Virgil Cole



High Concept: Cursed Immortal Monster Hunter

  • Invoke: For his toughness and his ability to track and kill or capture his prey.
  • Compel: He is cursed and many good spirits people will instinctively shun him.

Trouble: Drinking to Forget Several Lifetimes of Guilt

  • Invoke: He has lived a very long life with a lot of experiences. That can be valuable.
  • Compel: He is an alcoholic and drinks regularly. And he is a mean drunk. He has tried to drink less for the sake of his foster daughter, but it is an ongoing struggle. The weight of the years and all of his bad choices weighs heavily on his soul.

Defends the Land With Some Big Damn Guns

  • Invoke: When defending the land and the people or using the firearms of the Old West.
  • Compel: Cole is often called upon by the Great Spirit or his allies to atone for his sin.

Fiercely Protective of My Foster Daughter

  • Invoke: Cole will fight fiercely for his daughter and his love for her provides him with the strength to go on, no matter the odds.
  • Compel: Cole would do anything to protect his daughter. Without hesitation.

Proprietor of the Renegade Saloon

  • Invoke: Cole is the owner of the Renegade Saloon which has become a mecca for bikers, truckers and some supernaturals and monster hunters. He can sometimes gain a great deal of information on targets there.
  • Compel: Sometimes the saloon can be a real pain in the ass. When some member of The Pack ties one on and gets unruly or a slumming White Court Vampire angers a visiting Winter Fae Troll Cole often has to deal with it.


Superb +5:

Great +4: (The Hunt)

Good +3: Focus, Haste, Guile

Fair +2: Flair, Force, Intellect

Average +1:

Mediocre +0:




Cursed by The Great Spirit (special): [x]

This is always marked, unless the curse is lifted. Cole is supernaturally marked by a powerful spirit, and any supernatural being can perceive that this is so. A soulgaze or other divination is required to discern that the Great Spirit marked him with a curse.

Immortal (sticky): [ ]

Mark this box to absorb any amount of physical damage. Cole may be killed, but unless utterly annihilated, his body will continue moving. Recovery occurs automatically after a short amount of time undisturbed. This time may vary at GM discretion; If Cole is shot to death he may need only a few minutes to recover, while if he was torn to pieces may need the remainder of the scene.

In Pursuit (sticky): [ ]

Mark this condition when you name a specific supernatural creature as your target. While this condition is marked, you are obsessed with your quarry and committed to seeking its destruction regardless of cost; you also gain a new approach—The Hunt at Great (+4)—which can be used with any action taken against that quarry. The GM, however, is granted two free boosts to use against you in any scene not directly related to your pursuit and may propose compels involving your obsession. The GM may claim these boosts at any time during a relevant scene. Recover from this condition when your target is dead or you abandon the hunt. If you choose the latter, you may not pursue that particular quarry again.

Wounded (sticky): [ 4 ]

Mark this condition to absorb four shifts from any attack. While this condition is marked, you have an additional aspect that represents the nature of your injury. If you’re taken out while Wounded, death is on the list of potential outcomes, as with the Doomed condition. Begin recovery from this condition after you’ve received medical attention in a quiet environment (in other words, not in the field) and someone has succeeded at a recovery action against Great (+4) opposition on your behalf. You recover fully at the end of the next session.

Injured (lasting): [ 6 ] (Cost 1 Refresh)

Mark this condition to absorb six shifts of physical harm. When Injured, as with the Doomed condition, death is a distinct possibility. Another character capable of seeing to your injury must overcome an obstacle at Great (+4) or higher, in quiet and ideal conditions, to help you begin recovery. You recover fully at the end of the next session after beginning recovery.



Once per session, you may declare that you happen to have a countermeasure on hand that nullifies the effect of scale (page 182) from a supernatural condition or stunt for the current scene. At the GM’s discretion, this stunt can also nullify other effects of supernatural powers, such as by avoiding a soulgaze or seeing through a glamour.

Hunters Network:

You associate with a loose confederation of hunters who trade rumors and update each other. Once per session when you are In Pursuit, you may succeed automatically at an overcome roll to find information about your quarry. If this information can be expressed as an advantage, you get an aspect with two free invokes as well.

Superior Recovery:

Outside of conflict, once per session the character may clear a sticky condition or begin recovery from a lasting condition. These conditions must represent physical injury.



Once per session, you may declare that you have a level of scale (page 182) against a supernatural opponent during the scene but must choose only one type of action to which your scale applies: attack, create an advantage, or defend.

Deadly Gunslinger:

When you Attack with a firearm from the Old West (Winchester Rifle, Colt Revolver etc.) using Haste, gain +2.

Nemesis (Naagloshii):

You are pursuing one well-known monster who eludes you. You can always use In Pursuit against that individual in addition to your marked quarry, without suffering the drawbacks of obsession. If you actually manage to kill that creature, you lose this stunt and can pick a new one. If you take Nemesis, strongly consider tying an aspect to this stunt.

Aura of Menace:

Cole is a natural killer and anyone who looks him in the eyes will realize that. Get +2 to create advantages related to intimidation & causing fear with Focus.

Spent Refresh: 4

STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]


In Peril (sticky): [ 4 ]

You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.

Doomed (lasting): [ 6 ]

You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.



The Civil War ripped Missouri society apart and shaped the life of Virgil Cole. After a series of campaigns and battles between conventional armies in 1861, guerrilla warfare gripped the state, waged between secessionist “bushwhackers” and the Union. A bitter conflict ensued, bringing an escalating cycle of atrocities by both sides. At the age of 16 Cole fought long and hard against the Union after soldiers destroyed his family’s farm killing his mother and youngest brother in the process. His rage at the deaths of his family boiled beneath the surface making him capable of violence with very little provocation. After the war the price on his head forced Cole to flee to the Frontier. He wandered the West for years working as a cowboy as well as a Deputy Sheriff in a couple of towns. His difficult personality got him in quite a lot of trouble and many fights so he rarely kept his badge long. He welcomed the violence.


After being driven out of Deadwood Cole got work as a scout for the US Army. He helped track down Indians and was involved in a variety of atrocities against the Sioux. In the winter of 1876 after the Battle of Little Bighorn Cole led a platoon of soldiers against a Lakota village. The soldiers descended on the village and began their grim work with delight. It was only after most of the village was destroyed that the Skinchanger attacked.

Despite all of his ability and the best weapons the US Army could provide Cole’s men were slaughtered in a cat and mouse campaign that lasted for several days. He was finally forced to retreat to a cave in the hills after watching the last of his men dragged off to be attended to by the Naagloshii’s terrible hunger. The Shaman in the cave was ancient and, after a Soul Gaze that shook him to his core, explained to Cole that they had to work together to survive against the Evil that had been awakened by miners of the Black Hills.

They fought side by side and between the two of them they managed to drive off the Skinchanger at the cost of the Shaman’s life. Before he died, he placed his Death Curse on Cole. He was to walk the Land and protect it until he atoned for his crimes against the People. The Soul Gaze had a profound effect on Cole as he realized that the Sioux had suffered the same as his own family. With that in mind he embraced his new role and began hunting monsters both Human and Supernatural.

He moved to Seattle in the late 1920s and eventually became the proprietor of the Renegade Saloon, a bar frequented by other monster hunters and vagabonds. He befriended Craig Big Eagle who guided Cole to confront his many demons and begin walking the path of the Blessing Way. To that end Craig brought him a baby girl to raise as his own. Cole was resistant at first, but when he held her, he knew love for the first time in his miserable existence. Cole was a good if overprotective father to Orenda Peshlakai.


STORY TITLE: Death Cursed
GUEST STARRING: Skuld Jaeger and Orenda Peshlakai

Cursed by a Shaman to wander the land until he atones for his sins, Virgil Cole, Bounty Hunter, Gunslinger and Indian Scout, has hunted monsters across the American West for over 130 years. After being connected to a series of grisly murders in Seattle he suddenly finds himself hunted instead of hunter. He must clear his name and protect his adopted daughter from his most bitter enemy: the Immortal Skinchanger who has plagued his nightmares for the last century. Even with the help of a fierce Valkyrie bartender it is not clear if he will survive.


STORY TITLE: Hunting the Demon
STARRING: Benjamin Willard

While tracking down the disappearance of several locals in the earthquake ravaged No Man’s Land of West Seattle, Cole comes across something impossible. A man he rode with in the 1870s, when Cole was still an Indian Hunter, is alive and well today. Turns out that Benjamin Willard is the unageing son of Ares, God of War, and is tracking the same demon he is. But can the two of them put aside their mistrust and team up to defeat the powerful demon before it achieves its nefarious goals? Or will they let wariness and suspicion be the death of them both?


STORY TITLE: Broken Shield
STARRING: Roy Mullenix
GUEST STARRING: Benjamin Willard

When hero cop Roy Mullinex begins sniffing around the Renegade Saloon, asking questions about vampires, Cole takes note. He discovers that the cop is on the trail of a particularly nasty Red Court Vampire and helps the officer track the monster down with the help of an old, old acquaintance, Benjamin Willard, Son of Ares. But can even the three of them prevail against the Red Court Vampire and his scourge of minions?

Virgil Cole

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd