consecrated sealing tape, emergency containment foam, medical supplies, backup archive tablet Latchkey Archive emergency deployment Deployed when initial containment has failed

Faction Starting Gear Packages

Each faction provides members with standard operational gear. These packages represent what a member has at the beginning of play. Individual characters may supplement with personal purchases.

The Watchfires

Item Qty
Personal Bible (heavily annotated) 1
Personal Faith Object (cross, prayer beads, medallion, individual choice) 1
Prayed-Over Water (flask) 1
Prayer Oil 1 vial
Salt (bag) 1
Iron Filings (small container) 1
Rock Salt Shells (if armed) 6
Basic First Aid Kit 1
Civilian Vehicle (personal) 1
Cash (2 weeks field expenses) Personal
Burner Phone 1

Order of Mercy

Item Qty
Breviary (field edition, annotated) 1
Stole (travel, blessed) 1
Holy Water (vial) 6
Blessed Oil (vial) 2
Rosary (personal) 1
Blessed Crucifix 1
Consecrated Oil (vial) 2
Blessed Chalk 1 stick
Incense (sanctioned, travel pack) 1
Emergency Relic Transport Case (small) 1
Ecclesiastical Credentials 1 set
Vatican Field Contact Number 1
Civilian Vehicle Shared pool

Ordained priests additionally receive:

  • Sacramental kit (full Mass supplies, last rites kit)
  • Formal stole (color-appropriate)
  • Sealed case with emergency holy water supply (8 uses)

Directorate Vesper

Item Qty
Cover Identity Package (documents, legend) 1
Encrypted Communication Device 1
Suppressed Handgun (9mm) 1
Standard Ammunition 30 rounds
Surveillance Package (basic: 2 cameras, audio recorder, transmitter) 1
Burner Phones 3
Operating Cash (small bills, two currencies) Field budget
Safe Location Contact (pre-arranged) 1
Encrypted Laptop 1
Non-standard Vehicle (unmarked, non-traceable registration) Operational pool

Operational personnel additionally receive:

  • Secondary cover identity
  • One pre-arranged asset contact (NPC, GM determines details)

The Lyncean Office

Item Qty
Federal Credentials (genuine, Lyncean bureau) 1 set
Duty Sidearm (standard issue handgun) 1
Standard Ammunition 30 rounds
Evidence Kit (forensic grade) 1
Encrypted Laptop (federal network access) 1
Voice Recorder 1
Camera (quality digital) 1
Federal Vehicle (pool) Access
Secure Communication Device 1
Case File System Access (encrypted device) 1
UV Light 1

Senior agents additionally receive:

  • Secondary federal credentials (broader mandate)
  • Priority forensic lab access (reduces Evidence Chain check time by one increment)

The Latchkey Archive

Item Qty
Latchkey Handling Gloves, Grade 2 1 pair
Iron-Lined Case (small) 1
Iron-Lined Case (medium) 1
Consecrated Sealing Tape 1 roll
Provenance Kit 1
Reference Tablet (offline, current assignment files) 1
Archive Credentials 1 set
Rock Salt (bag) 1
Emergency Relic Transport Case (small) 1
Basic First Aid Kit 1
Field Camera (documentation) 1
Archive Vehicle Access (containment-equipped van) Pool

Senior specialists additionally receive:

  • Latchkey Handling Gloves: Grade 3
  • Emergency Containment Foam (2 canisters)
  • Access to Grade-4 containment equipment on requisition

The Candleless

Item Qty
Forbidden Text (personal, specific to character history) 1
Ritual Supplies Kit 1
Black Candles 4
White Chalk 2 sticks
Rock Salt (bag) 1
Iron Filings (container) 1
Personal Weapon (knife or compact firearm, unregistered) 1
Burner Phones 2
Cash (untraceable, 2 weeks) Personal
One Black Market Contact number 1
Personal Faith Object (if applicable, some Candleless still have one) Optional

Experienced Candleless operators additionally have:

  • Secondary forbidden text or ritual reference
  • One Infernal Contact (NPC with own agenda; GM defines)
  • Access to one Unclean Sanctuary location in current city (GM defines)
Black Road loadout: silvered rounds, salt shells, iron nails, and a vehicle that runs in bad conditions. No credentials. No cover story.

The Black Road

Item Qty
Standard Handgun 1
Standard Ammunition 30 rounds
Silvered Rounds 6
Salt Shells (shotgun) 6
Salt (bag) 1
Iron Filings (container) 1
Iron Nails (set) 1
Blessed Cord 1 length
Salt and Iron Kit 1
Combat Knife (or blade of choice) 1
Basic First Aid Kit 1
Flashlight (heavy-duty) 1
Burner Phone 1
Personal Vehicle (reliable under bad conditions) 1

Experienced road hunters additionally have:

  • Kill Ledger notes on 1–3 creature types (GM provides relevant weakness information)
  • Access to one regional road cache (GM determines contents: may include blessed rounds, silver-tipped ammunition, specialized equipment)

The Lantern Index

Item Qty
Reference Library Device (offline, Index-encrypted, current research) 1
Translation Reference Set (physical, dead languages) 1 set
Academic Credentials (university affiliation) 1 set
Index Credentials 1 set
Field Notebook and Pen 2 notebooks
Camera (documentation) 1
Voice Recorder 1
Encrypted Laptop 1
Salt (bag) 1
Burner Phone 1
Personal Vehicle or Transit Access 1

Senior Index members additionally receive:

  • Rare Text Access Card (physical credential for restricted archive access in affiliated institutions)
  • Peer Contact List (3–5 specific scholarly contacts who will take an urgent call)

General Loadout

Characters without faction affiliation (Independents) or characters whose starting package does not cover a specific need may draw from the following general loadout.

Category Standard Options
Personal Weapon Knife or standard handgun + 20 rounds, character's choice
Faith Item Cross, prayer beads, personal text, if applicable
Field Supplies Basic first aid kit, flashlight, salt (bag), burner phone
Documentation Civilian ID (genuine); profession-appropriate cover (journalist, contractor, consultant)
Transportation Personal vehicle or reliable transit access
Communication Personal phone; one burner
Cash Two weeks field expenses

Independent characters begin with one additional skill designated as a profession skill (see Chapter Three). This represents the additional self-direction that replaces faction resource access.

Vehicles

Vehicles in The Hollow serve field logistics rather than combat. Vehicle combat, if it occurs, uses the Operate skill and the normal Pool structure, with the GM setting terrain and speed difficulties.

Vehicle Notes Availability
Standard Car / Sedan Ordinary travel; Operate check, Easy , for standard driving; no off-road capability Common
Pickup Truck / SUV Cargo space; moderate off-road capability; reduces Operate difficulty by 1 in rough terrain Common
Four-Wheel Drive Truck Full off-road capability; reduces Operate difficulty by 1 in rough terrain; reduces again in extreme terrain Commercial, Black Road preference
Motorcycle Fast and maneuverable in urban environments; adds 1 Boon die to Operate checks in urban pursuit or evasion; no cargo Common
Van (standard) Cargo capacity; conceals equipment; can serve as mobile base Common
Surveillance Van Modified van with equipment mount points, signal-blocking panels, tinted windows, roof access; required for professional mobile surveillance operations Directorate Vesper, restricted
Containment Van Modified van with integrated containment units, sealed transit compartment, passive warding materials in walls, emergency containment foam dispenser Latchkey Archive authorized only
Unmarked Government Vehicle Federal pool vehicle; provides 1 Boon die to Local Liaison checks when arrival is documented Lyncean Office
Light Aircraft (charter/private) Long-range transport; Operate check for takeoff and landing in unusual conditions Licensed charter, Directorate Vesper
Boat (small) Coastal and river access; Operate check in rough water Commercial rental, Black Road coastal network

Availability and Access

Availability Meaning
Common Purchasable without check at any appropriate retail location
Restricted Legally controlled; requires credentials, license, or a Streetwise check at Average to access through unofficial channels
Faction-Gated Available through specific faction authority skill, faction pack, or faction contact only
Black Market Not legally available; requires Black Market authority skill or Streetwise at Hard ; item may be counterfeit, damaged, or bugged
Latchkey Archive Only Not available outside the Archive; items may be requisitioned by Archive members through Vault Access
Order Only Not available outside clerical channels; requires Sacraments authority or direct Order requisition