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Hell’s Horde

Author: Steven S. Long Cover Artwork: Tony Vassalo


Development: Jason Walters Layout and Graphic Design: Ruben Smith-Zempel

TABLE OF CONTENTS
Bridget Alaine, inspired by Bridget’s Dad.....................................................................................2
Gideon Bayerfaust, inspired by Ben G. Abrams.........................................................................4
Staff Sergeant Mark Benson and Buckley, inspired by Jason Hobbs...................................5
Brain Grub, inspired by James Bell................................................................................................7
Gunnery Sergeant R. Lee Brownie, inspired by Byron Ginn..................................................8
Miguel Art Chester, inspired by Michael Gutterres................................................................ 10
Daniela Corvin, inspired by Greg Flierl.......................................................................................11
The Grey Man, inspired by Jim Curtis........................................................................................14
Harrison “Harry” Grolnick, inspired by Greg Cueto............................................................... 15
Special Agent Geoffrey Hendrickson, inspired by Tom O’Hara..........................................16

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Killsand, inspired by Michael Putlack......................................................................................... 18
Lapir, inspired by Boris....................................................................................................................19
Todd McLawhorn, Jr., inspired by Alixandra Greene............................................................ 20
The Nail-Driving Pistol of Barnabas the Mad,
inspired by Ruben Smith-Zempel................................................................................................ 21
People for the Ethical Treatment of Exotic Races
(PETER), inspired by Rabbit Boyett............................................................................................. 21
Thomas Robertson, inspired by Thomas Strayhorn.............................................................. 22
The Scepter of Set, inspired by James Renfroe...................................................................... 23
Sewer Squid, inspired by Jason Walters.................................................................................... 24
Shadow Lurker, inspired by Ryan Miesen................................................................................. 25
Shelly, inspired by Larry Correia.................................................................................................. 26
Mike Swatowski, inspired by Kurt “Telas” Schneider............................................................. 27
Swift-Foot, the Elven Pickup Truck, inspired by Howard Taylor....................................... 29
Richard Talbot, inspired by Greg Radabaugh.......................................................................... 29
Vampire Kudzu, inspired by Carl Rigney....................................................................................31
The Vicenzi Tarot, by Steven S. Long......................................................................................... 32

Copyright 2013 DOJ, Inc, d/b/a as Hero Games.


HERO SystemTM is DOJ, Inc’s trademark for its roleplaying system.

1
Hell’s Horde

BRIDGET ALAINE EQUIPMENT


Val Char Cost Roll Notes STR
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] Weapon OCV RMod Damage STUN Shots Min Notes

13 DEX 6 12- Winchester +0 +0 2½d6 +1 7 10 2H, AE1,


1300 LR(40m),
13 CON 3 12- RR, RP
15 INT 5 12- PER Roll 12- Colt M1911 +1 +0 2d6-1 +1 7 9
15 EGO 5 12-
Armor
15 PRE 5 12- PRE Attack: 3d6
None
Gear: Flashlight, smartphone, novel
5 OCV 10
6
3
DCV
OMCV 0
15
BRIDGET ALAINE
Inspired by the ideas of Bridget’s Dad
5 DMCV 6
Background/History: Bridget Alaine had just turned 15 the night
4 SPD 20 Phases: 3, 6, 9, 12 some new customers came into her father’s gaming store (where she
worked to earn spending money). She’d gone into the back to take care
4 PD 2 Total: 4 PD (0 rPD) of some paperwork when she heard screams from out front. Without
a thought for her own safety she ran to see what was happening and
4 ED 2 Total: 4 ED (0 rED) discovered that the new “customers” were actually vampires!
6 REC 2 Unfortunately for the bloodsuckers, Bridget’s father was from
30 END 2 the relatively rare conservative/redneck subspecies of game store
owner. He had plenty of guns, and Bridget was well acquainted with
12 BODY 2
how to use them. She grabbed a pistol from its secured, concealed
28 STUN 4 Total Characteristics Cost: 89 location and began firing. She couldn’t really hurt the vampires with
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Movement: Running: 12m ordinary ammunition, of course, but they quickly realized that the
“easy pickings” they’d been expecting were anything but. Rather than
Cost Powers END risk a confrontation with better-armed mortals, they dropped their
2 Observant: +1 to PER Rolls with Normal Sight 0 victims and departed for greener pastures (so to speak) — though
they intend to come back and get revenge on the little brat someday.
Talents That incident opened Bridget’s eyes to what the world’s really
3 Striking Appearance +1/+1d6 like. As idealistic as any young person, and far more intelligent and
determined than most, she’s decided she’s going to help make the
Skills world a better place — by killing monsters. Now she sneaks out most
3 Concealment 12- nights, armed with some of her father’s guns, and hunts monsters. So
3 Conversation 12- far she’s only killed a couple of hobgoblins and knows nothing about
the PUFF system (or the MCB, or MHI...), but she’ll learn in time — if
1 KS: Monsters 8- she survives.
3 Persuasion 12- Personality/Motivation: Bridget Alaine is bright, driven, and
5 Stealth 13- observant. She’s also in more than a little over her head. Her desire
to improve the world, and to keep people safe from the monsters
2 WF: Small Arms
she knows are out there, does her tremendous credit. But unless she
Total Powers & Skills Cost: 22 gets lucky and some professional hunters (like MHI) take her under
Total Cost: 111 their wing, sooner or later (probably sooner) she’s going to run into
something too powerful for her to handle, and tragedy will result.
200 Matching Complications (50)
Having read a lot of horror novels, Bridget particularly hates
15 Hunted: the two vampires she scared off (Infrequently, Mo vampires and werewolves. The Twilight series just about sent her over
Pow, Kill) the edge; to try to cleanse them from her mind she’s been rewatching
15 Social Limitation: Adolescent (Very Frequently, Minor) a lot of Buffy, The Vampire Slayer on DVD and taking notes. She also
enjoys games of all sorts, reading, and many sports.
Total Complications Points: 30 Quote: “No way those monsters are gonna hurt anyone when I’m on
Experience Points: 0 patrol.”

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Hell’s Horde

Powers/Tactics: Bridget Alaine is a smart (top 2% of her class), Skills


inquisitive, athletic young woman with a lot of drive and ambition.
3 Combat Driving 12-
She also likes to help people, and currently that manifests in her
career as a monster hunter. She arms herself with a couple of weapons 1 Computer Programming 8-
from her father’s gun collection (though sadly, no body armor). She 3 Deduction 12-
knows she’s no match for most monsters in a straight-up fight, so if 3 Disguise 12-
she ever comes across one she intends to attack it from surprise and/ 9 Faith 15-
or try to take advantage of any weaknesses she knows about. If she has 2 Fast Draw 10-
to she’ll call 911 on her smartphone and report a monster as a burglar,
2 High Society 10-
rapist, or something else the cops will respond to right away.
Appearance: Bridget is an attractive 15 year old girl. She’s 5’ 9”, about 6 KS: Cults 15-
135 pounds, and has very curly light brown hair. She wears glasses. 3 KS: Jewish Theology 12-
She has no particular interest in fashion; she prefers to wear jeans and 2 KS: Monsters 11-
dark/earth-tone t-shirts. 2 Language: Arabic (fluent conversation; English is Native)
2 Language: German (fluent conversation)
GIDEON BAYERFAUST 3 Language: Hebrew (completely fluent)
Val Char Cost Roll Notes 3 Oratory 13-
3 Persuasion 13-
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1]
3 Shadowing 12-
15 DEX 10 12-
3 Stealth 12-
10 CON 0 11-
3 Survival 12-
15 INT 5 12- PER Roll 12- 3 Tracking 12-
15 EGO 5 12- 2 TF: Ground Vehicles
18 PRE 8 13- PRE Attack: 3½d6 6 WF: Small Arms, Uncommon Modern Weapons, Blades, Axes
Total Powers & Skills Cost: 91

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
7 OCV 20 Total Cost: 193
6 DCV 15 200 Matching Complications (50)
3 OMCV 0 15 Hunted: Lucinda Hood (Infrequently, Mo Pow, Kill)
5 DMCV 6 15 Hunted: various cults, including remnants of the Condition
4 SPD 20 Phases: 3, 6, 9, 12 (Infrequently, Mo Pow, Kill)
15 Psychological Complication: Dedicated To Destroying
5 PD 3 Total: 5 PD (0 rPD) Cults (Common, Strong)
5 ED 3 Total: 5 ED (0 rED) Total Complications Points: 45
6 REC 2 Experience Points: 0
25 END 1
10 BODY 0 EQUIPMENT
28 STUN 4 Total Characteristics Cost: 102 Weapon OCV RMod Damage STUN Shots STR Notes
Min
Movement: Running: 12m
AMD-65 +1 +7 2d6 +1 30 12 AF5, 2H, FS,
mounted light
Cost Powers END
FN-FAL +1 +14 2d6+1 +1 20 13 2H, AF5, FS,
4 Hits Pretty Hard: HA +1d6 1
Supp (-4)
Hand-To-Hand Attack (-¼)
M1911 +0 +0 1½d6 +0 8 6
2 Observant: +1 to PER Rolls with Normal Sight 0
M1905 +0 — 1d6-1 +0 — 6
Skills Bayonet

5 +1 with Firearms Hatchet +0 +0 1d6 +0 — 6 Can Be


Thrown
8 Range Skill Levels: +4 versus the Range Modifier with
Firearms Armor
4 Targeting Skill Levels: +2 versus Hit Location Modifiers Flak jacket (Resistant Protection (6 PD/6 ED), covers Hit Locations
with Firearms 9-11)
Gear: Torah, cigarette lighter

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Hell’s Horde

GIDEON BAYERFAUST Although his intelligence and experience make him a good
Hunter, Bayerfaust is not without his weaknesses. Despite years of
Inspired by the ideas of Ben G. Abrams exercise and training, he doesn’t have the strength and hardiness that
Background/History: Gideon Bayerfaust had just completed his most Hunters do; they’re simply not in him. He tries to compensate
studies to become a rabbi when his sister became deeply involved for this with careful planning and preparation.
a dark, mysterious cult. He didn’t know it at the time, but that cult When first meeting people he’s not sure he can trust, Bayerfaust
was the Sanctified Church of the Temporary Mortal Condition, often pretends that he doesn’t speak much English. This tends to
worshippers of the Old Ones. He tried repeatedly to convince her how make people indiscreet around him, allowing him to gather valuable
evil the cult was, but she refused to listen. Lacking any alternative, he intelligence.
infiltrated the cult in disguise, waited for his opportunity, and then Appearance: Gideon Bayerfaust is 6’1” tall and a stocky 225 pounds.
destroyed it. He shot a few cultists and killed the rest by setting the He has brown hair he cuts short and a medium-length brown beard.
building they were in on fire. His sister lived just long enough to make In the field he typically wears Flecktarn camo clothing, an old flak
it outside, collapse in his arms, and confess that she’d been wrong. jacket, black boots, and aviator sunglasses; his favored weapons are an
Bayerfaust learned about the PUFF system from a friend on the AMD-65 with ACOG sight and mounted light, a 1911 semiautomatic
police force. Abandoning his rabbinical studies for good, he used his handgun chambered for 10mm, a silvered M1905 bayonet, and a
first bounty check to equip himself and become a full-fledged monster silvered hatchet. He wears an iron cross in a Star of David charm
hunter. Specializing in cults, he often hires his services to people who around his neck, but keeps it under his shirt (the same symbol
want to get friends and family out of such situations alive and healthy. appears on some of his gear as well). He has been known to chant
He sometimes partners up with larger groups (twice with MHI, and psalms and prayers in Hebrew while fighting.
one completely unpleasant experience with the Vermont Stump
Jumpers), particularly when they need help or consultation on cults. STAFF SERGEANT MARK BENSON
Personality/Motivation: Bayerfaust is a grim, determined individual.
He tends to be quiet and brooding, though those who get to know him Val Char Cost Roll Notes
well discover that he loves to make puns and enjoys classic literature 13 STR 3 12- Lift 150 kg; 2½d6 HTH damage [1]
(particularly Goethe). His particular focus is on uncovering and 14 DEX 8 12-
destroying cults, especially those dedicated to serving the Old Ones;
this has earned him the enmity of some powerful foes. 15 CON 5 12-
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Quote: “You have fallen from the path of true reason and duty, and 15 INT 5 12- PER Roll 12-
so you must be destroyed.” 15 EGO 5 12-
Powers/Tactics: In pursuit of his goal to eradicate cults, Gideon
15 PRE 5 12- PRE Attack: 3d6
Bayerfaust has equipped himself with plenty of firepower. His main
weapon is Contra Malus, an AMD-65 assault rifle with an ACOG
sight and mounted light. When he can attack his foes from a long 7 OCV 20
distance he uses Lacrima Ignis, an FN-FAL with a long-range scope 6 DCV 15
and a suppressor. Hidden in the FAL’s stock is a handwritten note
with instructions for a traditional Jewish burial. (In both cases he’s 3 OMCV 0
not strong enough to meet the weapons’ STR Minima, so he either has 5 DMCV 6
to Brace and Set or suffer the standard penalties.) For closer-range 4 SPD 20 Phases: 3, 6, 9, 12
shooting he uses an M1911 chambered for 10mm. In melee combat he
relies on two blackened but silver-edged weapons, an M1905 bayonet
and a hatchet. Each of them has subtle gold inlays of Deuteronomy 6:7 6 PD 4 Total: 6 PD (0 rPD)
in Hebrew along the blade. 6 ED 4 Total: 6 ED (0 rED)
Since PUFF bounties only go so far (and he can’t always claim a 8 REC 4
bounty when fighting cultists), Bayerfaust ha a habit of “looting the
30 END 2
bodies” of his victims in search of valuables and usable resources.
(Once he’s done with his “looting,” he cleanses the scene with fire 14 BODY 4
before leaving, unless there’s a good reason not to.) In addition to 30 STUN 5 Total Characteristics Cost: 116
cash and some jewelry, he’s accumulated a varied stock of weapons
and ammo. His headquarters, a cabin in the New Hampshire woods, Movement: Running: 12m
contains dozens of firearms (including some World War II-era pieces), Cost Powers END
several thousand rounds of ammunition (7.62x39mm, 7.62x51mm
NATO, 10mm, miscellaneous) of various flavors, a reloading set, dry 18 Make It Go Boom Real Good: Aid RKA 6d6 0
food stores, a relatively large library, and a small collection of British Reduced Endurance (0 END; ½); Only Works
On Explosives-Based RKAs (-1), Points Fade
sovereigns. Of course, getting to all that requires finding a way around Immediately After One Use (-½), Cannot Add More
his extensive security measures. He prefers, and most often operates Than +2 DCs (-0), Requires A Demolitions Roll (-½)
in, rural areas, particularly New England, upstate New York, and
occasionally southeastern Canada.

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Hell’s Horde

Perks STAFF SERGEANT


2 Fringe Benefit: Military Rank (Staff Sergeant in the US Army)
Skills
MARK BENSON
Inspired by the ideas of Jason Hobbs
10 +1 with All Combat
Background/History: There are two kinds of people in the world,
according to Mark Benson’s mother: good, wholesome, decent folk...
3 Animal Handler 12- and people who’ll drag your soul to the Devil. The former were the
1 Computer Programming 8- sort to associate with while the latter were to be avoided at all costs.
Unfortunately for the Army Staff Sergeant, circumstance had forced
9 Demolitions 15- him to live among the latter in recent years, attached as an Army
3 Electronics 12- liaison to the Monster Control Bureau.
1 KS: MCB 8- The son of an old Mesabi Iron Range miner, Benson grew up in
2 KS: Monsters 11- northeastern Minnesota and wanted nothing more than to escape his
family’s small town black hole. He enlisted into the Army immediately
2 KS: The US Army 11- out of high school and shipped out to Fort Benning, GA, within weeks
2 PS: Soldier 11- of graduation. When he completed Basic Training, the Army sent him
3 Stealth 12- to Redstone Arsenal, Alabama for the first phase of his training in
Explosive Ordinance Disposal. While growing up he’d spent a lot of
3 Tactics 12-
time learning the art of handling explosives from his father, and this
5 WF: Small Arms, Uncommon Modern Weapons, Blades informal training gave Benson an advantage in the Army school. He
almost effortlessly rose to top of his class, gaining the respect of both
Total Powers & Skills Cost: 64
his classmates and his instructors. The Army subsequently assigned
Total Cost: 180
him to the 717th Ordnance Company (EOD) out of Fort Campbell,
200 Matching Complications (50) Kentucky.
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching) On his first deployment to Iraq he distinguished himself with his
seemingly supernatural ability to detect and defuse explosive devices

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15 Psychological Complication: Heroic; Will Risk His Life To
Save Others (Common, Strong) before they could do any harm. By the end of his first tour he’d been
promoted to sergeant and a new door had opened itself to him: the
15 Psychological Complication: Loves Buckley (Common, chance to become a Military Working Dog handler.
Strong) Much like Benson himself, the dog the Army paired him with
20 Social Complication: Subject To Orders (Very Frequently, stood out among his peers. It was a huge specimen, a mutt of a
Major) German Shepherd bitch and an unknown sire. Ironically, the dog had
started out as the runt of the litter and had seemed scared of even its
Total Complications Points: 50 own shadow, much less everything else in the world. Reminded of a
Experience Points: 0 character from a book he’d read, one of the training cadre had named
the dog “Buckley.” In time the dog filled out to near-mastiff size.
EQUIPMENT Benson and Buckley deployed soon again, bound this time
for Afghanistan where once more they distinguished themselves.
STR Soldiers on patrol quickly learned to trust Buckley’s sense for danger
Weapon OCV RMod Damage STUN Shots Min Notes
and nose for explosives. Upon their return stateside, the pair were
Beretta M9 +0 +0 1d6+1 +0 15 7 promoted again and given orders to a newly formed Company out of
Colt M4 +1 +1 2d6 +1 30 11 2H, AF5, Fort Bragg. But after getting to North Carolina, Benson discovered
FS that his new unit was considered “undeployed.” Shortly thereafter
Combat +0 +0 1d6 +0 — 8 Can Be found he and Buckley found themselves on a plane bound for Iraq
Knife Thrown and his third deployment in four years.
Grenades — — 2½d6X +1 var — RBS Upon arrival in theatre, the pair were attached to the 1st BN 508th
PIR and promptly forgotten about by their leadership. The 1/508th
Armor proceeded to pass them around between its companies, wherever an
MCB Body Armor (9 PD/9 ED) EOD tech and his dog seemed to be needed. This circus was the norm
Gear: Demolitions kit for the first few months of the deployment until their entire world
turned inside out during an investigation patrol.
The locals began reporting a spate of murders, mostly of children,
all looking as if they’d been mauled by some wild animal. The captain
to which Benson and Buckley were then assigned decided they should
accompany the infantry squad sent to investigate, his assumption
being that a dog could easily track a wild animal.

5
Hell’s Horde

On the second night, they made contact with the unexpected. The other emotion that dominates Benson’s personality is his
Buckley sounded a warning, but the soldiers, who didn’t yet know how love for his long-time canine companion, Buckley. If he were put in a
good the dog was, didn’t respond quickly enough. Out of the shadows position where he had to choose between saving Buckley and saving
a vaguely canine shape leaped, then drug a screaming infantryman a human being, he’d agonize over the decision — perhaps just long
away. Giving chase, the squad soon found the abducted soldier, his enough for tragedy to occur.
throat torn out and body drained of blood. Buckley warned them a Quote: ::to Special Agent in charge:: “Yes, sir!” ::to Buckley:: “C’mon,
second time, and a second man was taken away to his death. The third boy, we’ve got a job to do!”
time the soldiers listened to Buckley’s warning, and as the monster Powers/Tactics: Benson is a highly-experienced military man whose
left the shadows they greeted it with a barrage of M4 fire. training emphasized demolitions and electronics. But he’s no slouch
The creature fell short of the infantry, a broken mass of flesh with his other weapons: with his M9 he qualified Marksman (26/40,
and bone bleeding out into the sand. It looked vaguely like a hyena, alternate qualification), and with the M4 he qualified Sharpshooter
but its front legs were almost human with thumbs and clawed fingers. (34/40, pop-up range). He’s been in plenty of firefights, monster
Its head had an almost human look about it, and a private stepped hunts, and other tense situations, and knows exactly how to handle
forward to take a closer look, rifle at the ready. Buckley growled again, himself in a crisis.
but before the private could react the werehyena surged up from In combat Benson functions as an almost perfect unit with his
the ground and took his head, the wounds from the bullets already dog Buckley. The two of them practically seem to be able to read one
closing. The infantry attempted to fire again, but it was now among another’s minds and to coordinate their actions accordingly. The GM
them, sinking its fangs into a fourth man’s neck. Turning its gaze should run them accordingly, making their sum greater than the total
towards Benson, it leaped again — but this time Buckley intervened, of their parts.
his bulk smashing the were-beast aside. Appearance: Mark Benson is a 28 year old white male with the
The huge dog and monster snarled and snapped at one another, fairly muscular, athletic build of someone who engages in intensive
the latter tearing long gashes into Buckley’s flanks, but Buckley regular exercise. He has sandy blonde hair cut high and tight, and
seemed to hardly notice as he ripped chunks of flesh from the is cleanshaven. He usually wears military fatigues or uniform
opposing creature. After several moments of intense fury, the two appropriate to his expected daily duties; in the field he wears MCB
animals separated, the were-beast’s wounds closing once more, albeit body armor and carries his M4, his M9, a combat knife, and if
more slowly this time. Again, the beast looked towards Benson, who necessary a selection of grenades.
realized it wasn’t likely going to die unless he could inflict massive
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

injuries upon it very quickly. He stood ready, bayonet drawn in BUCKLEY


one hand and the other holding his M9. He told Buckley and the
remaining two men to stay back. Miraculously, they all listened. Val Char Cost Roll Notes
The beast charged Benson again and as it made contact, he 15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
slammed the blade deep into the its ribs and twisted, making it scream
15 DEX 10 12-
in rage and pain. Into its wide open maw he forced the handgun and
pulled the trigger twice, sending two rounds exploding out the back 16 CON 6 12-
of its throat and the werehyena fell away, its snarls gurgling in the 8 INT -2 11- PER Roll 11-
ruin. Benson rolled away and covered his head as he squeezed a 5 EGO -5 10-
radio detonator, setting off the pair of charges he’d wrapped around
20 PRE 10 13- PRE Attack: 4d6
the hilt of his bayonet. The overpressure wave slammed him into
unconsciousness as the blast spread the werehyena’s giblets over the
entire area. 6 OCV 15
Two days later, Benson and Buckley found themselves on a plane 5 DCV 10
headed back to the States. His injuries from the fight had been negligible
and Buckley’d healed quickly as well. After they landed and the company 2 OMCV -3
medics gave them both a clean bill of health, Benson received orders 2 DMCV -3
attaching the two of them as liaisons to an agency in DC. 3 SPD 10 Phases: 4, 8, 12
Since that reassignment, Benson discovered there are worse
things lurking in the shadows than werehyenas — and sometimes
that includes the MCB, the agency he now works with. With Buckley 8 PD 6 Total: 8 PD (2 rPD)
to watch his back, Benson hopes he can keep the Bureau, much less 5 ED 3 Total: 5 ED (2 rED)
any monsters, from stealing his soul. 6 REC 2
Personality/Motivation: Mark Benson is an example of that rarest
30 END 2
of men, the truly noble and heroic person. He genuinely cares about
his fellow men and is willing to put his life on the line to protect them. 12 BODY 2
That impulse drove him to join the US Army, and in recent years it’s 30 STUN 5 Total Characteristics Cost: 73
come to focus on protecting America from monsters. He doesn’t
approve of the way the government’s handling that responsibility, but Movement: Running: 19m
as a good soldier he follows orders — for now.

6
Hell’s Horde

Cost Powers END BRAIN GRUB


15 Bite: HKA 1d6 (2d6 with STR) 1 Val Char Cost Roll Notes
2 Tough Skin: Resistant (+½) for 2 PD/2 ED 0 1 STR -9 9- Lift 8 kg; 0d6 HTH damage [1]
3 Heavy: Knockback Resistance -3m 0 10 DEX 0 11-
7 Swift: Running +7m (19m total) 1 8 CON -4 11-
3 Canine Senses: +1 PER with all Sense Groups but 0 10 INT 0 11- PER Roll 11-
Sight Group
15 EGO 5 12-
5 Canine Eyes: Nightvision 0
10 PRE 0 11- PRE Attack: 2d6
4 Canine Nose: +2 PER with Smell/Taste Group 0
2 Crossbreed Nose: +2 PER with Smell/Taste Group 0 3 OCV 0
Only To Perceive Explosives And Supernatural Things 11 DCV 40
(-1)
5 OMCV 6
10 Canine Nose: Tracking Smell 0
5 DMCV 6
6 Canine Ears: +3 PER with Hearing Group 0
2 SPD 0 Phases: 6, 12
3 Canine Ears: Ultrasonic Hearing 0
Skills 2 PD 0 Total: 2 PD (1 rPD)
2 PS: Attack 11- 2 ED 0 Total: 2 ED (1 rED)
2 PS: Guard 11- 4 REC 0
2 PS: Retrieve/Fetch 11- 15 END -1
2 PS: Stop Attacking 11- 4 BODY -6
3 Stealth 12- 10 STUN -5 Total Characteristics Cost: 32

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
3 Tactics 11-
Movement: Running: 2m
Total Powers & Skills Cost: 74 Leaping: 2m
Total Cost: 147
Cost Powers END
175 Matching Complications (50)
5 Barbs: HKA 1 point (1 point with STR) 1
20 Physical Complication: Animal Intelligence (Frequently,
56 Neural Control: Mind Control 15d6 0
Greatly Impairing)
Reduced Endurance (0 END; +½); Skin Contact Required (-1)
20 Physical Complication: Very Limited Manipulation
34 Harm To The Parasite Harms The Host: Major 0
(Frequently, Greatly Impairing)
Transform 8d6 (standard effect: 24 BODY)
15 Psychological Complication: Loves Mark Benson (humans to humans with Physical Complication
(Common, Strong) Victim Takes All Damage Brain Grub Takes; heals
back automatically when grub leaves or is removed)
Total Complications Points: 50
Reduced Endurance (0 END; +½); All Or Nothing (-½),
Experience Points: 0 Limited Target (humans; -½), Skin Contact Required
Description: Buckley is a German Shepherd/warg cross out of a (-1), Only Works On Victims Under Its Mind Control
small breeder in Alabama. The owner was irate when he discovered (EGO+20 or better required; -½)
his prize female had already been visited, but he made the best of it 12 Nutrition Loss: Drain BODY 1d6 [1]
and sold the litter of large pups to the government as working dogs. (standard effect: 1 BODY)
Buckley happens to be good at sniffing out things that go boom as Delayed Return Rate (points return at the rate of 5 per
well as the warg side allowing him to sniff out otherworldly danger. Month, or begin healing normally once brain grub is
Buckley looks like a huge German Shepherd with grey fur; just removed; +2¾), Penetrating (+½), Reduced Endurance
(0 END; +½); Skin Contact Required (-1), 1 Charge (-2)
the sight of him intimidates most people. He’s generally mistrustful of
anyone but Approved People — meaning Mark Benson and anyone 10 Telepathic Communication: Telepathy 4d6 0
Benson indicates is a friend. He doesn’t get along with Douglas Stark, Reduced Endurance (0 END; +½); Only To
Special Agent Franks, or Agent Grant Jefferson at all, but seems to Communicate With Other Brain Grubs (-2)
have a mysterious affection for Special Agent Myers. 1 Tough Body: Resistant (+½) for 1 PD/1 ED 0
-10 Short Legs: Running -10m (2m total)
-1 Springy Legs: Leaping -2m (2m total) 1
6 Heightened Senses: +2 PER with all Sense Groups 0

7
Hell’s Horde

Skills GUNNERY SERGEANT R. LEE BROWNIE


19 Stealth 19- Val Char Cost Roll Notes
Total Powers & Skills Cost: 132 10 STR 0 11- Lift 100 kg; 2d6 HTH damage [2]
Total Cost: 164 18 DEX 16 13-
175 Matching Complications (50) 13 CON 3 12-
15 Physical Complication: Limited Manipulation (Frequently, 18 INT 8 13- PER Roll 13-
Slightly Impairing) 15 EGO 5 12-
20 Physical Complication: Minuscule (about 3-5 inches long; 15 PRE 5 12- PRE Attack: 3d6
+24m KB) (Frequently, Greatly Impairing)
15 Physical Complication: Near-Human Intelligence
6 OCV 15
(Frequently, Slightly Impairing)
8 DCV 25
Total Complications Points: 50 5 OMCV 6
Experience Points: 0
5 DMCV 6
4 SPD 20 Phases: 3, 6, 9, 12
BRAIN GRUB
Inspired by the ideas of James Bell 4 PD 2 Total: 4 PD (4 rPD)
Ecology: Brain grubs survive by latching onto and taking control of 4 ED 2 Total: 4 ED (4 rED)
sentient beings, thereby deriving nutriment. Individually, outside of
the hive, an individual grub is about as smart as a puppy; it’s driven by 10 REC 6
instinct rather than intellect. Once it takes over a human host it can 80 END 12
exert its full sentience. Within the hive brain grubs communicate by 10 BODY 0
a sort of telepathy and possess most of their intelligence (particularly
30 STUN 5 Total Characteristics Cost: 136
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

when in proximity to the queen, who’s about twice as large as a


regular grub). Movement: Running: 6m
Personality/Motivation: Normal animal motivations. But to many Teleportation: 20m
sentient beings, the actions of the brain grub seem tinged with malice,
and they may be so. Cost Powers END
Powers/Tactics: A brain grub attacks by surprise, typically dropping 150 Fey Powers: 150 Character Points’ worth of Spells var
onto the back of the victim’s neck from above (it must have access to and other magical abilities
the spinal cord or brain, so it never attacks other parts of the body).
Once it makes skin contact, it digs the barbs on its feet into the 4 Fey Form: Resistant (+½) for 4 PD/4 ED 0
victim’s flesh and latches onto his spine. This allows it to take control 15 Fey Form: Damage Negation (-6 DCs Physical) 0
of the victim (i.e., attack with its Mind Control) and make him do its Doesn’t Work Against Iron Attacks (-1)
bidding. In doing so it establishes a one-way neurochemical link. This 30 Fey Form: Damage Negation (-6 DCs Energy) 0
means that once it’s firmly attached to a victim, any damage a brain
10 Fey Mind: Mental Defense (10 points) 0
grub suffers its victim suffers as well, but the parasite itself doesn’t
suffer if its host is harmed. The brain grub remains attached to its host 10 Fey Form: Power Defense (10 points) 0
(and usually hides itself under the host’s collar, hat, shirt, long hair, 40 Fey Nature: Life Support (Total, including 0
or the like) until the host dies and it seeks another, or it’s somehow Longevity: Immortality)
removed. Typically a host loses 1 BODY per day a parasite is attached 45 Fey Concealment: Invisibility to Sight Group, No 0
due to the strain of being controlled and the diminished nutrition his Fringe
body receives.
Reduced Endurance (0 END; +½)
Another character can remove a brain grub without harming the
host by succeeding with a DEX Roll at -2, or with a Paramedics, SS: 60 Vanishing: Teleportation 40m 0
Medicine, SS: Neurobiology, or SS: Surgery roll at no penalty. Failure Reduced Endurance (0 END; +½)
on this roll may cause significant harm (or even death) to the victim,
but kills the grub as well.
Appearance: Brain grubs are insect-like creatures no more than
five inches long. They have six or more legs or barbs with which they
attach themselves to a victim’s flesh.

8
Hell’s Horde

Skills But as the world has modernized, many people have forgotten
these ancient traditions and rituals. For the most part modern
3 High Society 12- brownies take the only jobs they can get: with elves. Even a brownie
3 KS: Arcane And Occult Lore 13- can’t keep up with many elves’ slovenliness, but at least having them
3 KS: Legends And Lore 13- around prevents elves from descending into total squalor.
Back in 1987, a brownie named Troomtrisk, having nothing to
37 Magic 30-
do, snuck into a movie theater to see what all the fuss was. He found
2 PS: House And Farm Chores 11- himself watching a film called Full Metal Jacket, and it changed his
7 Stealth 15- life. He changed his name to “Gunnery Sergeant R. Lee Brownie” and
3 Tactics 13- set out to, in his words, ‘liberate the bejesus out of those worthless
maggots and turn them into something resembling Marines.” In
2 WF: Small Arms
other words, he’s given a bunch of his brownie comrades a purpose
Total Powers & Skills Cost: 424 in life: to hunt monsters. A few of them have even spent time around
Total Cost: 560 the MHI compound, studying the ways of human Hunters, and have
occasionally helped their human “colleagues” with missions.
175 Matching Complications (50)
Personality/Motivation: Traditionally, a brownie’s devoted to the
10 Physical Complication: Small (1m; +6m KB) (Infrequently, good of the household to which he attaches himself. When everyone’s
Slightly Impairing) asleep he does all sorts of tasks not yet done — cleaning, washing,
15 Psychological Complication: Capricious Faerie Nature looking after livestock, ironing, and so on. If he becomes particularly
(Very Common, Moderate) devoted to a specific person in the house (which sometimes occurs),
15 Psychological Complication: Must Destroy Monsters To he may appear to give advice to or run errands for that person.
Give Brownies A Purpose In Life (Common, Strong) However, they hate cats and dogs, and will go so far as to kill them.
Gunny Brownie and his “soldiers” have chosen a different way
15 Psychological Complication: Hates Cats And Dogs of life. Since no one in the modern world seems to understand the
(Common, Strong) old ways, Gunny’s found another way for himself and his brownies to
15 Susceptibility: takes 1d6 per Turn from iron (Common) help humans: by fighting and destroying monsters. In other words,
15 Susceptibility: takes 1d6 per Turn from salt (Common) he’s helping humans through superior firepower. Despite the MCB’s

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efforts to eradicate them, they continue to wage their war from the
Total Complications Points: 50 shadows.
Experience Points: 385 Like all brownies, though, Gunny and his followers tend to be
capricious and mischievous at times. They protect humans, but they
EQUIPMENT also enjoy playing tricks on them when they’re not on “missions.”
Quote: “All right you maggots, listen up! We’re gonna take that
STR werewolf using standard tactics. Watch your fire, I don’t want any
Weapon OCV RMod Damage STUN Shots Min Notes friendly casualties!”
SIG/SAUER +1 +0 1d6+1 +0 15 5 Powers/Tactics: Gunny Brownie is as gung-ho as a movie Marine.
P226 Unfortunately, he and his followers are neither tall nor especially
Mini-Uzi +0 +0 1d6+1 +0 20 10 AF5 strong, so they stick to lighter handguns and submachine guns —
assault rifles are beyond them, for the most part. However, they
Armor have a wide range of mystical powers, and that tends to even up the
None odds when fighting monsters. (For example, they have a Spell that
Gear: Cigar transforms ordinary bullets to silver, but without losing any of the
useful properties of lead.) Their ability to teleport, and to become
invisible, are major assets in gunfights.
GUNNERY SERGEANT R. Appearance: Gunnery Sergeant R. Lee Brownie is a militarized
version of the three foot tall friendly household faerie of lore. He
LEE BROWNIE wears military fatigues, a helmet that looks like 1960s-era US Army
Inspired by the ideas of Byron Ginn issue, and constantly smokes a minature stogie. He carries a SIG/
Background/History: Brownies (or brunaidh) are domestic faeries. SAUER P226 and a Mini-Uzi. Like most brownies, his face is flat, his
Traditionally they live in the houses of people they favor, coming out eyes large, his nostrils tiny, and his skin a bit wrinkled.
at night to do chores while the other inhabitants sleep. During the
day they hide in dark corners of the house, or sometimes in a hollow
tree or ruin nearby. Their people repay them by leaving out food they
like (such as cream and freshly-baked barley cakes with honey) and
treating them with courtesy and respect.

9
Hell’s Horde

MIGUEL ART CHESTER Skills


Val Char Cost Roll Notes 10 +1 with All Combat
13 STR 3 12- Lift 150 kg; 2½d6 HTH damage [1] 20 +4 with Firearms
20 DEX 20 13-
13 CON 3 12- 3 Breakfall 13-
13 INT 3 12- PER Roll 12- 3 Climbing 13-
13 EGO 3 12- 7 Faith 14-
15 PRE 5 12- PRE Attack: 3d6 5 Fast Draw 14-
2 CK: Central California 11-
7 OCV 20 5 KS: Firearms 14-
7 DCV 20 5 KS: Trivia 14-
3 OMCV 0 3 Lockpicking 13-
4 DMCV 3 3 Paramedics 12-
4 SPD 20 Phases: 3, 6, 9, 12 2 PS: Civil Engineer 11-
3 Riding 13-
6 PD 4 Total: 6 PD (0 rPD) 2 SS: Civil Engineering 11-
5 ED 3 Total: 5 ED (0 rED) 3 Stealth 13-
10 REC 6 3 Survival 12-
40 END 4 4 TF: Ground Vehicles, SCUBA, Snow Skiing
13 BODY 3 6 WF: Common Melee Weapons, Small Arms, Uncommon
Modern Weapons
34 STUN 7 Total Characteristics Cost: 127
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Total Powers & Skills Cost: 124


Movement: Running: 12m
Total Cost: 251
Cost Powers END 200 Matching Complications (50)
Martial Arts: Hokoshin Shitoryn Karate 10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
Maneuver OCV DCV Notes 15 Psychological Complication: Loves His Family (Common,
4 Block +2 +2 Block, Abort Strong)
4 Disarm -1 +1 Disarm, 28 STR 15 Psychological Complication: Devout Catholic (Common,
4 Dodge +0 +5 Dodge all attacks, Abort Strong)
3 Joint Lock/Grab -1 -1 Grab, 28 STR Total Complications Points: 40
5 Kick -2 +1 6½d6 Strike Experience Points: 61
3 Legsweep +2 -1 3½d6; Target Falls
4 Punch +0 +2 4½d6 Strike EQUIPMENT
3 Throw +0 +1 3½d6 +v/10, Target Falls STR
4 +1 Damage Class (already added in) Weapon OCV RMod Damage STUN Shots Min Notes
AR-15 +2 +1 2d6 +1 30 12 2H, AF5, FS
Perks
Glock 22 +0 +0 1d6+1 +0 20 6 Uses Arrando
1 License: Registered Civil Engineer +5 magazine
extensions
Combat +0 +0 1d6 +0 — 8 Can Be
Knife Thrown

Armor
US Army Interceptor Armor (Resistant Protection (8 PD/8 ED)) with
Level IV plates (+3 PD/+3 ED, Hardened, protects Hit Locations 10-
11)
Gear: Smartphone, Bible

10
Hell’s Horde

MIGUEL ART CHESTER DANIELA CORVIN


Inspired by the ideas of Michael Gutterres Val Char Cost Roll Notes
Background/History: Miguel Chester, avid outdoorsman and 20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2]
shooter and devoted family man, was on a camping trip with his 20 DEX 20 13-
family one weekend when they were attacked by monsters: some sort 20 CON 10 13-
of evil manitou, or American Indian demon. Using his trusty AR-15, 15 INT 5 12- PER Roll 12-
his ingenuity, and his willpower, Chester kept his family safe from the
18 EGO 8 13-
horrors and killed all of them, sustaining only a few relatively minor
injuries in the process. 20 PRE 10 13- PRE Attack: 4d6
Chester planned to go public with his story, but a visit from
the MCB soon convinced him to keep his mouth shut. This left him 7 OCV 20
frustrated and angry, because he knew there was a problem out 7 DCV 20
there that he could help solve. The solution came in the form of a 3 OMCV 0
visit from his local bishop as a representative of the Secret Guard,
6 DMCV 9
the Vatican’s monster-hunting arm. The Guard occasionally needed
help on missions, and it wanted to recruit Chester as its “local field 5 SPD 30 Phases: 3, 5, 8, 10, 12
representative” in central California. Chester agreed immediately,
and has helped the Secret Guard on several hunting expeditions ever 10 PD 8 Total: 10 PD (2 rPD)
since. 10 ED 8 Total: 10 ED (2 rED)
Personality/Motivation: Three aspects dominate Miguel Chester’s 12 REC 8
personality. The first is his love of family. He comes from a large, 50 END 6
extended family of mixed Portuguese and Chinese ancestry, and has
20 BODY 10
three young children of his own with his wife Monica. There’s nothing
he wouldn’t do to help them or protect them. This can cause problems 56 STUN 13 Total Characteristics Cost: 195
with the second aspect, his devout Roman Catholicism. The Secret Movement: Running: 20m
Guard sometimes puts demands on his time and attention that lead

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Leaping: 8m
to difficulties with his family, but he balances his responsibilities as
best he can. Swimming: 6m
The third is a love of action and adventure. Usually he scratches
Cost Powers END
this itch by pursuing his outdoor hobbies — camping, SCUBA diving,
skiing, horseback riding — but lately the bigger thrill of monster Martial Arts: Corvin Family Combat Training
hunting has taken top position on his list of interests. He’s started Maneuver OCV DCV Notes
doing some solo hunting in between times when the Secret Guard 4 Block +2 +2 Block, Abort
calls on him for help, and this could easily get him into some serious
4 Disarm -1 +1 Disarm, 30 STR
trouble.
Quote: “By God’s grace we’ll send these horrors to Hell. Let’s get ’em!” 4 Dodge +0 +5 Dodge all attacks, Abort
Powers/Tactics: Although he hasn’t had formal monster hunting 5 Kick -2 +1 8d6 Strike
training by MHI or the Secret Guard, you could say that in a way 4 Killing Blow -2 +0 HKA ½d6 (2d6 with STR)
Miguel Chester’s been training for his “side job” all his life. He’s a
highly skilled shooter who’s placed in several national competitions, 3 Legsweep +2 -1 5d6; Target Falls
a second degree black belt in Hokoshin Shitoryn Karate, and a skilled 4 Nerve Strike -1 +1 2d6 NND(1)
outdoorsman. Perhaps more importantly, he knows how to keep 4 Punch +0 +2 6d6 Strike
his head in dangerous situations and has a natural gift for being a
4 Use Art with Axes, Blades, Polearms, Staffs
member of a small tactical unit. His favored weapons are his AR-15
assault rifle and a .40 Glock 22 with Arrando magazine extensions (so 2 Tough: Resistant (+½) for 2 PD/2 ED 0
it has 20 shots instead of the usual 15). 8 Fast: Running +8m (20m total) 1
Appearance: Miguel Art Chester is a 5’6” tall man of mixed 2 Strong Leaper: Leaping +4m (8m forward, 4m upward) 1
Portuguese and Chinese ancestry, which gives him a bit of “natural
1 Strong Swimmer: Swimming +2m (6m total) 1
tan” all year round. His hair is black; his eyes brown. In the field he
wears his US Army Interceptor body armor and carries his AR-15 and 41 Perceive Through The Senses Of Ravens: Clairsentience 0
Glock 22 in addition to a knife and various other pieces of gear. (Sight and Hearing Groups), x32 Range (9,600m)
Reduced Endurance (0 END; +½); Only Through The
Senses Of Ravens (-1)
5 Good Night Eyes: Nightvision 0
1 Corvin Longevity: Life Support (Longevity: double 0
normal lifespan)

11
Hell’s Horde

Perks EQUIPMENT
21 Followers: flock of 16 ravens (see text) Weapon OCV RMod Damage STUN Shots STR Notes
5 Money: Well Off (see text) Min
FN Five +1 +0 1d6+1 +0 20 5 See text
Talents SeveN
3 Ambidexterity FN P90 +1 +0 2d6 +0 50 10 AF5, clear
5 Eidetic Memory magazine,
see text
Skills Short +0 — 1d6 +0 10 See text
20 +2 with All Combat Sword

Armor
3 Acrobatics 13- Body armor (Resistant Protection (9 PD/9 ED))
3 Breakfall 13- Gear: Flashlight, cigarette lighter, smartphone, field medical kit
3 Combat Driving 13-
1 Computer Programming 8- DANIELA CORVIN
2 Demolitions 10-
Inspired by the ideas of Greg Flierl
3 Deduction 12- Background/History: The founder of the Corvin family, Bertok
1 Electronics 8- Corvin, was born in 1427, the illegitimate son of Janos Hunyadi,
7 Faith 15- the Regent-Governor of the Kingdom of Hungary and Voivode of
Transylvania. At the age of 20, Bertok was the only survivor of the
3 Fast Draw 13- group of Hunyadi supporters who killed a powerful master vampire.
3 High Society 13- Exactly what happened to him during that battle and afterward are
5 KS: Monsters 14- secrets he never gave up, although there are family rumors concerning
vampire blood. But since that time his direct descendants have been
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

1 Mechanics 8-
blessed with long life and good health, enhanced speed and strength,
1 Navigation 8- and an ability to communicate with ravens. It has also made them
3 Paramedics 12- extremely aggressive, reckless in combat, egotistical, better night
3 Stealth 13- fighters than day fighters, and fanatical monster hunters.
The ability with ravens led the family to adopt the name “Corvin”
2 TF: Ground Vehicles
(“Of The Raven”) and formed the basis for the Corvin family crest: a
7 WF: Common Melee Weapons, Common Missile Weapons, black raven in front of four white rays of light from top left, on a field
Small Arms, Staffs of red, its wings spread and its head turned to the left in a triumphant
2 Weaponsmith 10- scream while its talons grip the head of a fanged golden dragon whose
eyes are closed.
Total Powers & Skills Cost: 203 Bertok and his son Alexandru fought and killed a second
Total Cost: 398 master vampire in 1512, a battle that cost Bertok his life. The
200 Matching Complications (50) seriously wounded bloodsucker grabbed Bertok to use as a hostage,
25 Enraged: in combat (Very Common), go 11-, recover 11- but Alexandru beheaded him, mortally wounding his father in the
process. The vampire’s worldly wealth provided the bulk of the Corvin
20 Hunted: Interpol and various police forces (Infrequently, family fortune. Augmented through the miracle of compound interest,
Mo Pow, NCI, Capture/Kill) those assets finance the family’s monster hunting to this day. In the
20 Physical Complication: abilities reduced in sunlight (see depths of the vampire’s castle they also found a strange, enchanted
text) (Frequently, Greatly Impairing) short sword that each member of the family has since carried.
15 Psychological Complication: Determined To Protect People The Corvin family has two traditions handed down since its
From Monsters No Matter What The Cost (Common, founding. The first tradition involves names. Direct descendants of
Strong) Bertok are given temporary names at birth. After a Corvin participates
in his first successful monster hunt, he’s allowed to choose his own
Total Complications Points: 50 name. The family records this name in its official histories and forgets
Experience Points: 198 the birth name. The second tradition is that the family chooses its
leader through unarmed combat. Any family member may challenge
the current head for the right to lead the family. The winner receives
the honorary title of Captain and is responsible for all decisions
regarding finances and monster hunts. He also leads the family in
combat.

12
Hell’s Horde

The following list includes the names of all Corvin family Powers/Tactics: Daniela Corvin leads a band of private monster
members in the direct line of descent from Bertok to Daniela, with hunters who’ve worked out of a secret base in the Carpathian
their ages at the time of death: Mountains for nearly 600 years. They primarily operate in the western
Bertok (Bright Raven) 1427-1512 (85) territory of the former Soviet Union, Central Asia, and Eastern
Europe. The Corvin Family doesn’t claim government monster
Alexandru (Defender of Mankind) 1473-1589 (116) bounties (since that would require all sorts of paperwork and public
Gaviril (Strong Man of God) 1551-1660 (109) revelations they prefer to avoid). Instead it funds itself through its
Grigore (Vigilant) 1629-1778 (149) own personal fortune and assets seized from monsters it kills. (The
Marku (Warlike) 1724-1787 (63) Corvin Family often uses some of its money to assist the families of
victims of the monsters they kill, which is one cause for its downward
Danut (Judge) 1775-1887 (112) financial spiral in recent decades.)
Nicolae (Victor of the People) 1841-1963 (122) Because of the vampiric blood that flows in her veins, Daniela
Beniamin (Son of the Right Hand) 1933-1981 (48) is much stronger, tougher, and faster than an ordinary human being
(or even most trained Hunters). But she’s also overly aggressive and
Daniela (God is My Judge) 1980-
prone to losing control of herself in the heat of battle. If an opponent
The Corvin family has fought and slain countless monsters across can survive combat with her long enough for her to become Enraged,
the generations. Two of its victories — one in 1787 and one in 1981 she usually begins to leave herself open to counterattacks in her
— were also great tragedies, both caused by the members’ typical eagerness to defeat her enemy.
overconfidence in battle. In both cases the family Captain and several The Corvin Family has trained Daniela almost since birth in the
other Bertok descendants died. In fact, the 1981 battle left Daniela, combat skills it’s developed over the centuries. She’s not only skilled
only one year old at the time, as the only direct descendant of Bertok with guns but can hold her own with any black belt in unarmed
Corvin still living. That loss, combined with the fact that the family’s combat. (Her ambidexterity sometimes give her an edge in HTH
money has for the past several decades been spent at a faster rate Combat; she favors her right hand but can easily switch to her left to
than it has earned interest, has left Daniela nad her family in a tight take an opponent by surprise.) Her favored firearms are a twin set of
spot. To make matters worse the family seems to have lost focus, with FN Five SeveN semiautomatic handguns and an FN P90 submachine
several of the Captains before Daniela being weak, vacillating men. gun. They shoot special Corvin Family-designed silver bullets
As the new Captain, Daniela must decide whether to disband the (equivalent to MHI silver bullets for game purposes). She also carries

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
family monster hunter team due to a severe shortage of manpower, to the Corvin Family short sword in a shoulder sheath. It does its regular
attempt to work with other hunters, or to allow non-family members damage to most foes, but 1½d6 against vampires, werewolves, and
to join the team. Any decision but the first will force her and the rest of any monster with a weakness to silver (and it reduces the effectiveness
the family more into the open, something none of them particularly of such monsters’ Regeneration by 25% as well).
want. Daniela’s vampiric blood also gives her a special “link” with
Personality/Motivation: Daniela is fanatically devoted to the cause ravens and crows. She has a flock of 16 ravens who follow and assist
of hunting and destroying monsters to protect people from them. her when she needs them. If you have a copy of The HERO System
She doesn’t care what it costs, or how much property she ends up Bestiary, you can use the Raven character sheet on page 430 for them;
destroying, as long as the monster dies and people are safe once if not, just use them in a common sense way (they can pick up and
more. She has been known to use humans as monster bait, although carry small objects, confuse her enemies by flying in their faces, and
these are usually criminals captured by the family in their role as the so on). She can see and hear through their senses, or through those of
unofficial protectors of villages in the Carpathians. any other raven or crow within 9,600m (about six miles).
Like all of her ancestors before her, Daniela is a devout Catholic, Her blood isn’t all beneficial, though. In addition to her tendency
and her faith has protected her from supernatural horrors on more to become Enraged in battle, she’s weaker in direct sunlight: reduce
than one occasion. In general the Corvins believe that only God may her physical Characteristics and other abilities by 20%. For this
judge their actions in the fight against the forces of evil; they answer reason she prefers to conduct her missions at night or on overcast
to no human authority. days (fortunately she has excellent night vision).
In person Daniela comes across as strong, confident, self-assured Last but not least, Daniela has access to the Corvin Family
(to the point of arrogance), confrontational, and defensive. She fortune. It isn’t nearly as large as it used to be, but at least for the
doesn’t trust people outside her family easily; the Corvin mentality time being it provides her with a large, steady income and plenty of
is that “no one understands us” and “anyone in power hates us for reserves for emergencies.
being uncompromising and honest.” It will take the PCs a lot of time Appearance: Danieal Corvin is an atractive Romanian woman in
and effort to overcome this attitude and make her (and the rest of her her early thirties with long, brown hair and blue eyes. She’s 5’7” tall
family) into the valuable allies they could be. with an athletic, muscular build. In the field she wears special body
Quote: “We have a job to do here, whether you understand that or armor specifically tailored to her form and preferred fighting style
not. Get out of our way immediately, or you’ll regret it.” and carries her favored weapons, twin FN Five SeveN pistols and an
FN P90 submachine gun.

13
Hell’s Horde

THE GREY MAN Total Complications Points: 25


Experience Points: 0
Val Char Cost Roll Notes
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] EQUIPMENT
14 DEX 8 12-
STR
13 CON 3 12- Weapon OCV RMod Damage STUN Shots Min Notes
15 INT 5 12- PER Roll 12- .308 Rifle +1 +3 2d6+1 +1 4 10
13 EGO 3 12- .338 Rifle +1 +3 2½d6 +1 1 10
15 PRE 5 12- PRE Attack: 3d6 Colt M1911 +1 +0 2d6-1 +1 7 9

6 OCV 15 Armor
None
4 DCV 5
Gear: Chewing tobacco, compass
3 OMCV 0
5 DMCV 6 THE GREY MAN
3 SPD 10 Phases: 4, 8, 12 Inspired by the ideas of Jim Curtis
Background/History: No one in MHI, not even Earl Harbinger,
4 PD 2 Total: 4 PD (0 rPD) knows much about the Grey Man — not even his real name (they
started calling him “the Grey Man” because of his clothes). An MHI
4 ED 2 Total: 4 ED (0 rED)
team was on an assignment in Texas when he ambled up carrying
5 REC 1 one of his custom-made rifles and began helping the Hunters with
25 END 1 his sniping skills. Since then he’s put in an appearance at several other
12 BODY 2 MHI missions in and around Texas, occasionally accompanied by a
young girl who acts as his spotter and refers to him as “Grandpa.”
26 STUN 3 Total Characteristics Cost: 71
How he finds out what MHI’s up to, and how he’s eluded the attempts
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Movement: Running: 6m to follow him afterwards, remains unknown. Based on a few cryptic
statements he’s made he may be some relation to Jack Wylder of Team
Cost Powers END TALON, but Wylder claims to know nothing about him.
4 Good Eyes: +2 to PER Rolls with Sight Group 0 Personality/Motivation: The Grey Man is a laconic individual who
-6 Slow: Running -6m (6m total) seems totally focused on the job at hand: killing monsters. What
gave him this fanatic dedication to such a strange and dangerous
Skills task remains unknown. Most MHI employees think he lost his family
10 +2 with Firearms (possibly including his spotter’s parents) to a monster attack and is
16 Range Skill Levels: +8 versus the Range Modifier with determined to get revenge. Others believe he once committed some
Firearms great sin or evil deed, and is now trying to make up for it, while some
12 Targeting Skill Levels: +6 versus Hit Location Modifiers think he’s a former military sniper who’s just happy to keep using his
with Firearms skills in a good cause.
Quote: None. The Grey Man rarely says much of significance, other
2 Demolitions 10- than to tell Hunters where he’s setting up and so forth.
2 Language: Spanish (fluent conversation; English is Native) Powers/Tactics: The Grey Man is a highly skilled sniper — so skilled
3 Navigation 12- that some people in MHI are convinced he’s got some kind of military
and/or espionage background. He uses .308 and .338 rifles of his
3 Shadowing 12-
own design, the former with a four-shot clip and the latter requiring
3 Stealth 12- reloading after each shot. He loads them with frangible silver
2 TF: Ground Vehicles ammunition equivalent, in game terms, to MHI’s own silver ammo.
2 WF: Small Arms He favors head and neck shots, and can often take out a monster with
7 Weaponsmith 14- one well-placed bullet. If a creature shrugs off his shots and comes
after him he’ll flee as best he can, but he’s well aware that he can’t
Total Powers & Skills Cost: 60 move very quickly at his age and that he’s more likely to get lucky with
Total Cost: 131 an eye shot than by running away.
200 Matching Complications (50) Appearance: The Grey Man is a white male, 5’8” tall, apparently
15 Psychological Complication: Must Destroy Monsters in his sixties. His hair is grey-white, but he still seems to have most
(Common, Strong) of it. His skin is tanned and leathery from spending so much time
outdoors. He typically wears old grey Dickies work shirts and pants
10 Social Limitation: Harmful Secret (GM’s choice) (Infrequently, Major) and carries one of his custom-made sniper rifles.

14
Hell’s Horde

HARRISON “HARRY” GROLNICK Total Powers & Skills Cost: 64


Total Cost: 168
Val Char Cost Roll Notes
200 Matching Complications (50)
12 STR 2 11- Lift 133 kg; 2d6 HTH damage [1]
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
14 DEX 8 12-
10 Psychological Complication: Doesn’t Like Dogs (Common,
14 CON 4 12- Moderate)
10 INT 0 11- PER Roll 11- 20 Social Complication: Subject To Orders (Very Frequently, Major)
10 EGO 0 11-
Total Complications Points: 40
15 PRE 5 12- PRE Attack: 3d6 Experience Points: 0

6 OCV 15
EQUIPMENT
6 DCV 15
3 OMCV 0 STR
Weapon OCV RMod Damage STUN Shots Min Notes
3 DMCV 0
STI Ranger II +1 +1 2d6-1 +1 8 6
4 SPD 20 Phases: 3, 6, 9, 12
Remington +0 +0 2½d6 +1 8 10 2H, AE1,
870 P LR(40m),
6 PD 4 Total: 6 PD (0 rPD) RR, RP

8 ED 6 Total: 8 ED (4 rED) KRISS Vector +1 +1 2d6-1 +1 30 10 AF5,


SBR Supp (-5)
10 REC 6
AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5,
40 END 4 FS
15 BODY 5
Armor
40 STUN 10 Total Characteristics Cost: 104 MHI Body Armor (Resistant Protection (8 PD/8 ED))

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio
Movement: Running: 20m
Perception/Transmission)
Cost Powers END Gear: Small bag of dog biscuits
2 Demonhound’s Resilience: Resistant (+½) for 4 ED 0
10 Demonhound’s Resilience: Damage Negation (-3
DCs Energy)
0 HARRISON “HARRY”
Only Works Against Fire/Heat (-½) GROLNICK
8 Demonhound’s Speed: Running +8m (20m total) 1 Inspired by the ideas of Greg Cueto
5 Demonhound’s Eyes: Infrared Vision 0 Background/History: Harry Grolnick was pretty much your average
10 Demonhound’s Nose: Tracking Smell 0 guy. After graduating community college he got a job as a security
guard and was planning to apply to the police academy. But a strange
6 Demonhound’s Senses: +2 PER with all Sense Groups 0
encounter one night changed his mind — and his body.
Perks He was patrolling the grounds of the factory where he worked
when he saw a tall, thin man with a big dog approaching. He ordered
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit
the man to stop and leave the premises, but the man silently sicced
Skills his dog on him. Harry drew his gun and began firing — and the dog
3 Concealment 11- began breathing fire on him! To this day Harry’s not entirely sure what
happened. What he remembers is realizing the man had fled, he was
1 Criminology 8- out of bullets, and the dog was dead. He was covered with its... blood?
1 Forensic Medicine 8- goo? ichor? He wasn’t sure what to call it, but the stuff was all over him;
3 Gambling 11- some had even gotten in his mouth, and boy did it taste foul.
He figured he was certain to get interviewed by the papers and
2 KS: Crime And Mystery Novels 11-
make the national news, but then the MCB showed up and squelched
2 KS: MHI 11- that idea faster than a NASCAR driver. He was so annoyed by them
2 KS: Monsters 11- that he didn’t tell them that... things... were happening to his body.
2 KS: Werewolves 11- Ever since the fight he felt stronger and tougher, and his senses were
much more acute. He could even follow people by scent! He had no
2 TF: Ground Vehicles
idea where these new abilities came from, but he figured he could find
2 WF: Small Arms a way to make money with them somehow.

15
Hell’s Horde

He was right. When MHI came a-calling, he recognized a good SPECIAL AGENT
job offer when he heard it. This would be even better than being a GEOFFREY HENDRICKSON
cop! He made it through training easily, and after being made a full-
time employee he explained to Director Harbinger what he could do. Val Char Cost Roll Notes
Director Harbinger filed that useful piece of information away, and 13 STR 3 12- Lift 150 kg; 2½d6 HTH damage [1]
assigned Grolnick to Team Con Furia so he’d always have him on hand
13 DEX 6 12-
in Cazador in case he needed a skilled tracker.
Personality/Motivation: Harry Grolnick is a happy-go-lucky, live 15 CON 5 12-
life to the fullest kind of guy. He gets along well with most people, 20 INT 10 13- PER Roll 13-
particularly those who share his general attitude (like Trip Jones). 20 EGO 10 13-
However, the accident that gave him his canine-like senses also
gave him an intense dislike of dogs, wolves, foxes, and the like. If 20 PRE 10 13- PRE Attack: 4d6
he encounters one he feels compelled to establish dominance over
it, even if that means fighting it. As a result he avoids places where 5 OCV 10
he’s likely to meet or see dogs, and has become pretty knowledgeable
5 DCV 10
about werewolves.
Quote: ::sniff sniff:: “I can smell them over that way. Keep your lights 3 OMCV 0
low and follow me.” 6 DMCV 9
Powers/Tactics: Exposure to a hell hound’s ichor (especially the fact 4 SPD 20 Phases: 3, 6, 9, 12
that he ingested some of it) somehow gave Harry Grolnick canine
abilities. It sharpened his senses (particularly smell) and made him
much more resistant to fire, heat, and other forms of energy than 5 PD 3 Total: 5 PD (0 rPD)
most humans. He’s also a little stronger and faster than he used to be 5 ED 3 Total: 5 ED (0 rED)
without having to exercise regularly. 6 REC 2
As a Hunter, Grolnick pays attention to his commanders and
his teaching. He’s not aggressive enough to be the first guy in the 30 END 2
room most of the time, but he doesn’t hang back either. Everyone he’s 15 BODY 5
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

worked with has enjoyed the experience and had nothing but nice 30 STUN 5 Total Characteristics Cost: 113
things to say about him.
Ever since getting his “hell hound powers,” Grolnick has loved Movement: Running: 12m
the taste of dog biscuits and treats. He usually carries a small bag of
Cost Powers END
them to snack on.
Appearance: Harry Grolnick is a 5’8” tall white man with a shaggy 10 Unflappable: +20 PRE 0
head of dark brown hair. He used to be cleanshaven, but his hair now Only To Protect Against Presence Attacks (-1)
grows so fast that he has five o’clock shadow two hours after he shaves,
Perks
so he usually just lets a beard grow out a few inches and then chops it
off. He wears jeans and t-shirts when not in the field, and carries the 3 Fringe Benefit: Federal Police Powers
standard MHI weapons. 7 Fringe Benefit: Membership: MCB Special Agent
1 Fringe Benefit: Weapon Permit
Talents
5 Eidetic Memory
Skills
5 +1 with Firearms

3 Bureaucratics 13-
2 Combat Piloting 10-
1 Computer Programming 8-
3 Cryptography 13-
1 High Society 8-
1 KS: Arcane And Occult Lore 8-
2 KS: History 11-
3 KS: MCB 13-

16
Hell’s Horde

Skills For over a decade Hendrickson contemplated the unthinkable


aspects of nuclear war on a daily basis. In time he came to realize the
3 KS: Monsters 13- underground cables in the missile fields were woven to form symbols,
2 KS: US Military 11- and that there were strange patterns in the blast shadows on the rocks
3 Persuasion 13- at America’s nuclear weapons test sites. The day he came to work,
saw a liquescent black thing straining against an invisible barrier in
3 Stealth 12-
front of a NORAD blast door, and shrugged, certain persons in official
4 TF: Air Vehicles, Ground Vehicles circles realized his talents were being wasted. He soon found himself
2 WF: Small Arms honrably discharged from the Air Force and working for the Monster
Control Bureau.
Total Powers & Skills Cost: 64 Thanks to his ability to “see” things others seemingly cannot, and
Total Cost: 177 to accept the eldritch eeriness behind the facade of reality seemingly
200 Matching Complications (50) without going mad, Hendrickson was put in charge of the MCB’s
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching) “special projects” section, known to many agents as “the Nuthouse”
because of the sort of personalities assigned to it. Now he has passed
15 Psychological Complication: Ruthlessly Pragmatic, No
beyond contemplation of nuclear war to tasks far stranger. He audits
Matter The Cost To Himself Or Others (Common, Strong)
the feeds from the mad screaming muse chained in a shielded room
20 Social Complication: Subject To Orders (Very Frequently, under the Pentagon, trying to sift wisdom from the chaff of her ravings.
Major) He negotiates with the hags of the east, trading them the inexplicable
things they covet for their magical aid to help the MCB accomplish
Total Complications Points: 45
its goals. In a darkened room beneath a Colonial-era building in
Experience Points: 0
Washington he gazes into the preserved eyes of Grigoriy Rasputin to
take auguries of the future — probable, possible, impossible, fractal
EQUIPMENT futures. Then he advises Myers on the most likely courses of action to
prevent the destruction or conquest of Earth.
STR
Personality/Motivation: Even by the standards of the MCB and
Weapon OCV RMod Damage STUN Shots Min Notes
MHI, Geoffrey Hendrickson is something of an odd duck. He has

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Glock 20 +0 +0 1½d6 +0 15 6 a Gift, but his Gift is a subtle one: he can look at and understand
H&K MP7 +1 +1 2d6 +0 40 10 AF5 things that would cause other men to flee into the comforting depths
FN-F2000 +1 +2 2d6 +1 30 12 2H, AF5, FS of insanity. He’s utterly unflappable. It’s as if the things he’s seen have
simply burned out of him any ability to be impressed or concerned in
Armor an obvious way. The only person in the world less likely to be scared
MCB Body Armor (9 PD/9 ED) of something is Earl Harbinger — but even Harbinger gets shivers up
Gear: Fountain pen, smartphone his spine from things Hedrickson shrugs at, takes another sip of his
coffee, and goes on analyzing.
Hendrickson is ruthlessly pragmatic — for example, he sees no
SPECIAL AGENT moral dilemma in the British allowing the Nazis to bomb Coventry
so that the Germans wouldn’t realize their codes had been broken,
GEOFFREY nor in Roosevelt letting the Japanese destroy Pearl Harbor as a way
of motivating the Americans to get into the war. Both were absolutely
HENDRICKSON the right decision, in his opinion. He’s also a strong believer in the
Inspired by the ideas of Tom O’Hara principle of overkill. In his view the bombing of Dresden was an
Background/History: The Monster Control Bureau by its very nature excellent allocation of military resources, and he fully supported
has to deal with some highly unusual situations, and allocate the use Special Agent Myers’s use of nuclear weapons during the DeSoya
of some decidedly unconventional resources. The man in charge of Caverns incident (though he was intensely annoyed that Myers chose
making many of the MCB’s toughest decision, the only agent who to use such a small nuke).
sleeps even less than Dwayne Myers, is Geoffrey Hendrickson, the In a room full of bureaucrats Hendrickson is largely
Special Agent whose formal title is “Special Projects Officer.” unnoticeable... until you get close to him. Then, if you look carefully
Hendrickson began his career in service of the American public into his eyes, you can see the intensity he keeps bottled within,
by joining the United States Air Force out of college. Having proven the fanatic desire to protect the United States (and himself!) from
unsuitable for combat pilot training due to minor vision issues, he was everything that’s lurking out there beyond the comfortable realms
eventually assigned to serve as a Missile Combat Crew Commander of human perception. With one eye he always stares into the outer
at one of America’s strategic missile facilities. He was later reassigned blackness, with the other he looks around himself for a weapon to use
to “treaty verification” in conjunction with certain other government against whatever dwells there.
agencies he’s not allowed to name. He did so well at that job he was
recruited to work directly for NORAD.

17
Hell’s Horde

Special Agent Hendrickson despises Douglas Stark and has as Movement: Running: 1m
little to do with him as possible. He still reports to Special Agent Myers
as if Myers were the Director of the MCB. Stark would have fired him Leaping: 0m
long ago, but even he realizes Hendrickson is basically irreplaceable; Cost Powers END
just one of the duties Hendrickson performs would drive most men
13 Drags You Down Into Itself: Entangle 4d6, 4 PD/4
mad. Agent Stricken’s attempts to lure Hendrickson to STFU have
ED
been met with blank stares and passive denial.
Quote: “Intel indicates a 67% probability of the destruction of Lockout (a killsand can only have one Entangle in use
at a time; -½), No Range (-½), Feedback (killsand
Arizona, New Mexico, and possibly West Texas unless the MCB takes takes all damage done to Entangle; -1)
appropriate action within 24 hours. I’m gonna get some more coffee;
5 Strangling And Crushing: +10 STR 1
anyone else want a cup?”
Powers/Tactics: Special Agent Hendrickson still retains some of the Only For Grabs (-1)
skills he developed during Air Force (and later MCB) training, but the 4 Tough Form Resistant (+½) for 4 PD/4 ED 0
truth is he’s an office agent, not the sort of person who goes into the 30 Tough Form: Damage Negation (-6 DCs Physical) 0
field very often. He deals with problems by studying them, analyzing
10 Tough Form: Damage Negation (-2 DCs Energy) 0
them, and developing a counter-strategy, not by shooting them. But
he carries his Glock 20 (or some other handgun) with him everywhere 21 Unusual Body: Life Support (Self-Contained 0
he goes — he knows that sooner or later the darkness will come for Breathing; Diminished Eating: once per week;
him and he refuses to be taken alive. When the time comes he’ll put a Immunity: all diseases and poisons)
bullet in his own brain, praying all the time that in the next world he’ll 10 Unusual Body: No Hit Locations (see text) 0
be safe from the things that threaten this one. 10 Unperturbable: +20 PRE 0
Appearance: Special Agent Geoffrey Hendrickson was once a fit,
Only To Protect Against Presence Attacks (-1)
athletic, handsome man. But that was too many years and too many
horrors ago. Now he’s washed out, pallid from spending all his time -11 Slow: Running -11m (1m total)
underneath flourescent lights, and paunchy; what little hair he has -2 Poor Leaper: Leaping -4m (0m total)
left is going grey. He almost always looks exhausted; he drinks coffee
practically non-stop. He usually speaks in an unwavering monotone, Skills
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

displaying no emotion even when describing the most horrific things 6 +3 OCV with Drags You Down Into Itself
imaginable.
9 Stealth 14-
KILLSAND
Total Powers & Skills Cost: 105
Val Char Cost Roll Notes Total Cost: 150
20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2]
175 Matching Complications (50)
12 DEX 4 11-
15 Physical Complication: Near-Human Intelligence
18 CON 8 13- (Frequently, Slightly Impairing)
8 INT -2 11- PER Roll 11- 20 Physical Complication: Very Limited Manipulation
5 EGO -5 10- (Frequently, Greatly Impairing)
10 PRE 0 11- PRE Attack: 2d6 0 Physical Complication: Human Size
20 Vulnerability: 2 x BODY from Fire (Common)
5 OCV 10 20 Vulnerability: 2 x STUN from Fire (Common)
4 DCV 5
Total Complications Points: 50
2 OMCV -3 Experience Points: 0
2 DMCV -3
2 SPD 0 Phases: 6, 12
KILLSAND
7 PD 5 Total: 7 PD (4 rPD) Inspired by the ideas of Michael Putlack
Ecology: A killsand is a swamp-dwelling carnivore that obtains its
6 ED 4 Total: 6 ED (4 rED)
prey by trickery. It looks like a patch of ordinary quicksand or deep
8 REC 4 mud (the more it’s fed, the larger it tends to be). It waits until a hapless
35 END 3 victim steps on or falls into it, then “grabs” the victim to pull him
10 BODY 0 down and “drown” him within itself.
Personality/Motivation: Normal animal motivations.
30 STUN 5 Total Characteristics Cost: 45

18
Hell’s Horde

Powers/Tactics: A killsand’s only attack is its ability to “grab” Cost Powers END
onto someone with its strong, sticky “hands” (more like very
short pseudopds) and pull them into itself to suffocate. (Due to its 37 Undead Vitality: Life Support: Total (except 0
appearance it usually receives a Surprise Move bonus for its first Diminished Eating; including Longevity: Immortality)
attack.) While inside a killsand the victim is Entangled and is subject 4 Swift: Running +4m (16m total) 1
to the “Holding Breath and Drowning” rules from the MHI RPG. If 3 Lapir’s Senses: +1 PER with all Sense Groups 0
he breaks free (or is broken free from) the Entangle, he’s clawed his
5 Lapir’s Eyes: Nightvision 0
way back to the surface and can breath once more — at least until the
killsand drags him down again. 12 No Bones: Stretching 2m, x4 body dimensions 1
The killsand has the No Hit Locations Automaton Power, even Skills
though it’s not an Automaton, to reflect the unusual nature of its body.
The best way to attack it is with fire, which kills it quickly. 16 +2 HTH
Appearance: A killsand appears to be a seemingly ordinary patch of
quicksand or deep mud. 30 Skills and Talents (abilities and interests in life, or learned
since undeath)
LAPIR 3 Climbing 13-
5 Stealth 14-
Val Char Cost Roll Notes
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1] Total Powers & Skills Cost: 201
18 DEX 16 13- Total Cost: 381
18 CON 8 13- 175 Matching Complications (50)
15 INT 5 12- PER Roll 12- 0 Physical Complication: Human Size
18 EGO 8 13- 15 Physical Complication: can be fought off with Faith (see
text; Infrequently, Greatly Impairing)
20 PRE 10 13- PRE Attack: 3d6
10 Psychological Complication: Considers Humanity Cattle
(Common, Moderate)

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
6 OCV 15
Total Complications Points: 25
6 DCV 15
Experience Points: 231
3 OMCV 0
7 DMCV 12
6 SPD 40 Phases: 2, 4, 6, 8, 10, 12 LAPIR
Inspired by the ideas of Boris
10 PD 8 Total: 10 PD (4 rPD) Ecology: Lapirs are a vampire-like creature found in the Balkans
(though a few have “emigrated” to other countries and regions).
10 ED 8 Total: 10 ED (4 rED) Like a vampire it sucks blood (of both humans and animals) for its
10 REC 6 sustenance. Victims of its attacks do not become vampires themselves
40 END 4 upon death, though; a lapir is created under certain conditions when
a burial isn’t properly performed, or when the deceased is a wizard
15 BODY 5
or witch.
50 STUN 15 Total Characteristics Cost: 180 According to legend horses and oxen can easily sense the
presence of a lapir. This makes them uneasy, and if it gets too close
Movement: Running: 16m
they’ll flee if they can.
Cost Powers END Personality/Motivation: Lapirs are just as cruel and evil as vampires.
10 Claws: HKA ½d6 (1½d6 with STR) 1 They look on human beings as nothing but fodder, and think nothing
of committing the most heinous acts, even against people who were,
7 Fangs: HKA ½d6 1 in life, their family or close friends.
No STR Bonus (-½) Powers/Tactics: A lapir is similar to a vampire, though weaker in
15 Drink Blood: RKA 1d6 0 most respects. (On the other hand, it also lacks most of the vampire’s
Constant (+½), Reduced Endurance (0 END; +½); No weaknesses and vulnerabilities.) It’s at least twice as strong as
Range (-½), Fangs Must Do BODY First (-½) most humans, and has both fangs and claws as natural weapons.
50 Undead Body: Damage Negation (-5 DCs Physical 0 Furthermore its body has no bones, allowing it to stretch itself for
and Energy) short distances and to fit through tiny openings.
Appearance: A lapir looks like a short human, though its body is
4 Undead Body: Resistant (+½) for 4 PD/4 ED 0
covered from head to foot with long, thick, black hair. Its teeth are
long and sharp, and its eyes a burning red.

19
Hell’s Horde

TODD McLAWHORN, JR. Total Powers & Skills Cost: 58


Total Cost: 163
Val Char Cost Roll Notes
200 Matching Complications (50)
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching)
13 DEX 6 12-
20 Social Complication: Subject To Orders (Very Frequently,
17 CON 7 12- Major)
10 INT 0 11- PER Roll 11-
Total Complications Points: 30
10 EGO 0 11- Experience Points: 0
15 PRE 5 12- PRE Attack: 3d6
EQUIPMENT
7 OCV 20
5 DCV 10 STR
Weapon OCV RMod Damage STUN Shots Min Notes
3 OMCV 0
STI Ranger +1 +1 2d6-1 +1 8 6
3 DMCV 0 II
3 SPD 10 Phases: 4, 8, 12 Remington +0 +0 2½d6 +1 8 10 2H, AE1,
870 P LR(40m),
RR, RP
8 PD 6 Total: 8 PD (0 rPD)
KRISS +1 +1 2d6-1 +1 30 10 AF5,
8 ED 6 Total: 8 ED (0 rED) Vector SBR Supp (-5)
8 REC 4 AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5, FS
40 END 4 Combat +0 +0 1d6 +0 — 8 Can Be
Knife Thrown
20 BODY 10
44 STUN 12 Total Characteristics Cost: 105 Armor
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

MHI Body Armor (Resistant Protection (8 PD/8 ED))


Movement: Running: 15m
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio
Cost Powers END Perception/Transmission)
8 Hits Hard: HA +2d6 1 Gear: Gun magazine
Hand-To-Hand Attack (-¼)
3 Fast: Running +3m (15m total) 1 TODD McLAWHORN, JR.
Perks Inspired by the ideas of Alixandra Greene
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit Background/History: Todd McLawhorn, Jr. (never forget the Jr.,
it upsets his dad) is a back-country fellow from south Mississippi.
Skills After attending the University of Southern Mississippi on a football
10 +2 with Firearms scholarship, he returned home and got a job on a construction crew.
His life took a turn for the unusual when his truck broke down on
8 Range Skill Levels: +4 versus the Range Modifier with Firearms
a lonely road and a Mississippi swamp monster thought he’d make
4 Targeting Skill Levels: +2 versus Hit Location Modifiers with Firearms a delicious snack. He killed that critter using a welding torch, thus
earning himself a visit from the MCB.
3 Climbing 12- That scared him pretty good — but then MHI sent a recruiting
3 Fast Draw 12- team to visit him. He jumped at the chance to pursue higher-paying
work that would let him indulge his love of firearms and shooting.
2 KS: Firearms 11- After he made it through training with flying colors, Director
2 KS: Football 11- Harbinger assigned him to Team Cassidy.
2 KS: MHI 11- Personality/Motivation: McLawhorn is an enthusiastic, happy-go-
2 KS: Monsters 11- lucky kind of guy — a bit of a bull in a china shop at times, but his
heart’s in the right place. Some people in MHI tend to think he’s a tad
2 PS: Construction Worker 11- slow, but he’s not. He just isn’t as intense and driven as many of his
2 Stealth 10- colleagues. But when it comes down to it, he’s as serious about killing
2 TF: Ground Vehicles monsters as his co-workers. He’s found that he really enjoys having a
job with purpose to it. Still, an awful lot of his personal stories begin
2 WF: Small Arms
with, “It thought it probably wasn’t a good idea at the time, but I
figured, what the hell, it sounds life fun, so I...”.

20
Hell’s Horde

McLawhorn loves big guns and has a serious case of “Abomination IN GAME TERMS
envy.” He has a habit of following Milo Anderson around and trying to
“charm” him into making him his own special weapon. So far Milo’s In HERO System terms, the Nail-Driving Pistol of Barnabas the Mad
not falling for it. is a .22 caliber bolt action pistol — it has to be reloaded after each
Quote: “C’mon, man, with a gun like that I could really kick monster shot. Reloading it requires a Full Phase Action (at the GM’s option,
ass!” a character who succeeds with a Fast Draw roll can reduce this to a
Powers/Tactics: McLawhorn has been shooting since he was a kid, Half Phase Action). It does RKA 1d6 damage with a STR Minimum of
and MHI training has only honed his skills. At this point he’s an 6, but has +1 OCV, +6 versus the Range Modifier, and +6 versus Hit
expert marksman, and with some serious practicing could become Location modifiers. Thus, even though it does relatively little damage
a top-notch sniper. There’s nothing especially noteworthy about his in and of itself, a trained user can easily shoot targets in the eye or
performance on the job — he’s just one of the many solid, strong- other vulnerable spots, making the gun much more effective than its
willed, ready for action MHI employees who are the backbone of the low caliber indicates.
company.
Appearance: Todd McLawhorn, Jr. is a pretty big guy: 6’2” tall, 240
pounds of solid muscle, with black hair. In the field he wears his MHI PEOPLE FOR THE
body armor (complete with Team Cassidy patch) and carries his AR-
10 assault rifle. ETHICAL TREATMENT OF
EXOTIC RACES (PETER)
Inspired by the ideas of Rabbit Boyett
THE NAIL-DRIVING People for the Ethical Treatment of Exotic Races (PETER) is an
American “exotic races” organization based out of San Francisco,
PISTOL OF BARNABAS California. (PETER loathes the politically incorrect term “monster,”
arguing that it’s not only unfairly pejorative, but incorrect in many
THE MAD cases.) It’s led by the charismatic and passionate Emile D. Goldman,
Inspired by the ideas of Ruben Smith-Zempel who serves as the organization’s international president (for which he
receives a six-figure annual salary). It claims to be the largest exotic

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Over a hundred years ago an unbalanced wizard and alchemist named
Jonas Barnabas became obsessed with killing a demon he thought races rights group in the world, and that’s probably true — though
was tormenting him. He decided that if he could make a gun that was with the MCB watching it like a hawk, it doesn’t make that claim
accurate enough, he could hit and kill anything. Whether that idea is loudly or publicly.
valid is a matter of debate among certain members of the Hunting Founded on September 13, 1964 by billionaire Emile
World, but there’s no denying that Barnabas created a strange and Goldman and fellow wealthy activist Christian Rand, PETER first
powerful weapon. gained notoriety (to the extent one can use that term to refer to
He started with a Winchester 1902 bolt-action pistol, a special an organization that advocates about something the government
Winchester factory prototype. Using his alchemical arts, he forged keeps secret) in the summer of 1975 during what became known
a new barrel for it out of what looks like gunmetal but is in truth as the Golden Gulf Devil Monkey case. This was a dispute about
an alloy that doesn’t normally exist in Earth’s dimension. He also experiments being conducted on five devil monkeys inside the
manufactured other replacement parts for the pistol, some of which government’s top-secret Monster Research Institute in Golden Gulf,
aren’t a part of regular pistols. After affixing the barrel and other parts Oregon. How PETER found out about the MRI and what was going on
to the stock, he enchanted the whole thing with powerful Spells of there is unknown (the authorities suspected an inside leak, but could
accuracy, retribution, and protection. never prove anything). Since then PETER’s worked tirelessly to halt
Unfortunately for him, Barnabas never had the chance to use any scientific experimentation on monsters — and to discredit and
the Nail-Driving Pistol — the strain of so much intense work and demonize monster hunters.
spellcasting caused him to have a fatal heart attack not long after he According to PETER’s philosophy, as expressed in its slogan,
completed the ritual. His heirs found the pistol and, not realizing its “They Were Here First.” The Old Ones, the Fey, vampires, werewolves,
importance, sold it to a gun dealer. Since then the Nail-Driving Pistol orcs, zombies — all of them pre-date mankind (the illogic of undead
has passed through many hands; some owners knew of (or eventually preceding humanity aside). Thus they have “first claim” on the planet.
learned) of its power and treasured it highly; others considered it They’re simply misunderstood; humans can and must work harder
only a rare, collectible, valuable antique firearm. It hasn’t been seen to better live with exotic races in harmony and understanding.
or catalogued since being sold to a mysterious collector at auction in According to PETER, monsters prey on humans because they have no
1987. other choice; if they were treated properly, and/or left to their native
environments, they’d find other sources of food.
Because of the US government’s policy of keeping the existence of
the supernatural secret, PETER operates primarily behind the scenes.
It lobbies politicians in the know to expand exotic races’ rights, files
amicus briefs when courts consider cases pertaining to exotic races,
and so on. The organization focuses on three core activities:

21
Hell’s Horde

1) Discrediting professional monster hunting and the people who do THOMAS ROBERTSON
it. PETER has enough political connections that even the MCB’s
sometimes pressured to go a little overboard in coming up with Val Char Cost Roll Notes
cover stories to prevent anything positive being said about people 12 STR 2 11- Lift 133 kg; 2d6 HTH damage [1]
who kill monsters for a living. In more than one case this has 13 DEX 6 12-
effectively ruined the lives of survivors of monster attacks.
2) Increasing support for monsters in the general public through 15 CON 5 12-
various entertainment endeavors. PETER’s work in the 18 INT 8 13- PER Roll 13-
entertainment industry really began to take off in the Nineties 14 EGO 4 12-
and is responsible for most of the “vampires are beautiful, wise
15 PRE 5 12- PRE Attack: 3d6
creatures who just need to be understood” entertainment out there.
3) Garnering support for anti-hunting legislation. Political advocacy
by PETER was partly responsible for the suspension of the PUFF 6 OCV 15
bounty system in the late Nineties. 6 DCV 15
3 OMCV 0
THE EXOTIC RACES LIBERATION 5 DMCV 6
FRONT 4 SPD 20 Phases: 3, 6, 9, 12
An extreme militant offshoot of PETER, the ERLF (Exotic Race
Liberation Front), has been known to sabotage monster hunter 5 PD 3 Total: 5 PD (0 rPD)
to varying degrees — everything from exposing their presence 5 ED 3 Total: 5 ED (0 rED)
to vandalizing their equipment. PETER representatives publicly 6 REC 2
denounce the actions of the ERLF, but the ERLF is a little too well-
funded for many people to believe the two organizations aren’t 30 END 2
associated somehow. 15 BODY 5
The US government formally considers the ERLF a terrorist 36 STUN 8 Total Characteristics Cost: 109
organization. However, law enforcement efforts to stop the Front have
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

been spotty at best. For one thing, the government’s policy of secrecy Movement: Running: 14m
about the supernatural means it can’t acknowledge the existence
Cost Powers END
of the ERLF in any formal way or devote significant resources to
bringing it to justice. Usually the job falls to the MCB, and the Bureau 2 Fast: Running +2m (14m total) 1
usually has far more important things to do, particularly since the Perks
ERLF has never stepped over the line and broken the laws of secrecy.
3 Fringe Benefits: Weapon Permit; Concealed Weapon Permit
Furthermore, the ERLF has learned to play the terrorism game well.
It operates through a series of autonomous cells who communicate Skills
using encrypted modern methods. and seems on the surface to be 3 Computer Programming 13-
mostly leaderless. Stopping one cell often has little impact on the
organization as a whole. 3 Cryptography 13-
The ERLF’s efforts against hunters vary from minor annoyances 3 Deduction 13-
to potentially fatal sabotage. A few examples of some of their tactics: 1 Demolitions 8-
following teams on a mission and making as much noise as possible 3 Electronics 13-
to alert the monsters; calling in false monster sightings to hunters to
2 Fast Draw 10-
distract them from actual menaces; talking to hunters “off the record”
in a casual environment and posting the resulting secretly taped 2 Inventor 10-
footage online under the hunter’s names to get their PUFF charter 2 KS: Computers And Software 11-
revoked; tipping off local law enforcement about hunter teams 2 KS: MHI 11-
carrying unlawful weapons (which even if the hunters can prove 2 KS: Monsters 11-
lawful ownership and use, the delay usually means the team’s targets
1 Lockpicking 8-
escape); and deliberately infiltrating silver ammo manufacturer’s
factories and replacing ammo so what hunters believe is silver ammo 1 Mechanics 8-
turns out to be nothing but regular rounds (not a good thing to find 3 PS: Crossword Puzzles 13-
out when fighting werewolves). 3 Security Systems 13-
3 Stealth 12-
5 Systems Operation 14-
2 TF: Ground Vehicles
2 WF: Small Arms

22
Hell’s Horde

Total Powers & Skills Cost: 48 An inveterate tinkerer who’s convinced he can improve just
Total Cost: 157 about any sort of gadget, Robertson has recently been working on a
200 Matching Complications (50) communication system to let MHI send local text messages to each
10 Hunted: MCB (Infrequently, Mo Pow, NCI, Watching) other even when the MCB jams voice signals, a linked set of video
10 Psychological Complication: Tinkerer; Can’t Resist Trying Togear for teams to attach to their helmets to provide the commander
“Improve” Gadgetry (Common, Moderate) with a view of what everyone sees, and an in-building location system
20 Social Complication: Subject To Orders (Very Frequently, to keep track of Hunters similar to what firemen use. He’s making
Major) progress, though he hasn’t had the breakthroughs he needs just yet.
Total Complications Points: 40 He’s also spent a lot of time hanging around with Milo Anderson, and
Experience Points: 0 learned a bit about demolitions work and mechanical engineering in
the process. Realizing what a tinkerer Robertson is, Milo has so far
EQUIPMENT refused to teach him gunsmithing because he doesn’t want Robertson
“improving” his firearms, only to have them stop working in the
STR middle of a fight.
Weapon OCV RMod Damage STUN Shots Min Notes Personality/Motivation: Robertson is an optimistic, cheerful guy
STI Ranger +1 +1 2d6-1 +1 8 6 who can become just about anyone’s friend (though some people find
II his sunny attitude annoying if exposed to it too much). His hobbies
Remington +0 +0 2½d6 +1 8 10 2H, AE1, include tinkering with gadgets (see above) and working crossword
870 P LR(40m), puzzles. He sometimes peppers his conversation with references to
RR, RP the puzzles, and occasionally can use something he learned from a
KRISS +1 +1 2d6-1 +1 30 10 AF5, Supp puzzle to help his team.
Vector SBR (-5) Quote: “What’s a two-letter word for “kicks your ass”? That’s right
AR-10 +1 +0 2d6+1 +1 20 12 2H, AF5, — ME!”
FS Powers/Tactics: Robertson has received the standard MHI
Combat +0 +0 1d6 +0 — 8 Can Be training and is more than capable of holding his own in a fight.
Knife Thrown However, he usually prefers to use his skills to maintain MHI’s local
communications net, man whatever sensing equipment it has, and

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Armor so forth. Sometimes his ability to keep the team members in contact
MHI Body Armor (Resistant Protection (8 PD/8 ED)) with one another has meant the difference between success (and a fat
MHI Earplugs (Hearing Group Flash Defense (10 points); Radio PUFF bounty payment) and holding several Hunters’ Funerals.
Perception/Transmission) Appearance: Thomas Robertson is an athletic black male, 5’11” tall.
Gear: Electronics kit, walkie-talkie, smartphone When not armored up for a mission, he prefers to wear jeans, t-shirts,
and sneakers; when working he often has some sort of tool belt on as

THOMAS ROBERTSON well.

Inspired by the ideas of Thomas Strayhorn


Background/History: Thomas Robertson was a software engineer THE SCEPTER OF SET
at a company in Virginia that makes tactical radios for the police Inspired by the ideas of James Renfroe
and military. He loved his job, but then one month in the dark of During the French Campaign in Egypt (1798-1801), the French forces
the moon a flock of small but vicious bat-winged creatures built a (and the Commission des Sciences et des Artes which at one point
nest in his ham radio tower and started to eat his neighbors. He did joined them) made many amazing discoveries. The best known of
a little amateur detective work, figured out what was going on, and these is the famed Rosetta Stone, which made it possible for modern
formulated a plan to deal with it (since he knew the cops wouldn’t man to translate the ancient Egyptian hieroglyphics. But the most
believe monsters had committed the killings). He cut the guy-wires powerful and dangerous of these items is one that has remained a
and collapsed the tower, then he and his German Shepherds Bailey secret ever since.
and Daisy killed all the monsters. He used an old Colt M1911 .45 ACP In 1800, a Commission archaeologist investigating what
pistol and his grandfather’s double-barreled shotgun to get the job seemed to be a minor tomb uncovered a strange, elaborately-made
done. sarcophagus. The name inscribed on the tomb walls — Ophren-Katha
A visit from the MCB soon followed. Robertson didn’t entirely — did not match that of any known pharaoh or official, but based on
believe their threats, but then MHI showed up with a job offer. the luxuriousness of his burial the man was certainly important. Upon
Jumping at the chance, he quit his job and went to Cazador, where opening the sarcophagus, the archaeologist discovered a remarkably
he made it through training without too much trouble. (MHI allowed well-preserved mummy clutching a was scepter — a staff-like object
him to bring Bailey and Daisy along, though they don’t go with him associated with the Egyptian gods, with a strange animal’s head on
on missions.) He’s currently assigned to Team Con Furia. top and a bifurcated foot. Even to the archaeologist’s dry, scientific
mind, the scepter seemed to pulse with power.

23
Hell’s Horde

He took the staff to his commanding officer, who in turn passed SEWER SQUID
it up the chain of command until it came into the possession of the
Emperor Napoleon himself. Its power, combined with Napoleon’s Val Char Cost Roll Notes
own tactical genius, made him unbeatable on the battlefield for many 20 STR 10 13- Lift 400 kg; 4d6 HTH damage [2]
years. But the Scepter of Set — for the necromancer Ophren-Katha 15 DEX 10 12-
who’d created it had dedicated it to the god of evil and darkness —
was a fickle servant, and it hated the cold weather. So when Napoleon 22 CON 12 13-
invaded Russia the Scepter turned on him, abandoning him to his 8 INT -2 11- PER Roll 11-
own folly. Defeat soon followed. 8 EGO -2 11-
Napoleon took the Scepter into exile with him, and brought it
25 PRE 15 14- PRE Attack: 5d6
back for the Hundred Days. By the time he died on St. Helena in 1821,
his servants and attendants had become convinced the Scepter was
cursed, and that it even slowly poisoned him to his death. Accordingly 7 OCV 20
they arranged for Napoleon to be buried in not one but four coffins — 5 DCV 10
first a tin one, then a mahogany one, then a lead one, and finally an
2 OMCV -3
outer mahogany coffin over the other three — to seal the Scepter in
with him forever. 2 DMCV -3
Such, alas, was not to be. When the coffins were opened in 1840, 4 SPD 20 Phases: 3, 6, 9, 12
Napoleon’s extremely well-preserved corpse was inside — but the
Scepter of Set had vanished. Since then, no one can say for sure where
it is or who has it. But experts on the occult have no doubt it’s out 10 PD 8 Total: 10 PD (4 rPD)
there somewhere, working its evil will for purposes known only to 10 ED 8 Total: 10 ED (4 rED)
itself... or to Set. 12 REC 8
45 END 5
IN GAME TERMS 22 BODY 12
In HERO System terms, the Scepter of Set provides the following 60 STUN 20 Total Characteristics Cost: 148
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

powers to its wielder:


Movement: Running: 2m
Cost Power
Swimming: 24m
5 Aura Of Power: +15 PRE; OAF (-1), Only For Presence
Attacks (-1) Cost Powers END
25 Aura Of Command: Mind Control 10d6; OAF (-1) 15 Barbed Tentacles: HKA 1d6 (2d6+1 with STR) 1
7 Aura Of Battle Wisdom: Tactics (INT Roll +6); OAF (-1) 4 Tough Skin: Resistant (+½) for 4 PD/4 ED 0
8 Heavy: Knockback Resistance -8m 0
Total cost: 37 points.
Additionally, if buried with someone, the Scepter preserves the body 8 Squid’s Body: Swimming +24m (28m total) 1
so that it only decays roughly one year’s worth for every century that -10 Mostly Swims: Running -10m (2m total)
passes. If the GM permits Spells or powers in his campaign that can 6 Squid’s Senses: +2 PER with all Sense Groups 0
raise the dead, and those abilities require a Skill Roll (or have a chance 10 Eye On Its Tentacles: Increased Arc Of Perception 0
to fail), the Scepter adds +4 to any such rolls (or similarly reduces the (360 Degrees) for Sight Group
chance of failure).
5 Can Breathe Air: Life Support (Expanded 0
The Scepter is quasi-intelligent and prefers warm climates (like
Breathing: can breathe in air as well as water)
the Egyptian desert in which it was created). If forced to spend large
amounts of time in cold places, it may retaliate by withdrawing its 4 Tentacles: Extra Limbs 0
powers from its possessor (base 8- chance for a temperate climate Limited Manipulation (-¼)
similar to Europe or northern North America, increasing steadily as
Talents
one goes further north, and also increasing by a minimum of 1 per
year it’s kept in such areas). 4 Environmental Movement: Aquatic Movement (no
The Scepter’s made of ebony and is very difficult to damage in any penalties underwater)
way. When carrying or using it the wielder seems to hear it whisper, Skills
ever so faintly, in his ear in strange languages that he shouldn’t
understand but somehow does. He can never be entirely sure whether 4 +2 OCV with Grab
major decisions he makes are his own — or the promptings of the
Scepter. 3 Stealth 12-

Total Powers & Skills Cost: 61


Total Cost: 209

24
Hell’s Horde

175 Matching Complications (50) SHADOW LURKER


15 Physical Complication: Enormous (up to 13m long; +4 Val Char Cost Roll Notes
OCV for others to hit, +4 to PER Rolls for others to perceive) 15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
(Frequently, Slightly Impairing)
18 DEX 16 13-
15 Physical Complication: Near-Human Intelligence 18 CON 8 13-
(Frequently, Slightly Impairing)
16 INT 6 12- PER Roll 12-
20 Physical Complication: Very Limited Manipulation 16 EGO 6 12-
(Frequently, Greatly Impairing)
20 PRE 10 1x- PRE Attack: xd6
Total Complications Points: 50
Experience Points: 34 6 OCV 15
8 DCV 25

SEWER SQUID 7
7
OMCV
DMCV
12
12
Inspired by the ideas of Jason Walters 4 SPD 20 Phases: 3, 6, 9, 12
Ecology: Descended from the giant squid which inhabits the depths
of the world’s oceans, the Sewer Squid (Architeuthis cloaca) is found
in such large and ancient metropolises as London, Paris, Istanbul, and 8 PD 6 Total: 8 PD (4 rPD)
Rome. As its name suggests, the Sewer Squid is cunning nocturnal 8 ED 6 Total: 8 ED (4 rED)
predator which lives in vast, crumbling sewer and water drainage 10 REC 6
systems. During the day it lies hidden beneath the surface of pools 45 END 5
of sewage deep within forgotten tunnels and cisterns. But on rainy 17 BODY 7
night it climbs slowly upward, squeezing through passages and pipes
40 STUN 10 Total Characteristics Cost: 175
until its entire bulk is crouched beneath a single manhole cover or a
particularly large storm grate. It then pushes two or three of its arms Movement: Running: 12m
through so that it can watch for a lone passerby to snatch from an

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
inconspicuous position close to the ground. When it spots likely prey Cost Powers END
within range of its tentacles, it flings the cover or grate open with its 5 Inspire Fear: +10 PRE 0
arms, grabs him with its terrible tentacles, and then pulls its hapless Only For Fear-Based Presence Attacks (-1)
victim to his doom deep within the most wretched bowels of the city. 40 Illusions Of Fear: Mental Illusions 12d6 6
Sewer Squid have relatively slow metabolisms, requiring only Effectiveness Depends On Fear (see text; -½)
one or two victims the size of an adult human each month to survive. 4 Tough: Resistant (+½) for 4 PD/4 ED 0
They are territorial and solitary, with no more than three or four 20 Hiding In Shadows: Invisibility to Sight Group 0
adults of the species inhabiting a single metropolitan area at one Reduced Endurance (0 END; +½); Only In Shadows/
time. (They are also hermaphroditic, needing no other member of the Darkness (-½)
species to reproduce.) Sewer squid are believed to be responsible for 20 Travel Through Shadows: Teleportation 30m 3
the mysterious disappearances of street people in many of the world’s Only Through Shadows/Darkness (-½)
oldest cities.
15 Read Emotions: Detect Emotions 15- (no Sense 0
Personality/Motivation: Normal animal motivations, though for an
Group), Range, Sense
animal it’s unusually intelligent and cunning.
Powers/Tactics: A sewer squid attacks with the razor-sharp, hook- 22 Child Form: Shape Shift (see text) 0
Reduced Endurance (0 END; +½)
shaped barbs on the ends of its tentacles. Typically it Grabs a target
with one of their tentacles, then uses another to claw the victim to Skills
death while he struggles futilely to escape. (It eats the flesh with
3 Concealment 12-
a beak it extrudes from its central mass; the beak isn’t useful in
combat.) Since it has an eye on the end of each tentacle, surprising a 3 Stealth 13-
sewer squid is next to impossible.
Total Powers & Skills Cost: 132
Appearance: A sewer squid can grow up to 13 meters (40 feet) in
Total Cost: 307
length, with ten tentacles that can be as long as five meters (16 feet).
However, unlike its ocean-going ancestor, its mantle is eyeless and 175 Matching Complications (50)
narrow, giving it an almost serpentine appearance when it moves 15 Psychological Complication: Must Inspire Fear In Others
through the fetid waters. Instead, it has smaller but highly sensitive (Common, Strong)
eyes on the ends of its eight arms, and its two tentacles are tipped with
dozens razor-sharp claws resembling barbed fishhooks. It has mottled Total Complications Points: 15
green-and-brown coloration helps conceal it within its native habitat. Experience Points: 167

25
Hell’s Horde

SHADOW LURKER Val


5
Char
PD
Cost
3
Roll Notes
Total: 5 PD (1 rPD)
Inspired by the ideas of Ryan Miesen
4 ED 2 Total: 4 ED (1 rED)
Ecology: A shadow lurker is a humanoid monster that preys on
humans. Monster experts have yet to determine whether it’s a 6 REC 2
singular individual or a species, though its presence in multiple 30 END 2
places over decades (if not centuries) argues in favor of it being a 13 BODY 3
species. Researchers have also found references to a shadow lurker- 30 STUN 5 Total Characteristics Cost: 109
like creature in ancient texts.
A shadow lurker seems to feed upon fear. It seems to prefer Movement: Running: 12m
not to kill, but rather sustains itself by inspiring panic and even Cost Powers END
driving people mad. It particularly enjoys attacking schools, asylums,
hospitals, isolated mansions full of people trapped there by a sudden 15 Fangs: HKA ½d6 (1d6+1 with STR) 0
blizzard, and other places where people tend to be weak and have Reduced Endurance (0 END; +½)
limited ability to flee. 2 Gun Strength: +5 STR 0
Personality/Motivation: Uncertain. A shadow lurker is clearly Reduced Endurance (0 END; +½); Only To Meet The
motivated to ensure its own survival by (a) hiding from humans, STR Minimum For Firearms (-2)
while (b) feeding off human fear. What motivations it may have 1 Orcish Hide: Resistant (+½) for 1 PD/1 ED 0
beyond that have not yet been determined, and if it’s a species may
5 Orcish Eyes: Nightvision 0
vary from individual to individual.
Powers/Tactics: A shadow lurker has many powers that enhance 3 Orcish Senses: +1 PER with all Sense Groups 0
its ability to feed of peoples’ fear. It can sense emotions, and is
Skills
particularly skilled at sensing fear (which its very appearance can
inspire). Once it knows what a person fears, it uses its power to create 30 +6 with Firearms
illusions to cause a person to feel that fear. (If it hasn’t successfully 24 Range Skill Levels: +12 versus the Range Modifier with
used Read Emotions on a target of its Mental Illusions power, it can Firearms
only use Mental Illusions at half effect.)
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

16 Targeting Skill Levels: +8 versus Hit Location Modifiers


A shadow lurker’s name comes from the fact that it has certain with Firearms
powers that only work in shadows or darkness. First, it can merge
with the shadows to become invisible; second, it can travel from one
patch of shadow to another within 30m without passing through the 9 Fast Draw 16-
intervening space. (These patches of shadow have to be big enough to 2 KS: Firearms 11-
cover its entire body.) 3 Stealth 13-
Appearance: A shadow lurker usually looks like a child around
ten years old, typically wearing pajamas from many years past. But 6 WF: Common Melee Weapons, Small Arms, Uncommon
this is just a disguise; in its true form it’s taller and lankier, and Modern Weapons
when a human looks at it it’s edges seem “soft,” as if fading into the Total Powers & Skills Cost: 116
surroundings in light. Total Cost: 225
200 Matching Complications (50)
SHELLY
10 Distinctive Features: orc (Easily Concealed, Causes Major
Val Char Cost Roll Notes Reaction)
10 STR 0 11- Lift 100 kg; 2d6 HTH damage [1] 15 Psychological Complication: Hatred Of Elves (Common,
18 DEX 16 13- Strong)
13 CON 3 12-
Total Complications Points: 25
13 INT 3 12- PER Roll 12-
Experience Points: 50
10 EGO 0 11-
10 PRE 0 11- PRE Attack: 2d6

9 OCV 30
5 DCV 10
3 OMCV 0
3 DMCV 0
5 SPD 30 Phases: 3, 5, 8, 10, 12

26
Hell’s Horde

EQUIPMENT MIKE SWATOWSKI


STR Val Char Cost Roll Notes
Weapon OCV RMod Damage STUN Shots Min Notes 8 STR -2 11- Lift 75 kg; 1½d6 HTH damage [1]
Ruger +0 +0 2d6 +1 6 7 Carries 10 DEX 0 11-
Redhawk two
11 CON 1 11-
Remington +0 +0 2½d6 +1 8 10 2H, AE1, 13 INT 3 12- PER Roll 12-
870 P LR(40m),
RR, RP 13 EGO 3 12-
KRISS +1 +1 2d6-1 +1 30 10 AF5, 10 PRE 0 11- PRE Attack: 2d6
Vector SBR Supp (-5)

AK-47 +1 +1 2d6 +1 30 12 2H, AF5 3 OCV 0


Combat +0 +0 1d6 +0 — 8 Can Be 3 DCV 0
Knife Thrown
3 OMCV 0
Armor 3 DMCV 0
None 2 SPD 0 Phases: 6, 12
Gear: Speedloaders, fetishes and talismans
2 PD 0 Total: 2 PD (0 rPD)
2 ED 0 Total: 2 ED (0 rED)
SHELLY 4 REC 0
Inspired by the ideas of Larry Correia 20 END 0
Background/History: See page 47 of the MHI RPG. 15 BODY 5
Personality/Motivation: Shelly is still a rather shy, somewhat
20 STUN 0 Total Characteristics Cost: 10
awkward teenager (except when it comes to shooting). Her usual
adolescent problems are exacerbated by the fact that she and her Movement: Running: 5m
family are newcomers to Tribe Harb Anger, so she doesn’t have many

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Leaping: 1m
friends yet. But her life gift is so impressive she’s become more and Swimming: 1m
more popular since she revealed it, so things are definitely looking
up for her. Cost Spells END
Quote: “Cover your ears, this is loud.” 11 Clairvoyance 4
Powers/Tactics: Shelly’s life gift is a preternatural skill with firearms. 11 Dreamspeech 6
It doesn’t matter what type of gun it is — she knows how to use it, 3 Perceive Magic 1
how to fire it with an accuracy that makes a world champion shooter
5 Take On The Appearance Of Another 0
look fumble-fingered, and how to reload it in the blink of an eye. Her
abilities are nothing short of phenomenal; Skippy and Earl Harbinger Powers
are convinced she’s going to be one of the greatest monster hunters -7 Fat And Slow: Running -7m (5m total)
that ever lived when she’s old enough to start going out with MHI -1 Fat And Slow: Leaping -3m (1m total)
teams full-time. For now she just helps out occasionally when
-1 Fat And Slow: Swimming -3m (1m total)
Harbinger thinks it’s not too dangerous for her.
Appearance: Even for an orc, Shelly is not, unfortunately, particularly Skills
attractive. She’s squat and dumpy, with misshapen tusks and one 3 Computer Programming 12-
crazy eyeball which kept looking in different directions. But to be fair, 3 Cryptography 12-
she’s still only an adolescent, and many a teenager who was rather
3 Deduction 12-
awkward at that stage of life grows up to look and move better.
2 KS: History 11-
2 KS: Medieval History 11-
1 KS: Monsters 8-
1 Language: Anglo-Saxon (basic conversation; English is Native)
1 Language: Medieval French (basic conversation)
1 Language: Ancient Greek (basic conversation)
1 Language: Hebrew (basic conversation)
2 Language: Latin (fluent conversation)
15 Magic 18-
1 SS: Physics 8-

27
Hell’s Horde

Total Powers & Skills Cost: 57 Swatowski abhors violence and danger. He claims this is because
Total Cost: 67 “violence is the tool of the foolish and brutal man,” but the truth is he’s
200 Matching Complications (50) a coward, plain and simple.
Quote: “I have transcended the limits of computer games and
20 Hunted: MCB (Infrequently, Mo Pow, NCI, Capture roleplaying — now I know how to wield the powers of magic for true!”
15 Psychological Complication: Coward (Common, Strong) Powers/Tactics: Swatowski has the Gift of being able to cast Spells.
He has only found a few so far, but as time goes by is likely to grow in
Total Complications Points: 35
power. His desire to acquire more occult lore might even be enough
Experience Points: 0
to overcome his cowardice in some situations.
Swatowski is no combatant. He will flee rather than fight, and if
MIKE SWATOWSKI unable to flee, will beg to be let go.
Appearance: Mike Swatowski is a white male, 5’9” tall. He’s obese
Inspired by the ideas of Kurt “Telas” Schneider with poorly-combed black hair and a patchy “proto-beard.” He wears
Background/History: Graduate student Mike Swatowski was pretty t-shirts, jeans, and sneakers, and usually has a backpack full of books,
much the stereotypical nerd: under-tanned, under-socialized, and papers, and a laptop computer with him.
overweight. He’d probably have spent the rest of his life as a highly
educated non-entity had it not been for a fateful discovery he made
in the university’s rare book room while “doing research for his Ph.D
NEW SPELL
thesis in medieval history” (translation: researching the spellcasting TAKE ON THE APPEARANCE OF ANOTHER
rules for the “revolutionary” tabletop roleplaying game system he’d Effect: Shape Shift (any humanoid form), Only To Imitate Others
been working on since the late Eighties). Target: Self
Tucked in between two pages of the manuscript he found a Casting Time: 1 Minute
piece of parchment covered in strange writing. He didn’t recognize it, Casting Procedures: Focus, Gestures, Incantations
and even after spending a few hours researching the matter couldn’t Duration: Persistent
identify it. But using his knowledge of medieval languages and Range: Self
his skill at puzzles, he translated what turned out to be a spell for Magic Roll Penalty: -3
changing a person’s appearance — an actual spell! END Cost: 0
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

Naturally, he couldn’t resist trying it out — “all in the name of Description: This Spell allows the caster to assume the appearance
scholarship,” of course. He obtained a hair clipping from one of the of another person — right down to imitating his voice, fingerprints,
most popular jocks at the university. At dawn on the vernal equinox retina prints, and even DNA if someone tests for that. The change
he cast the Spell. Excruciating pain ripped through his body, causing slowly wears off over the course of a week; after a day fingerprints,
him to collapse to his knees, but then it passed. When he looked down DNA, and the like are no longer identical to the person copied.
at himself, he resembled the jock in every conceivable way, right Casting it requires a lock of hair from that person.
down to the fingerprints. The change wore off after a week, but in the Game Information: Shape Shift (any humanoid form), Persistent
meantime it was the best Spring Break he ever had. (change wears off at the rate one one-seventh per day for seven
Since then Swatowski’s traveled the country, using his credentials days, unless the caster cancels the Spell before then; +¼), Reduced
as a grad student to gain access to countless libraries (particularly Endurance (0 END; +½) (35 Active Points); OAF Expendable (lock
their collections of medieval and ancient manuscripts). He’s hunting of hair from the person to be copied; -1¼), Can Only Be Used To
for more Spells, and has actually found a few; he’s also learned a bit “Copy” Another Person (-½), Extra Time (1 Minute; -1½), Gestures
of information about monsters and other supernatural weirdness. All (throughout casting; -½), Incantations (throughout casting; -½),
this has only whetted his appetite to learn more. Requires A Magic Roll (-½), Side Effects (automatically suffer Drain
Personality/Motivation: Now that he knows magic is real, Mike STUN 3d6; -1). Total cost: 5 points.
Swatowski desperately yearns to learn more. He’s far too timid to get
involved in studying black magic, but he’ll do just about anything
else to increase his store of arcane lore (such as stealing books from
libraries).
Although Swatowski’s basically a nice guy, particularly once
you get to know him, he likes using his Spells to “get even with
anyone who’s ever treated me badly” (i.e., in his mind, pretty much
everyone). For example, he has no qualms about shapechanging into
handsome young men and then sleeping with beautiful women. As
far as he’s concerned, they ought to be sleeping with him because he’s
a great guy, and if the only reason they will is because of his looks, he
has every right to take advantage of that. Sooner or later (hopefully
sooner) something might bring out more of his innate nobility and
he’ll stop doing such things.

28
Hell’s Horde

SWIFT-FOOT, THE ELVEN PICKUP TRUCK RICHARD TALBOT


Val Char Cost Notes Val Char Cost Roll Notes
5 Size 25 6.4m x 3.2m x 3.2m; mass 3.2 tons; -5 KB; OCV+ 3 13 STR 3 12- Lift 150 kg; 2½d6 HTH damage [1]
40 STR 5 Lift 6,400 kg; 8d6 HTH [0] 15 DEX 10 12-
15 DEX 0
16 CON 6 12-
5 OCV 10
18 INT 8 13- PER Roll 13-
5 DCV 10
18 EGO 8 13-
3 SPD 0 Phases: 4, 8, 12
3 PD 2 20 PRE 10 13- PRE Attack: 4d6
3 ED 1
18 BODY 3 Total Characteristic Cost: 56 7 OCV 20
6 DCV 15
Movement: Ground: 48m
3 OMCV 0
Abilities & Equipment 6 DMCV 9
Cost Power END 4 SPD 20 Phases: 3, 6, 9, 12
41 Four Bald Tires: Ground Movement (Running) 0
+36m (48m total), x4 Noncombat
10 Can Drive Almost Anywhere: Clinging (normal STR) 0 7 PD 5 Total: 7 PD (0 rPD)
5 ED 3 Total: 5 ED (0 rED)
Skills
10 REC 6
6 Offroad Suspension: +3 Offroad Skill Levels (only offset
penalties for driving offroad) 40 END 4
15 BODY 5
Total Abilities & Equipment Cost: 57
Total Vehicle Cost: 113 40 STUN 10 Total Characteristics Cost: 142

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
Value Complications Movement: Running: 14m
0 Distinctive Features: always looks like a trailer trash truck (see text)
Cost Powers END
Total Complication Points: 0 Martial Arts: Commando Training
Total Cost: 113/5 = 23
Maneuver OCV DCV Notes
Inspired by the ideas of Howard Taylor
Description: Swift-Foot is a pickup truck. A magical, elven pickup 3 Aikido Throw +0 +1 2½d6 + v/10, Target Falls
truck. It’s got a jacked-up offroad suspension, seats three across the 4 Boxing Cross +0 +2 4½d6 Strike
bench seat, and can reach speeds of 107 miles per hour on the open 4 Choke -2 +0 Grab One Limb, 2d6 NND (2)
road. It can drive nearly anywhere, in fact. The suspension’s enchanted,
4 Escape +0 +0 28 STR vs. Grabs
and this enchantment extends to the tires whenever they get replaced
(though the moment someone puts new tires on Swift-Foot, they 4 Hold -1 -1 Grab Three Limbs, 23 STR
immediately go bald; the change is so fast it’s visible). It can drive up 4 Judo Disarm -1 +1 Disarm, 23 STR
trees, up cliff faces, and is rumored to have driven atop clouds (though 4 Kung Fu Block +2 +2 Block, Abort
this would require greater magic on the part of the driver).
But Swift-Foot’s not without its drawbacks, too. First, it’s 2 Strong Runner: Running +2m (14m total)
uncomfortable. The upholstery is ragged. You can swap it out, but the Perks
new seats grow holes and pop springs in minutes. It always looks like
3 Fringe Benefit: Espionage Rank
a trailer trash truck, no matter what the owner does to it. Second,
the owner has to make an EGO Roll (or Mechanics roll, if he has that 5 Fringe Benefit: Security Clearance
Skill and prefers to use it) every time he tries to start the truck; if he
fails, it won’t start. (The GM may also call for periodic rolls while the
truck’s in motion to have it stall out; if it does this on a vertical surface
it falls.) When this happens, the character has to spend 15 minutes
fiddling around under the hood before he can make another roll to try
to get Swift-Foot going — which may be difficult, depending on the
circumstances.
(Note: the Elven Pickup Truck is written up using the full HERO
System 6th Edition rules, though everything you see on its character
sheet works just fine with the Basic Rules found in the MHI RPG.)

29
Hell’s Horde

20
Skills
+2 with All Combat
RICHARD TALBOT
Inspired by the ideas of Greg Radabaugh
Background/History: Not much is known about Richard Talbot —
3 Charm 13-
and that’s the way he prefers it. After he fought in Iraq, Afghanistan,
3 Climbing 12- and a number of less publicly well-known conflicts as a US Army
1 Computer Programming 8- Ranger, the CIA recruited Talbot to serve as an agent in its Directorate
3 Deduction 13- of Operations’s paramilitary division. Due to some of the things he saw
2 Demolitions 10- (and killed) during his military career, he soon found himself assigned
3 Fast Draw 12- to be the liaison between the CIA and the MCB.
The CIA’s interest in monster hunting differs from the MCB’s.
1 Forgery 8-
The Agency’s main concern is to learn what other governments and
2 KS: CIA 11- organizations (particularly those hostile to the US) know about the
1 KS: MCB 8- supernatural, and most importantly to ensure that hostiles don’t use
2 KS: Monsters 11- “supernatural assets” to fight US forces and/or conduct operations
2 KS: Ranger History And Traditions 11- contrary to America’s best interests. The MCB may think it spearheads
such activities (since the military often calls it in to deal with incidents
1 Language: Arabic (basic conversation; English is Native)
in which troops abroad encounter monsters), but the CIA knows the
2 Language: Farsi (fluent conversation) truth — and Talbot sees to it that things go as smoothly as possible
2 Language: Spanish (fluent conversation) between the Agency and the Bureau.
3 Navigation 13- Personality/Motivation: Years of military discipline have made Talbot
3 Persuasion 13- a very serious, by-the-book kind of guy. He realizes there are times
2 PS: Ranger 11- when one has to “call an audible” regardless of what the regulations
say, but he believes that most of the time the country’s interests —
3 Stealth 12-
which are always first and foremost in his mind — are best served by
3 Survival 13- following the rules. In this respect he gets along pretty well with Special
3 Tactics 13- Agents Myers and Franks (both of which he worked with, briefly, while
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

3 Tracking 13- a Ranger). He isn’t on as good terms with Earl Harbinger (whom he
3 TF: Ground Vehicles, Parachuting also worked with once), though they respect each other. Many MHI
5 WF: Small Arms, Uncommon Modern Weapons, Blades Hunters, including Owen Pitt and Milo Anderson, would probably take
an almost instant dislike to him — and the feeling would be mutual.
Total Powers & Skills Cost: 113 Talbot is very much a “wild card” in the MHI setting, since what
Total Cost: 255 he does and how he does it depends on the CIA’s often mysterious
motives. He may step in and take out a monster to help the PCs — or he
200 Matching Complications (50)
may not. It all depends on how doing so affects his current mission and
10 Hunted: CIA (Infrequently, Mo Pow, NCI, Watching) the Agency’s long-term plans. He’s definitely a good guy, but it takes a
20 Psychological Complication: Must Protect The US And Her lot to get him to step outside of his orders to assist if he’s not specifically
Citizens From The Supernatural No Matter What The Cost ordered to do so.
(Common, Total) Quote: “That’s contraindicated. We don’t have time to “observe.”
20 Social Complication: Subject To Orders (Very Frequently, Major) Orders are to wipe out this cell and whatever that thing working with
it is, and if we don’t move now we’ll lose them. So we follow orders and
Total Complications Points: 50 damn the risk.”
Experience Points: 55 Powers/Tactics: Talbot is an experienced soldier who knows how to
use all sorts of weapons, though it’s rare that he goes into the field on
missions where he needs heavy armaments anymore. Usually he can
EQUIPMENT get by with his beloved matched set of H&K Mark 23 semiautomatic
Weapon OCV RMod Damage STUN Shots STR Notes handguns, which he’s engraved with the names “Apollo” and “Artemis.”
Min In combat, Talbot’s first action is to get to the best cover available. Once
H&K MK +1 +1 2d6-1 +1 7 7 Supp (-3), he feels protected enough he’ll open fire, relying on Snap Shot to keep
23 SOCOM FS, Laser himself safe (and Rapid Fire if he sees an opening worth exploiting).
He’s also skilled at hand-to-hand combat and almost always has a knife
FN-F2000 +1 +2 2d6 +1 30 12 2H, AF5, FS
with him (a combat dagger on field missions; a large Spyderco folding
Combat +0 +0 1d6 +0 — 8 Can Be knife at other times).
Knife Thrown
Appearance: Richard Talbot is a handsome, rawboned man in his
mid-thirties. He’s 6’1” with stylishly-cut black hair; he’s cleanshaven.
Armor
On most days he wears a standard black men’s suit (with his handguns
Level III-A body armor (Resistant Protection (8 PD/8 ED))
concealed in shoulder holsters and behind his back); in the field he
Gear: CIA smartphone
wears body armor.

30
Hell’s Horde

VAMPIRE KUDZU 175 Matching Complications (50)


Val Char Cost Roll Notes 20 Physical Complication: Animal Intelligence (Frequently,
Greatly Impairing)
15 STR 5 12- Lift 200 kg; 3d6 HTH damage [1]
10 Physical Complication: Large (4m; +2 OCV for others to hit,
15 DEX 10 12-
+2 to PER Rolls for others to perceive) (Infrequently, Slightly
16 CON 6 12- Impairing)
8 INT -2 11- PER Roll 11- 15 Physical Complication: Limited Manipulation (Frequently,
5 EGO -5 10- Slightly Impairing)
20 PRE 10 13- PRE Attack: 4d6 20 Physical Complication: Poor Eyesight, suffers -2 to all Sight
PER Rolls (Frequently, Greatly Impairing)
6 OCV 15 15 Physical Complication: Poor Hearing, suffers -2 to all
Hearing PER Rolls (Frequently, Slightly Impairing)
4 DCV 5
2 OMCV -3 Total Complications Points: 50
Experience Points: 17
2 DMCV -3
4 SPD 20 Phases: 3, 6, 9, 12
VAMPIRE KUDZU
10 PD 8 Total: 10 PD (3 rPD) Inspired by the ideas of Carl Rigney
6 ED 4 Total: 6 ED (3 rED) Ecology: Vampire kudzu is as much a scourge of the southeastern
8 REC 4 United States (and a few other parts of the country) as its non-
vampiric cousin (though thankfully it’s not nearly so widespread). It
30 END 2 feeds by catching mammals — from mice all the way up to humans
18 BODY 8 — and sucking the blood out of their bodies with the hollow, strong,
36 STUN 8 Total Characteristics Cost: 92 tiny “hairs” on its tendrils. It then drops the corpses near its roots to

Property of Monster Hunter International, Inc. Do not distribute without MHI permission.
further fertilize itself. It carefully covers large corpses with enough of
Movement: Running: 0m its tendrils that no potential prey can see them.
Leaping: 0m This character sheet represents a typical patch of vampire kudzu
that’s several times larger than a man. In theory a patch of vampire
Swimming: 0m
kudzu could become much, much larger than this, though its food
Cost Powers END rquirements would be so extensive that it’s unlikely it could feed itself.
15 Drain Blood: RKA 1d6 0 Personality/Motivation: Normal animal (well, plant) motivations.
Powers/Tactics: A vampire kudzu pretends to be an ordinary kudzu
Constant (+½), Reduced Endurance (0 END; +½);
Must Grab Target (-½), No Range (-½) until a prey animal wanders too close. Then it lashes out with some
of its tendrils, Grabs the target, and sucks it dry of blood. Few small
3 Tough Fibers: Resistant (+½) for 3 PD/3 ED 0
animals, or even large ones, can escape its strong grasp, but some
25 Diffuse Form: Damage Negation (-5 DCs Physical) 0 people are muscular enough to break free.
24 Rooted: Knockback Resistance -24m 0 Appearance: Vampire kudzu looks like ordinary kudzu. But on
-12 Can’t Move: Running -12m (0m total) closer examination, the tiny “hairs” on its vines are “needles” it uses
to drink its victims’ blood.
-2 Can’t Move: Leaping -4m (0m total)
-2 Can’t Move: Swimming -4m (0m total)
39 Sense Vibrations: Detect Physical Vibrations 13- 0
(Touch Group), Discriminatory, Analyze, Range,
Targeting
4 Tendrils: Extra Limbs (3d6 worth) 0
Limited Manipulation (-¼)

Skills
4 +2 OCV with Grab

Total Powers & Skills Cost: 100


Total Cost: 192

31
Hell’s Horde

THE VICENZI TAROT


The Vicenzi Tarot is a full deck of 78 tarot cards, painted with exquisite
skill on thin ivory plaques. Each card has its own unique illustration,
similar to the well-known Rider-Waite Tarot. The illustrations
generally follow traditional tarot symbolism, with two exceptions.
First, the color red features prominently in many of them even when
it typically does not in other decks, and for this reason the deck is
sometimes known as the Scarlet Tarot. Second, somewhere in most of
the illustrations can be found one or more lines of text written in an
unknown alphabet (and probably in an unknown language as well).
No one has ever even come close to translating these texts, so their
import remains unknown...
...just like the origins of the deck itself. Based on the style
of the illustrations most experts date it to the late seventeenth or
early eighteenth centuries, and probably northern Italy or southern
Switzerland, but it’s possible the deck could have been created at
a later date in a style that mimics earlier conventions. The first
known mention of it in historical records is in a chronicle of the
notable properties of the Vicenzi family, (in)famous Italian mystics
and occultists, in 1752 (hence the deck’s name). After the Vicenzi
ancestral home was burned to the ground with the family inside by
superstitious peasants in 1771, the deck disappeared from history
for many years. Unconfirmed reports claim it was briefly owned by
Cagliostro prior to his death in 1795, that a French mystic named
Beauchamp possessed it in Paris in the 1840s, and that the notorious
“occult mastermind” who styled himself Dr. Arcanus used it to help
Property of Monster Hunter International, Inc. Do not distribute without MHI permission.

him commit crimes in New York City during the 1930s. Since then no
clue has surfaced as to the deck’s whereabouts or owner.
And that may be for the best, for not all the Vicenzi Tarot’s
powers are necessarily beneficial. Sensitives who’ve examined it claim
it possesses a potent mystic energy, and that readings performed with
it tend to be phenomenally precise and accurate. But it also seems
to be cursed, for those who possess it often have horrible fates befall
them. The Vicenzis themselves were burned alive, for example, and
Dr. Arcanus is said to have met his end at the hands of demon who
tortured him to death over the space of a year and a day. Despite this,
many wizards, mystics, and collectors eagerly seek the Vicenzi Tarot
to this day.

IN GAME TERMS
In HERO System terms, the Vicenzi Tarot provides the following
ability:
Clairsentience (Sight Group), Precognition, Reduced Endurance
(0 END; +½) (60 Active Points); OAF (-1), Concentration (0 DCV
throughout reading; -1), Extra Time (a minimum of 1 Minute to
perform a reading, and often longer; -1½), Requires A Magic Roll
(-½), Side Effects (possessor has Unluck 3d6, see text; -½). Total
cost: 11 points.
As a Side Effect, the possessor of the Vicenzi Tarot automatically has
Unluck 3d6. For the most part this manifests as trivial inconveniences.
But at least once every thirteen moons it puts the possessor in a
situation with the potential for significant tragic consequences —
typically his death, or the death of someone he loves.

32