Professional Documents
Culture Documents
Savage Worlds - Monster Hunter International
Savage Worlds - Monster Hunter International
Savage Worlds - Monster Hunter International
This game references the Savage Worlds game system, available from Pinnacle
Entertainment Group at www.peginc.com. Savage Worlds and all associated
logos and trademarks are copyrights of Pinnacle Entertainment Group. Used
with permission. Pinnacle makes no representation or warranty as to the
quality, viability, or suitability for purpose of this product.
TABLE OF
CONTENTS
Chapter One: Chapter Three:
The History of MHI & Recruitment, Training, Rick Armstrong. . . . . . . . . . . . . . 82
Monster Hunting. . . . . . . . . 4 & The Job. . . . . . . . . . . . . . 42 Shane Durant. . . . . . . . . . . . . . . 83
Bubba Shackleford & The Founding Recruitment . . . . . . . . . . . . . . . . 42 Klaus Lindemann . . . . . . . . . . . . 89
of MHI. . . . . . . . . . . . . . . . . . . 4 Training. . . . . . . . . . . . . . . . . . . . 42 Tadeusz Byreika . . . . . . . . . . . . . 93
World War I & the Inter-War Period. 5 MHI Equipment. . . . . . . . . . . . . 46 Michael Gutterres. . . . . . . . . . . . 97
World War II . . . . . . . . . . . . . . . . 6 MHI Policies & Procedures . . . . 47
1946-1991: Vietnam & Beyond . . 7
Chapter Six:
1991 To Now: The Modern Era . . 8 Chapter Four:
MHI’s Targets . . . . . . . . . . 98
Conclusion: The Present Day . . . 13 Meet Your Commanders
The Undead. . . . . . . . . . . . . . . . . 98
& Teammates. . . . . . . . . . . 50 Lycanthropes & Shapechangers.101
Chapter Two: Earl Harbinger . . . . . . . . . . . . . . 50 Miscellaneous Other Monsters. 102
How MHI Does Julie Shackleford. . . . . . . . . . . . . 55 Human Opponents. . . . . . . . . . 106
Business. . . . . . . . . . . . . . . 14 Owen Z. Pitt. . . . . . . . . . . . . . . . 57
The Legal Framework for Monster
Chapter Seven:
Trip Jones . . . . . . . . . . . . . . . . . . 63
Hunting. . . . . . . . . . . . . . . . . . 14 Magic. . . . . . . . . . . . . . . . 108
Holly Newcastle . . . . . . . . . . . . . 65
PUFF. . . . . . . . . . . . . . . . . . . . . 16 The Basics of MHI Magic. . . . . 108
Milo Anderson . . . . . . . . . . . . . . 66
PUFF Table . . . . . . . . . . . . . . . . 20 Learning Magic . . . . . . . . . . . . 109
Chapter Five:
Contract Work. . . . . . . . . . . . . . . 23 Using Magic In The Game . . . . 110
The MHI Chain of Command. . 23 MHI’s Allies & Enchanted Items. . . . . . . . . . . . 113
Regional Teams. . . . . . . . . . . . . . 25 Competitors. . . . . . . . . . . . 70 Types of Magic. . . . . . . . . . . . . 113
The Cazador Team . . . . . . . . . . . 26 MHI’s Monstrous Allies. . . . . . . 70 Wizardry . . . . . . . . . . . . . . . . . 113
The Other Teams. . . . . . . . . . . . . 26 The Orcs. . . . . . . . . . . . . . . . . . . 70 Alchemy. . . . . . . . . . . . . . . . . . . 114
Temporary, New, & Retired Teams. . 31 Skippy. . . . . . . . . . . . . . . . . . . . . 71 Divination. . . . . . . . . . . . . . . . 114
The MHI Affiliate Program . . . . 32 Edward. . . . . . . . . . . . . . . . . . . . 72 Shamanism. . . . . . . . . . . . . . . . 114
MHI Headquarters. . . . . . . . . . . 35 Gretchen . . . . . . . . . . . . . . . . . . . 73 Learning Different Types of Magic. . 115
The Orc Village. . . . . . . . . . . . . . 41 The Elves. . . . . . . . . . . . . . . . . . . 74 Example Gifts. . . . . . . . . . . . . . 115
Melvin The Troll. . . . . . . . . . . . . 76 Example Spells . . . . . . . . . . . . . 116
The Monster Control Bureau . . . 76 Example Enchanted Items . . . . 127
Other Monster Hunting
Organizations. . . . . . . . . . . . . 81
Chapter Eight: Chapter Eleven:
MHI In Savage Worlds. . 130 Monsters. . . . . . . . . . . . . . 178 Minotaurs. . . . . . . . . . . . . . . . . 209
Character Creation. . . . . . . . . . 130 Agaran. . . . . . . . . . . . . . . . . . . . 178 Mummies . . . . . . . . . . . . . . . . . 210
Race . . . . . . . . . . . . . . . . . . . . . 130 Akkadian Sand Demon. . . . . . . 178 Naga . . . . . . . . . . . . . . . . . . . . . 211
Traits . . . . . . . . . . . . . . . . . . . . 133 Akkadian Sand Beast . . . . . . . . 179 Night-Shade. . . . . . . . . . . . . . . 211
Edges & Hindrances. . . . . . . . . 134 Akkadian Storm Beast . . . . . . . 179 Ogre . . . . . . . . . . . . . . . . . . . . . 211
Setting Rules. . . . . . . . . . . . . . . 136 Al (Demon). . . . . . . . . . . . . . . . 181 Oni . . . . . . . . . . . . . . . . . . . . . . 212
Puff Bounty. . . . . . . . . . . . . . . . 137 Alp (Nightmare Feeder) . . . . . . 181 Orc . . . . . . . . . . . . . . . . . . . . . . 213
MHI Gear. . . . . . . . . . . . . . . . . 137 Arbmunep. . . . . . . . . . . . . . . . . 182 Pixies. . . . . . . . . . . . . . . . . . . . . 215
Aswang. . . . . . . . . . . . . . . . . . . 182 Recap. . . . . . . . . . . . . . . . . . . . . 216
Chapter Nine: Reptoids . . . . . . . . . . . . . . . . . . 216
Baba Yaga . . . . . . . . . . . . . . . . . 184
The Gamemaster’s Vault. . 138 Revenant. . . . . . . . . . . . . . . . . . 217
Banshee. . . . . . . . . . . . . . . . . . . 184
Secrets of the MHI World . . . . 138
Blood Fiend. . . . . . . . . . . . . . . . 185 Sasquatches. . . . . . . . . . . . . . . . 217
Secrets from Part One. . . . . . . . 138
Burrowers . . . . . . . . . . . . . . . . . 185 Giant Serpent. . . . . . . . . . . . . . 218
The Outsider Factions . . . . . . . . 139
Cerberus . . . . . . . . . . . . . . . . . . 186 Shades. . . . . . . . . . . . . . . . . . . . 218
Chapter Ten: Chupacabra. . . . . . . . . . . . . . . . 186 Shoggoth. . . . . . . . . . . . . . . . . . 219
Villains. . . . . . . . . . . . . . . 142 Cinder Beast. . . . . . . . . . . . . . . 187 Sirens. . . . . . . . . . . . . . . . . . . . . 219
The Monster Control Bureau . . 142 Cyclops. . . . . . . . . . . . . . . . . . . 188 Skeletons. . . . . . . . . . . . . . . . . . 220
History . . . . . . . . . . . . . . . . . . . 143 Deep Ones . . . . . . . . . . . . . . . . 188 Skinwalkers. . . . . . . . . . . . . . . . 220
Organization . . . . . . . . . . . . . . 145 Demons. . . . . . . . . . . . . . . . . . . 189 Giant Spiders . . . . . . . . . . . . . . 221
Policy & Procedures . . . . . . . . . 146 Dopplegangers. . . . . . . . . . . . . . 192 Helicopter Spider . . . . . . . . . . . 221
Resources. . . . . . . . . . . . . . . . . . 149 Elves. . . . . . . . . . . . . . . . . . . . . 192 Stonecoats. . . . . . . . . . . . . . . . . 222
Key Personnel . . . . . . . . . . . . . . 151 Gargoyles. . . . . . . . . . . . . . . . . . 193 Thistlemen. . . . . . . . . . . . . . . . . 223
Special Task Force Unicorn. . . . 160 Ghosts. . . . . . . . . . . . . . . . . . . . 194 Trolls. . . . . . . . . . . . . . . . . . . . . 223
Agent Stricken. . . . . . . . . . . . . . 160 Ghouls. . . . . . . . . . . . . . . . . . . . 195 Tsuchigumo. . . . . . . . . . . . . . . . 224
The Flierls. . . . . . . . . . . . . . . . . 161 Gnolls. . . . . . . . . . . . . . . . . . . . 195 Vampires. . . . . . . . . . . . . . . . . . 225
STFU’s Current Assets. . . . . . . 161 Gnomes. . . . . . . . . . . . . . . . . . . 196 Vodyanoy. . . . . . . . . . . . . . . . . . 229
Heather Kerkonen. . . . . . . . . . . 162 Go Dokkaebi. . . . . . . . . . . . . . . 197 Vulkodlak . . . . . . . . . . . . . . . . . 230
Master Villains . . . . . . . . . . . . . 164 Golems . . . . . . . . . . . . . . . . . . . 198 Wendigo. . . . . . . . . . . . . . . . . . 231
Lord Machado. . . . . . . . . . . . . . 164 Grinder. . . . . . . . . . . . . . . . . . . 199 Wights . . . . . . . . . . . . . . . . . . . 232
Koriniha. . . . . . . . . . . . . . . . . . 166 Hell Hounds. . . . . . . . . . . . . . . 200 Will-O-The-Wisps. . . . . . . . . . 232
Martin Hood . . . . . . . . . . . . . . 168 Hobgoblin. . . . . . . . . . . . . . . . . 200 Wraith. . . . . . . . . . . . . . . . . . . . 233
Lucinda Hood. . . . . . . . . . . . . . 171 Humboldt Folk. . . . . . . . . . . . . 200 Zombies . . . . . . . . . . . . . . . . . . 233
Adam Conover . . . . . . . . . . . . . 173 Kraken. . . . . . . . . . . . . . . . . . . . 201
Chapter Twelve:
Susan Shackleford. . . . . . . . . . . 173 Lich. . . . . . . . . . . . . . . . . . . . . . 202
The Long, Good Knight. . 235
Asag . . . . . . . . . . . . . . . . . . . . . 176 Lindwyrms . . . . . . . . . . . . . . . . 202
Luska. . . . . . . . . . . . . . . . . . . . . 203 Character Sheets. . . . . . . . . . . 254
Lycanthropes. . . . . . . . . . . . . . . 204
Man of the Forest. . . . . . . . . . . 207
Manticore. . . . . . . . . . . . . . . . . 208
Mind Colossus . . . . . . . . . . . . . 208
Mirelurks. . . . . . . . . . . . . . . . . . 209
CHAPTER 1:
THE HISTORY OF MHI &
MONSTER HUNTING
Since mankind’s earliest days, there have been monsters — and brave people who fought against
them. Many of the myths and legends you’ve read, and the fairy tales you’ve been told, have more
than a few grains of truth to them. There are even some people out there who think that the age
of the dinosaurs came to an end as a result of a supernatural conflict, not because of some meteor.
But only in the past century has monster hunting become a full-time profession in America.
Raymond Shackleford
their work and achieved a sort of fame The PUFF system provided a significant
in certain circles (since knowledge of the new revenue stream for Bubba Shackleford’s
supernatural, then as now, wasn’t exactly Professional Monster Killers. In fact, Bubba
widespread). But even with that success, Shackleford was the first person ever to
Bubba might not have been able to earn receive a PUFF bounty payment (for a
Chapter 1: The History of MHI and Monster Hunting
5
when America drafted young men to go THE MONSTER
fight “over there,” it took away most of the CONTROL BUREAU
potential new Hunters MHI could recruit The Pulp era was also the first time the US
— and more than a few experienced government became significantly involved
Hunters as well, including Raymond II in monster hunting. President Roosevelt
Chapter 1: The History of MHI and Monster Hunting
6
were assigned to the Office of Strategic Eventually matters came to a head and the
Services (OSS) for use in various top- government had to decide which route to
secret missions. For the most part they were go: the technological or the mystical. After
organized under the umbrella designation intensive discussion and debate — a process
of “Operation Unicorn.” This was delicate that was later dubbed Decision Week — the
Chapter 1: The History of MHI and Monster Hunting
7
That information and experience proved slaughtered and turned. Eventually we were
helpful when the Vietnam War broke able to contain the situation and, after a fierce
out. Convinced (rightly) that the North battle that involved setting part of the area
Vietnamese and their Soviet allies would on fire, to kill all the monsters involved. In
field supernatural operatives, the United the end nearly 1,200 people (including five
Chapter 1: The History of MHI and Monster Hunting
8
Chapter 1: The History of MHI and Monster Hunting
9
THE MACHADO INCIDENT THE MARTIN
During the time MHI and other monster HOOD AFFAIR
hunting organizations were effectively Events at the end of the Machado incident
crippled by the end of the PUFF system, led MHI into its next major crisis less than
monster attacks on civilians rose by 3,000 a year later. Unbeknownst to us at the time,
Chapter 1: The History of MHI and Monster Hunting
10
Pitt and Agent Franks of the MCB turned with the help of Lucinda Hood. They used
the tables on him. Armed with the ward magic to raise a fierce snowstorm and seal
stone that used to protect our compound, off the town, then unleashed Conover’s
they went through the portal and killed the werewolf followers to ravage the town. If not
Dread Overlord (earning Pitt the nickname for the timely actions of DoO Harbinger and
Chapter 1: The History of MHI and Monster Hunting
11
creations was inhabited by the mighty
demon Kurst (“Cursed”), an ancient
enemy of Special Agent Franks.
Initially events went in Stricken’s favor.
Franks threatened the President’s life over
Chapter 1: The History of MHI and Monster Hunting
12
alive but trapped in the Nightmare Realm. other Hunters from around the world in a
Simultaneously with this, they began to formal environment. That sharing of literally
realize that a powerful, ancient evil entity — hundreds of years’worth of hard-core monster
later identified as the demonic being Asag — hunting experience was invaluable — and
was preparing to mount some sort of assault then fighting together for months during
Chapter 1: The History of MHI and Monster Hunting
13
CHAPTER 2:
HOW MHI DOES
BUSINESS
“Our business is monsters, and business is booming.”
—Raymond Shackleford III addresses the latest group of trainees in Monster Hunter
International
From some of the stories you’ve heard, you probably think that monster hunting is all
about flying around in helicopters, shooting things, and blowing stuff up. We can’t deny
there’s a lot of that — think of it as a job perk — but there’s more to the job than just
the controlled use of violence.
15
Chapter 2: How MHI Does Business
16
new vulnerability for an existing monster a lot of discrete asking around to find the
that makes them easy to kill, the bounty right MCB office to apply to, or to locate
for that monster usually goes down. the MCB’s PUFF website (which does
Periodically during the past forty not appear on standard search engines). To
years, certain people in Congress and qualify for one a person has to pass a test
the monster rights community have demonstrating basic knowledge of various
attempted to have the PUFF eliminated, common monsters, attend a four-hour
or at least drastically changed. Fortunately class on PUFF rules and procedures, and
for us, aside from the hiatus these efforts prove to the MCB that he has the proper
Chapter 2: How MHI Does Business
17
Eligible Targets; MHI Policy Eligible Claimants;
on What We Hunt Application for A Bounty
Any monster on United States territory, Anyone with a PUFF charter (like MHI)
or which can be proven to originate in or working as a designated employee or
United States territory or as the result agent of a charter holder (like you) who kills
of the action of a United States citizen, a PUFF-eligible monster, or assists in a kill,
is considered to have a PUFF bounty on can claim a PUFF bounty. Government
its head. (For these purposes the MCB employees, such as MCB agents, are not
usually considers monsters encountered eligible to claim PUFF bounties.
Chapter 2: How MHI Does Business
18
hand is best. In the case of monsters that
discorporate after death, like vampires and
demons, collect up as much of the dust or
goo as you can. Consult your MHI Field
Manual for recommended procedures.
For this reason, MHI generally doesn’t
hunt ghosts, alps, or other incorporeal
creatures. Since they don’t have bodies,
there’s no way to prove the kill and thus
Chapter 2: How MHI Does Business
19
PERPETUAL UNEARTHLY FORCES FUND TABLE
Bounty
Monster Low Average High Notes
Agaran $100,000 $200,000 $500,000
Akkadian Sand Demon $250,000
Akkadian Sand beast $500,000
Al $25,000 $50,000 $75,000
Alp NPB
Arbmunep Special
Chapter 2: How MHI Does Business
20
Bounty
Monster Low Average High Notes
Kelpie $30,000 $80,000 $120,000
Kitsune $120,000 $300,000 $1,000,000
Kraken $250,000 $500,000 $1,000,000
Lich Special
Lindwyrm $100,000
Luska $250,000 $500,000 $1,000,000
Chapter 2: How MHI Does Business
21
Bounty
Monster Low Average High Notes
Skinwalker $500,000
Spider, Giant $10,000 $20,000 $50,000
Spider, Helicopter $5,000
Thistleman $25,000 $50,000 $75,000
Troll $20,000 $35,000 $50,000
Chapter 2: How MHI Does Business
22
Contract Work contracts would soon be forthcoming
The PUFF isn’t the only source of MHI’s from the government. We haven’t heard
income, though. We make a considerable anything further yet but are paying close
portion of our annual revenue from short- attention to these developments. It’s
term and long-term “security contracts” possible that in the next decade or two,
with the government, corporations, and monster security work will provide a
individuals. much larger percentage of our earnings,
While knowledge of the supernatural perhaps even eclipsing PUFF bounties.
Chapter 2: How MHI Does Business
23
EARL HARBINGER, JULIE SHACKLEFORD,
DIRECTOR OF OPERATIONS BUSINESS MANAGER
President Shackleford isn’t directly involved Julie Shackleford, Raymond III’s
in MHI’s day to day operations anymore granddaughter, is MHI’s business manager.
due to his age. Instead those responsibilities Director Harbinger has many fine qualities,
fall on the shoulders of the highly capable but a tolerance for paperwork and the
Earl Harbinger, the toughest Hunter you’re niceties of business dealings isn’t one of
ever likely to meet. He makes the daily them. Fortunately, Julie is skilled at such
decisions necessary to keep the business matters. When new clients want to hire
Chapter 2: How MHI Does Business
24
Julie Shackleford
Hunters in line. Don’t mistake her sweet city it’s based in but the
little old lady nature for softness; despite surrounding suburbs and
her age she’s tougher than most of you rural areas as well. The
(and she still holds the MHI record for odds are that most of
lifetime werewolf kills). Do not, under you will be assigned to
any circumstances, touch her food in the one of these teams after
company refrigerator, or you’ll regret it. you complete our
Albert Lee, Archivist training program,
Albert Lee was a librarian before he joined so here’s a quick
Chapter 2: How MHI Does Business
25
The Cazador Team zombies ate her camera crew). The team’s
First off, we have our main team — the patch features a lop-eared rabbit wielding
one led by Earl Harbinger himself — a knife on an olive-green background.
based out of the compound in Cazador, CHICAGO, ILLINOIS
able to respond to monster attacks or Between its industry, slaughterhouses,
emergencies anywhere in the country proximity to Lake Michigan, and history
given enough notice. This team also does of organized crime violence, Chicago
the bulk of our international work. We call has at times been a mecca for monsters.
Chapter 2: How MHI Does Business
26
LAS VEGAS, NEVADA in action during the Las Vegas incident.
Being assigned to Team He was one of the Hunters rescued
Vegas might sound like a by Owen Pitt during the Siege.
great job, but it’s not all He knows the territory, the law
sunshine and roses. As enforcement personnel, and
the city’s grown over the the most dangerous parts of
past twenty or thirty years his territory intimately. Tim
there’s been a corresponding Green, who lost a foot and
expansion in monster activity, suffered other serious injuries
Chapter 2: How MHI Does Business
27
MINNEAPOLIS-SAINT other such problems. At the same
PAUL, MINNESOTA time, they have to interact with
Team Minnesota (or Team often-prickly government
Viking, as some of them scientists and bureaucrats
prefer) is responsible for much more than most
much of the north central teams, so only Hunters with
part of the country, including a certain diplomatic touch
not only the North Star State can earn a spot on this team.
As the team’s name
Chapter 2: How MHI Does Business
28
replaced the former patch, which NEW YORK CITY, NEW
depicted a shrunken head YORK
sticking its tongue out.) As the biggest city in
Because New Orleans America and one of the
attracts far more monsters greatest metropolises in
than most cities, and has the world, you can bet that
a history of voodoo, a the Big Apple has plenty of
significantly higher percentage monsters lurking in its extensive
of the population than normal
Chapter 2: How MHI Does Business
29
SAN active, experienced teams in the country.
FRANCISCO, Among many Hunters it’s a coveted posting,
since it offers plenty of action (and thus
CALIFORNIA money) combined with good coffee.
The Bay Area in
Led by Esmeralda Paxton — a forty-
northern California
something, 5’2”, assault rifle-wielding,
has had a certain
auburn-haired spitfire of a woman who
“mystic resonance” ever
despite her maternal appearance has killed
since human beings began
more monsters than many of you will ever
Chapter 2: How MHI Does Business
30
Temporary, New, waters.” When his attacks continued, DoO
Harbinger created a “Kansas City team”
And Retired Teams that stayed in KC for nearly six months
The problem of monsters and other
before it finally got him and his bloodsucker
supernatural menaces is a flexible one,
partner. Temporary teams may or may not
so MHI has to be equally flexible in
have their own patches — it all depends on
response. That means we can’t rely on
what the group wants to do.
a rigid roster of Cazador and regional
teams and nothing else. If the “monster But sometimes a temporary spike in
monster activity in an area becomes
Chapter 2: How MHI Does Business
31
More rarely, sometimes monster activity monster activity began to increase to the
in a city or area diminishes significantly, point where it strained MHI’s ability to
or MHI loses one or more profitable keep up, President Shackleford established
contracts for some reason. In those cases, the MHI Affiliate Program. The MHIAP is
it’s possible that MHI will retire a regional open to any independent monster hunting
team and re-assign its Hunters to other company that meets our standards for
teams. This hasn’t happened for years, but professionalism and competence. It allows
it is possible. Similarly, if most or all of a them access to much of our database and
team’s members are killed in action, MHI some of our suppliers, in exchange for
Chapter 2: How MHI Does Business
32
The leader of SoF is a gravelly-voiced their crusade; not only did they not have a
man named Robb Allen who’s got PUFF charter, they didn’t even know what
enough scars to prove his qualifications one was. After their previous leader was
to talk about monster hunting. He got his killed by a luska near Corpus Christi they
start years ago when a mutant alligator- declared private investigator Jack Wylder
thing in the Everglades tried to eat him the new leader (while he was away on a
and his boat. He fought it tooth and nail side mission).
for over an hour as it stalked him. Then During a mission in Alabama, Wylder
help arrived from an unexpected quarter: met and worked with Julie Shackleford.
Chapter 2: How MHI Does Business
33
MAXIM-UM FUN
I looked around the bowels of the workshop in stunned disbelief. Every inch of this place
was packed with equipment. “Seriously, Milo, when was the last time you cleaned this
place?”
“It hasn’t been that long, Z.” MHI’s resident equipment specialist, mad scientist, and
all-around evil genius looked up from the crate he’d been sorting through. “I had to clean
up all the blood and guts from that zombie elephant. That sucked. I think I went through
Chapter 2: How MHI Does Business
34
MHI HEADQUARTERS We usually leave the gate open, so we can
come and go easily, but there’s always at
MHI’s headquarters is a large compound
least one-armed person on guard. For that
located in a heavily forested area near the
matter, most Hunters usually have at least
small town of Cazador, Alabama (population
a handgun on them when they’re at the
682, give or take). Cazador’s about an hour
compound, and more than a few will be
south of Montgomery. Be sure to tour the
carrying heavy weapons to and from the gun
catfish plant sometime; it’s fascinating.
range and so forth. We’re never unprepared.
For a variety of reasons MHI values its
Chapter 2: How MHI Does Business
35
The Basement Level the event of an attack on the compound
Lastly, there’s a large, reinforced underground (such as Martin Hood’s assault with his
level that’s off-limits to trainees. That’s undead army) or other situations where
where we keep the archives (see below), we don’t want someone to see us moving
storage rooms for a bunch of stuff that’s not around, we can use the tunnels. But they
dangerous but we want to hold on to, and usually remain unused for months or years
other storerooms for things we don’t want in at a time. Any Hunter caught in the tunnels
public view. without permission or a really good reason
The underground level also has a tactical will be severely disciplined.
Chapter 2: How MHI Does Business
36
like to reach the point where we have regulated. Those materials are kept under
automated security weapons systems in lock and key by our archivist Albert Lee
addition to just monitoring, but that sort (see above), and you have to get permission
of tech isn’t reliable enough for us yet. from both him and DoO Harbinger to read
any of those books.
THE ARCHIVES
The archives are the most important thing The archives suffered significant damage
on the basement level, and the only part on December 15, 1995, when Raymond
of that level most of you are ever likely to IV set fire to them before casting the spell
he thought would bring his wife Susan
Chapter 2: How MHI Does Business
37
officers and administrators, and Dorcas Each barracks is a prefabricated building
Peabody all have keys if you need to get inside shaped like an H. The two “wings” are lined
to pick up a new or extra weapon. The cost with spartan, one-person sleeping quarters
of any weapons or ammo you get from the and have a bathroom and showers on each
armory are deducted from your next paycheck. end. The walls are covered with posters,
While the armory has a weapon for just pictures, and graffiti from decades of new
about any preference or purpose, most of Hunters living there. The central “bar” is
what you’ll find in there is chambered for the common area. In addition to a small
MHI’s preferred calibers: .45 ACP for kitchen and eating area, it includes a rec
Chapter 2: How MHI Does Business
38
we kill that we need for training or study go there when they need his help repairing
purposes, and the bodies of any Hunters a weapon, making a new weapon, or fixing
slain in battle until we can give them a something broken. The workshop’s filled
Hunter’s Funeral (see below). It’s not a with all sorts of tools: drill presses; welders;
particularly pleasant place by any stretch lathes; hand tools; you name it. Usually you
of the imagination, but it’s a necessary one. can hear the sound of grinding, banging,
or cutting long before you walk through
THE GUN RANGE
the door. More dangerous still are the
We do a lot of firearms training here at MHI,
various half-completed weapons design
Chapter 2: How MHI Does Business
Milo Anderson
39
THE MOTOR POOL Our Plane and Helicopter
& HANGAR MHI also has two aircraft. The first, but
Located on the far end of the property, next least used, is a cargo plane we bought
to the airstrip we cut out of the Alabama surplus from the US Postal Service years
forest and paved back in the Seventies, is ago. When we need to get a group of
our motor pool and hangar. It’s the domain Hunters to an incident site as quickly as
of our chief pilot and mechanic Skippy possible, that’s how we do it — after all,
(see Page 71). on MHI Airlines you don’t have to pass
through a metal detector before getting on
Chapter 2: How MHI Does Business
Skippy
40
something like a medevac chopper so that it Since many Hunters have little or no
doesn’t raise anyone’s suspicions. (In keeping family outside of MHI itself, the compound
with the MHI spirit, though, it also has a also has a small cemetery located outside the
pair of sharp-toothed jaws painted around fence. Any Hunter who wants to be buried
the cockpit.) It doesn’t have any mounted there simply has to let Dorcas know so she
weapons (we replaced them with extra fuel can make a note in her personnel records.
tanks and gear compartments), but we can Hunter’s Funeral
re-mount them if absolutely necessary (such Before we bury anyone in our cemetery we
as during the final confrontation with Martin make sure he gets what we call a Hunter’s
Chapter 2: How MHI Does Business
41
CHAPTER 3:
RECRUITMENT,
TRAINING, & THE JOB
So now you’ve got a basic idea of what MHI’s about and how we do business. How do you
fit into the picture?
43
rifles. You’re going to learn how to use every THE DISGUSTING STUFF
sort of gun, and plenty of other weapons Monster hunting ain’t pretty. It wouldn’t
besides: grenades; knives; RPGs; sharp do you or your teammates any good if you
wooden stakes; and anything else we can wigged out at your first encounter with
think of. By the time we’re done you’ll be some disgusting or distasteful aspect of the
able to shoot accurately, fight effectively, and job. We make sure to expose you to that
blow the crap out of any monster you meet. sort of thing during training so that you
Chapter 3: Recruitment, Training, & The Job
44
If you quit, or we let you go, you’ll be have seen any action recently. (Don’t
sent home with a fat severance check. Just complain — sometimes you’ll be the one
keep in mind that talking about MHI, or who gets the short end of the stick and
monsters, or any other such thing is likely you’ll be glad the company rules make
to earn you something else entirely: an sure you still get a paycheck.) Some of it
unpleasant (and possibly fatal) visit from also gets spread around the rest of your
Monster Control Bureau agents. team, since most monster kills are team
Chapter 3: Recruitment, Training, & The Job
45
MHI EQUIPMENT For shotguns, MHI uses 12 gauge, in the
most common type of military and law
Compared to a military or government enforcement form of such weapons.
agency, MHI is pretty relaxed about its
For submachine guns, MHI favors .45
equipment policies. We know that a lot of
ACP, thus allowing handgun and SMG
our Hunters have their own opinions about
ammo to be interchanged if necessary.
which weapon’s best (or at least which ones
MHI’s Anti-Monster
Chapter 3: Recruitment, Training, & The Job
46
• rocket-propelled grenades (RPGs): OTHER GEAR
even more bang for the buck. These are Over the years we’ve discovered that all
expensive, though, so we save them for sorts of other gear is useful in monster
particularly dangerous monsters and hunting, and we’re ready and able to issue
missions. it to you.
MHI BODY ARMOR One thing we absolutely insist on are
our electronic earplugs. They serve two
Chapter 3: Recruitment, Training, & The Job
47
at hand if you’re going to come out the • “We were talking about a roleplaying
other side victorious and in one piece. If game. My character’s an 8th level
you’re devoting some of your attention to paladin; want me to tell you about
worrying about whether your girlfriend him?”
or boyfriend is OK, that just makes it • “We were discussing this great book
all the more likely that you’ll both end we read in our book club.”
up needing a Hunter’s Funeral. So, our • “We’re writers; we’re collaborating on
Chapter 3: Recruitment, Training, & The Job
48
Here’s what that means: paperwork for them is 100% correct
• Whenever you have to deal with and up to date. The least little slip-up
an MCB agent, EPA inspector, or in this department and you could find
any other government official, be as yourself arrested, your guns confiscated,
polite and diplomatic as possible. No and the company you work for in a
matter how much these people might whole mess of bureaucratic hurt. So,
annoy us with their petty power trips, do us all a favor and make sure it never
Chapter 3: Recruitment, Training, & The Job
49
CHAPTER 4:
MEET YOUR COMMANDERS
& TEAMMATES
EARL HARBINGER Three years passed, with Santiago the only
human contact Raymond II had. By 1929
Background/History: Earl Harbinger was he’d learned to master the beast within
born Raymond Shackleford II, the son of such as no werewolf before him ever had
Bubba Shackleford, the founder of MHI, (and few, if any, have since). He returned to
in 1900. As a kid he frequently tagged along MHI, though only his son Raymond III
on monster hunting missions without his and a few others knew who he really was.
father’s permission. When he at last joined
But nothing good lasts forever. With
the family business formally, he proved
World War II looming on the horizon,
to be just as tough and talented at it as his
the government learned about Raymond
father was. When Bubba Shackleford died,
II’s existence and affliction and insisted he
Raymond II became owner of MHI, though
come to work for them to earn a PUFF
he wasn’t yet old enough to lead Hunters in
exemption. He was assigned to a branch
the field.
of the newly-formed Office of Strategic
Aside from taking a leave of absence to lie Services known as “Operation Unicorn.”
about his age and go fight in World War I He became one of the US’s most valued
(where his knowledge of monsters came in and accomplished supernatural assets. He
very handy several times), Raymond II ran the spent most of his time in the European
company from 1915 until 1925. Late in that theater of operations, where he fought and
year he had the misfortune to be badly mauled destroyed numerous monsters, sorcerers,
by a werewolf. At his request the company and other mystical horrors fielded by Nazi
created the cover story that he’d been killed in Germany. He was part of the task force
action, and Raymond II went off in search of that invaded Hitler’s bunker, where he
a cure — or a way to end his life. obtained a ward stone that MHI used to
After spending a few months tracking protect its compound for decades.
the werewolf who’d made him into one After WWII ended, Raymond II returned
to Havana and killing her (in the futile home, his PUFF exemption secure — until
hope that this would reverse his curse), the Korean War, when the government
Raymond II found himself bereft of hope. again forced him into service. After that
Determined not to inflict his curse on the he had over a decade of civilian monster
world, he decided to kill himself, but he was hunting until the US decided it needed
saved from suicide by an old priest, Santiago, his help in Vietnam. Giving him the code
who knew something of monsters. Santiago name “Mr. Wolf,” it assigned him to Special
first recruited him to kill a luska (thus Task Force Unicorn. (Other members of
proving to him he still had worth in this STFU included the half-siren Sharon
life) and then arranged to take him to an Mangum, the minotaur Travis Alamo Sam
isolated, uninhabited island where he could Houston, and Auhangamea “the Destroyer”
somehow come to grips with his curse. Pitt, future father of Owen Z. Pitt.)
STFU wreaked havoc on enemy forces precedence over just about everything else.
throughout Southeast Asia, encountering Similarly, he tends to see the world in black
only one serious form of opposition: A and white, morally absolute terms: there’s
Communist team of supernaturals led by right and there’s wrong, and nothing in
the Russian werewolf Nikolai Petrov, who between.
became a particular nemesis of Raymond Harbinger’s very protective of his family,
Chapter 4: Meet Your Commanders & Teammates
51
Even compared to most of his lupine On top of all that, Harbinger’s the most
brethren, Harbinger is terrifyingly powerful. experienced monster hunter in the world.
He’s twice as fast and strong as a regular He’s been on the job for almost a century
werewolf, with greater intelligence and more and has killed more monsters than most
acute senses to boot. Decades of experience Hunters will ever see in their lives. He’s
have given him far greater control over killed them on every continent and two
Chapter 4: Meet Your Commanders & Teammates
52
more times than he can remember, hit by a
train, and subjected to just about every other CODE SILVER
form of abuse you can imagine — and he’s still Not everyone in MHI knows that Harbinger’s a
around and ready for a fight. werewolf. For the most part that information’s
Harbinger is utterly fearless. Even Adam limited to old-timers, team leaders, company
officials, and other important folks. Sometimes
Conover, the Alpha, couldn’t smell the stink
Chapter 4: Meet Your Commanders & Teammates
53
Earl Harbinger (Human Form Other Rules:
- Legendary) If Werewolf ever goes Berserk (by failing
Stats: Agility D12, Smarts D8, Spirit the Smarts roll) they automatically shift
D10, Strength D12, Vigor D12 into Werewolf form.
Skills: Athletics D6, Driving D6, Fighting • If they’re ever touched by Silver or
D12+2, Intimidation D10, Research D8,
Chapter 4: Meet Your Commanders & Teammates
54
• Improved Counterattack JULIE SHACKLEFORD
• Improved Dodge
Background/History: Julie Shackleford,
• Improved First Strike daughter of Raymond Shackleford IV and
• Improved Frenzy his wife Susan, is MHI’s business manager
• Command and the de facto second in command of the
Chapter 4: Meet Your Commanders & Teammates
55
Personality/Motivation: Julie is a strong- is holstered her custom-made, Commander-
willed woman who’s been toughened by all sized M1911A .45 semiautomatic pistol.
the things she’s seen and done in her life. It has a Baer slide and frame with a bobtail
While she certainly has her “soft side,” she conversion, Heinie night sights, thin
rarely shows it to anyone other than her Alumagrips, and other modifications to make
husband and her family; she feels she has it a fast, accurate shooting piece. She usually
Chapter 4: Meet Your Commanders & Teammates
56
marks she has, the larger and darker they Julie Shackleford
all become). Second, the marks “tingle” Stats: Agility D12, Smarts D10, Spirit
and “speak to” her, warning her of great D10, Strength D6, Vigor D8
danger (even if she’s asleep). They won’t Skills: Academics D10, Driving D6,
necessarily alert her that there’s an ambush Fighting D6, Gambling D6, Healing
waiting around the next corner, but they’ll D4, Research D10, Occult D12, Notice
Chapter 4: Meet Your Commanders & Teammates
57
mundane profession he could think of: dragon Management, the entire incident
accountant. While pushing numbers at might have gone much, much worse.
Hansen Industries he was attacked by But that wasn’t the end of the situation for
his boss, Mr. Huffman, who’d become Pitt. When MHI learned from a friendly
a werewolf. By keeping his head and cyclops that several Hunters remained
making good use of his strength, Owen trapped in the Nightmare Realm that
Chapter 4: Meet Your Commanders & Teammates
58
being picked on for being a fat kid. Owen’s faced many terrifying monsters
That said, Owen isn’t perfect. He has and situations, but the creatures that still
a strong anti-authoritarian streak that scare him the most are werewolves (perhaps
sometimes makes it difficult for him to because that’s the first monster he ever saw).
work with others, even when he knows He’d never back down from fighting one, but
better. He just instinctively rankles at being he’s just as happy to let some other team of
Chapter 4: Meet Your Commanders & Teammates
59
his size in a fight (and who has black belts he upgraded and tweaked things until the
in American Karate and Shorinji Kempo to rifle performs better than Pitt can shoot at
boot). But where he really excels is the use a distance — as Anderson put it, “If you can
of firearms. He’s a highly skilled shooter — see it, you can put a bullet through it.” It’s
good enough to be nationally ranked in a called the Cazador (“Hunter”).
number of competitive events — who knows But those two guns aren’t the only weapons
Chapter 4: Meet Your Commanders & Teammates
60
of Mordechai Byreika).This ability isn’t limited on his character sheet for this; it’s something
to humans; he’s read the memories of gnomes the GM can allow on rare occasions when it
and shoggoths, for example. Initially he had helps to move the plot along.)
no control over this ability whatsoever — Second, Owen has precognitive dreams.
flashes of other peoples’ memories just came Again, this isn’t something he can control
to him at times, usually to warn him of danger — it just happens, typically when something
Chapter 4: Meet Your Commanders & Teammates
61
the GM to give him some information and it’s not listed on his character sheet since he
guide his actions on occasion. actively avoids the artifact whenever possible.
Fifth,Owen’s powers make it possible for him To a large extent Owen’s ability remains
to use enchanted items and mystical artifacts mysterious and unexplored, even to Owen.
that other humans cannot, or to use items that He’s scared to mess around with them any
would be dangerous to them with a greater more than he has to.
Chapter 4: Meet Your Commanders & Teammates
62
THE PITT FAMILY TRIP JONES
Owen’s father, Auhangamea Pitt, sometimes
Background/History: John Jermain Jones,
known as “the Destroyer,” has been described
better known to his MHI friends as Trip
by MHI team leader Benjamin Cody as “one
(short for “Triple J”), was born in Florida,
of the baddest Green Berets to ever walk the
the third son of a large, Baptist, immigrant
face of the earth” (they served together in
Chapter 4: Meet Your Commanders & Teammates
63
probably have spent the rest of his life Quote: “After Florida, once I found out there
teaching the periodic table to teenagers was such a thing as Hunters, for the very first
had an evil voodoo houngan not decided time I knew what God wanted me to do
to raise a zombie army in his town. with my life. I’d found my purpose. There was
Trip’s school was soon under siege from real evil in the world, but it was okay, because
zombies. Grabbing a pickax, he defended there were good guys that could fight it.”
Chapter 4: Meet Your Commanders & Teammates
64
HOLLY NEWCASTLE Quote: “Is that vest bulletproof? It looks
bulletproof. Let’s find out.” <BLAM!>
Background/History: Holly Newcastle was
Powers/Tactics: Holly’s weapon of choice
working as a stripper in Las Vegas to put
is a .308 Vepr rifle with a specially-designed
herself through nursing school when a group
magazine. But she’s also fond of using
of vampires kidnapped her and imprisoned
heavier weapons, such as RPGs, and eagerly
Chapter 4: Meet Your Commanders & Teammates
65
Holly Newcastle Milo is a devout Mormon who possesses
Stats: Agility D6, Smarts D10, Spirit a strong personal faith — one strong
D10, Strength D6, Vigor D8 enough, in fact, to hold off master vampire
Skills: Fighting D6, Healing D10, Susan Shackleford on one occasion. When
Intimidate D10, Research D8, Occult D8, vampires or the like are involved his value to
Knowledge (bureaucracy) D6, Notice D10, an MHI team becomes even greater.
Chapter 4: Meet Your Commanders & Teammates
66
odds are he can find whatever his team needs Milo is known for creating, modifying
and get it for a reasonable price. A Streetwise and enhancing gear. While Milo’s
Test would allow him to find odds and ends. creations are best represented by the
Milo’s hobby is climbing, a skill that standard equipment in the Savage
has occasionally come in handy during Worlds rulebook, a GM can allow a
monster hunting missions.
Chapter 4: Meet Your Commanders & Teammates
67
RECKONING DAY
It was good to be chief.
The noble orc, Skull Crushing Battle Hand of Fury, or Skippy as his human friends
called him, was pleased, and for the record, he did not mind being called Skippy. The
Chapter 4: Meet Your Commanders & Teammates
68
hoped she’d been blessed with a good talent. Somebody who could cook would be nice. The
village could use another cook, because no offense to Gretchen, her cake tasted like ashes in
his mouth, not that he would ever tell her that, because even the chieftain couldn’t talk
bad about his first wife’s cooking.
Chapter 4: Meet Your Commanders & Teammates
69
CHAPTER 5:
MHI’S ALLIES &
COMPETITORS
MHI may be the best monster hunting outfit in the world — but we’re not the only one,
and we can’t always get done what we need to get done without a little help. Here are
some of the other members of the “Hunting World” that you’ll get to know during the
course of your career.
71
EDWARD Quote: None. Edward rarely speaks, and
when he does he says no more than he
Background/History: Exszrsd Hgth Frhnzld absolutely must. He prefers to communicate
Wrst — “Stab-Fighting Warrior of Righteous with looks, gestures, and his actions.
Vindication,” or “Edward” as his human
Powers/Tactics: Edward is an unmatched
friends call him — is Skippy’s brother and
master of hand-to-hand combat with
one of the most important orcs in his tribe.
weapons. His favorite blades are a pair
His life gift of bladed combat makes him an
of matched orcish short swords (“short”
Chapter 5: MHI’s Allies & Competitors
72
GRETCHEN Lastly, Gretchen can cure some other
types of physical affliction, such as
Background/History: Gretchen — deafness or blindness. (For example, she
Grtxschnns, in her native tongue — is used one of her salves to undo years’ worth
Skippy’s first (and most important wife) of shooting and heavy metal music damage
and the lead shaman of the MHI Clan. to Owen Pitt’s hearing.) She can’t replace
She’s renowned for her healing powers and lost fingers, limbs, or organs, but she could,
the quality of her shamanism. for example, prepare a salve to remove
Chapter 5: MHI’s Allies & Competitors
73
Gretchen’s three healing powers only The Elves
work properly when prepared for a specific Down near Corinth, Mississippi, off a
individual, using some of that individual’s little-used state road, you’ll find a place
blood, hair, and other bodily substances. called the Enchanted Forest Trailer Park.
Preparing a salve or potion that anyone can It looks just like thousands of other trailer
use isn’t very helpful — such salves have, at parks across the country (if anything,
best, 10% of the effectiveness of her normal it’s even more run-down than most of
cures. She has to prepare her treatment for them), but it’s actually pretty special. The
Chapter 5: MHI’s Allies & Competitors
74
Don’t stare at them, no matter how strange, we have to pay the Queen extra for “hiring
wondrous, or weird they might seem. Don’t royal blood”). Her magical senses and
ask impertinent questions — in fact, it’s ability to deal with matters mystical makes
often better just to keep your mouth shut her particularly valuable to us, though
until you’re spoken to. They’re a secretive she’s still young in elf terms and doesn’t
people and resent it when they think know nearly as much about magic as she
humans are prying into their lives. If they sometimes likes to pretend. She worships
ask you a question, answer it as truthfully the divine spirit of Elvis Presley, so watch
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75
Melvin The Troll But during the Martin Hood incident,
“Melvin not like eating people anyway. Like a team of Hunters hired to deal with a
snacky cakes better.” —Melvin promises not troll infestation found that there was just
to eat people as part of the terms of his one troll. He’d survived what Hood did
job for MHI in Monster Hunter Vendetta to his tribe when it refused to work with
MHI doesn’t ordinarily work with trolls him, and now had nowhere to go. We
— in fact we’ve collected a lot of PUFF needed an IT guy, and trolls are great with
bounty money on them over the years, and computers, so we ended up hiring him. His
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76
Chapter 5: MHI’s Allies & Competitors
77
MCB personnel don’t care who or what If a situation’s serious enough — a
they have to ruin to keep their precious “condition red” incident in bureaucratic
secrets. For example, during the Martin parlance — the MCB’s powers become
Hood incident, he sent two oni to attack even broader. It can basically suspend
Owen Pitt’s brother Mosh as he was anyone’s constitutional rights at will for the
performing a concert in Montgomery, duration of the incident, and sometimes
Alabama. The resulting devastation affected even beyond. The Bureau’s also directly
the stadium, its parking facility, and several empowered by law to summarily execute
Chapter 5: MHI’s Allies & Competitors
78
incident. He’s been on the job a couple years
now, and after a bit of a rocky start he’s Special Task Force Unicorn
made the job his own (though he worries
The MCB isn’t the only government agency
that eventually Congress will replace him, involved with the supernatural. There’s at
since it’s never removed the “Acting” from least one other one we’re aware of that’s
his title). Extremely popular with Bureau called Special Task Force Unicorn. If the
personnel thanks to his personality and MCB is a “shield” designed to protect US
experience, he’s repaired headquarters citizens from monsters and magic, STFU
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79
LAWYER FIGHT
Shane Durant had just entered the lobby when the cellphone buzzed in his pocket. He
tapped the Bluetouth earpiece. “PT Consulting. Go.”
“Shane, are you at the address I sent you?” his boss asked.
“ Yeah, Armstrong. I got your text. I was about to go to the gym.” He risked a drink from
his Starbucks, but it was still too hot. “Barely even had time to get my venti, non-fat, soy
Chapter 5: MHI’s Allies & Competitors
80
They started upwards.
They were in a very enclosed space.
The man turned, just the slightest bit, revealing that the skin of his face a bit too stretched.
“Looks like I might be getting my workout in today after all.”
He looked Durant over. The man’s cracked lips opened just a bit, revealing black, broken
teeth, and by then Durant could smell the decay.
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81
One of the things that makes PTC so Armstrong spent over a decade as one
appealing to many employers is that it of America’s elite soldiers, traveling all
takes everything seriously. There’s no over the world dealing with threats to the
lightheartedness, no joking around, just US and her citizens that never made the
duty and getting the job done. Armstrong news (often because of the way he and his
and his team commanders try to foster a team handled them). He retired from the
company culture of “modern bushido,” of Army with the rank of colonel and created
devotion to duty and victory, and that helps a “private security firm,” Private Tactical
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82
Quote: “Well, if it isn’t Monster Hunter left his family unable to afford the tuition.
International. What an unexpected Eager not to let his dream slip away, Durant
pleasure to run into you gentlemen here.” obtained an ROTC scholarship. After
Powers/Tactics: Rick Armstrong’s graduation he was sent to Iraq as an officer.
combat motto has always been, “Do it to He found that he liked the military life so
them before they do it to you.” So he tends much he re-enlisted for a second tour after
to favor an aggressive, offense-oriented his scholarship obligation was over.
approach in most situations — though
Chapter 5: MHI’s Allies & Competitors
SHANE DURANT
Background/History: As a kid, Shane
Durant was smart as a whip — but also
kind of scrawny and sickly, making him
a natural target for bullies. Partly for the
exercise and partly to help protect himself
from getting his butt kicked so much, he
started studying an Israeli martial art
called Krav Maga. It turned out he had
a talent for it. Before long the bullies left
him alone, and he’d developed a life-long
interest in the fighting arts.
Durant had planned to attend the
University of Chicago like his father, but
some severe losses in the stock market
83
At last Durant returned home, attended quit until he wins or proves he’s the best.
law school as he’d always planned, and He’s used to playing offense, whether
became an attorney. He practiced for several that’s in the courtroom, on the battlefield,
years and enjoyed it — but something was or on the basketball court, and that goes
missing in his life. He tried focusing on his for social relationships as well. He tries to
martial arts, but that didn’t do it. Finally establish dominance through his presence
he realized he missed the action and or intellect and keep the situation going
excitement he’d found in military life. the way he wants it to. He’s a pleasant guy
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84
muscular build of an intensely dedicated The Vermont
martial artist. For routine work he wears
the PT Consutling uniform: tan cargo
Stump Jumpers
Up in New England, we’ve been seeing some
pants and a black polo shirt with the
fierce competition from a company called the
company logo in gold over his left chest.
Vermont Stump Jumpers. It’s run by Veronica
In the field he wears camouflage fatigues
Naismith, a woman who survived a zombie
and a tactical vest (or, if he has time to put
outbreak in her small New Hampshire town
it all on, full body armor) and carries an
(and in fact killed a lot of the zombies by
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85
AUSTRALIA: NEW SOUTH leads most of the field missions. Like
WALES EXPEDITIONS many of his Hunters he favors the L1A1
Of all the other hunting companies out rifle. Because they often engage monsters
there, New South Wales Expeditions, based across long distances, the Aussies also use
in Australia, is probably the most like MHI. a lot of heavy, bolt action sniper rifles in
Its Hunters are rough and tumble, highly various brands and calibers.
dedicated men and women who fight hard BRAZIL
and party hard. As a result, we get along Brazil positively teems with monsters.
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86
CHINA: PLA PARANORMAL lot more palatable to the Egyptian military
COMBAT UNIT than “Mercenaries”). We haven’t had much
In China, private monster hunting is strictly contact with them and don’t know much
illegal — we wouldn’t take a contract about them, but we networked a little
there regardless of the amount of money during the Las Vegas incident and would
involved, because any Hunters caught there definitely contact them if we had to do any
face the death penalty. Instead, the People’s work in North Africa or encountered any
Republic handles all its monster hunting sort of Egyptian monster here in the US.
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87
GERMANY SJK agents use Heckler & Koch firearms
As a sort of crossroads of Europe, Germany — typically HK 416 assault rifles. H&K
not only has plenty of its own monsters, has a standing arrangement with SJK to
but “immigrants” as well — the occasional test some of their experimental designs and
baba yaga come west from Russia, Turkish latest improvements to existing models.
lycanthropes who’ve come to a new home Grimm Berlin
with their families, French vampires who Of the several private hunting companies
relocated to the east, and plenty more. operating in Germany at the present time,
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88
KLAUS LINDEMANN money in the process), Lindemann signed
up. He moved steadily up the ranks, and
Background/History: Born near Berlin, has commanded Grimm Berlin’s field
Klaus Lindemann was an active, athletic operations for the last decade.
young man. Although quite intelligent, he
didn’t have much of a head for schoolwork Personality/Motivation: In public, and
and barely made it through his secondary when on the job, Lindemann is the very
education. Rather than trying to acquire embodiment of the stereotypical German:
precise; controlled; disciplined;
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89
Powers/Tactics: Lindemann is very much former, which falls under the jurisdiction of
a “lead from the front” kind of commander. the MI4 division of the miltary intelligence
He won’t ask his men to do anything he’s not service. (MI4 has also been known as
willing to do himself. The truth is he enjoys MANTICORE — the Metahuman,
the action and excitement of combat, though Abnormal, or NonTerrestrial Invasive
he’d never admit that even to himself. Cryptozoological Organism Research and
Although he’s well informed about a wide Extermination agency — but few people
variety of monsters, Lindemann is particularly use that name in the modern day.) Publicly
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90
Like us, the VHI Hunters tend to carry a INDIA: JAI JIWAN SECURITY
variety of weapons (we suspect they have Monster hunting in India is a private
some major firepower stockpiled, but keep affair; the government would rather pay
it secret from the British government, bounties and hire Hunters on short-term
which would quickly confiscate it), but contracts than maintain its own monster
because of restrictive laws, VHI mostly hunting branch. Given India’s population
refrains from direct action, and instead calls and poverty-stricken areas it’s a great
in the BSS. Their director of operations, hunting ground for monsters, so monster
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91
can get away with just about anything, the giant monsters that sometimes ravage
weapons-wise. The right amount of cash Japan’s cities: enormous fire-breathing lizards;
paid to the right people and no one will gargantuan shrieking moths; monstrous
look twice if a Hunter has to use military- turtles; and more. Since these attacks aren’t
grade weapons to take down some events that can be hidden from the public,
extradimensional horror. STK usually concocts a cover story that
involves the filming of a movie. (And to
ISRAEL support that ploy, the company actually has
Israel has both governmental and private
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92
takes advantage of the fast and loose laws
and corrupt political culture in that part of
TADEUSZ BYREIKA
the world to bring some major firepower Background/History: Tadeusz Byreika
to bear against monsters. And it’s a good comes from a long line of Hunters. His
thing, too; that’s where all sorts of vampires great-grandfather got started in the business
and related creatures come from. just prior to World War II when he had to
put down a vampire-like thing preying on
White Eagle’s field commander is Tadeusz
the people of his village. His grandfather,
Byreika, the grandson of the Hunter who
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93
a horrible monster, or achieve some other supernatural creatures. A few of these
worthy goal, even when retreating makes companies have been in business for years,
more tactical sense, he struggles to make a but most seem to form for a brief period,
decision, and more often than not, he stays break apart due to some interpersonal
and fights regardless of how foolish that is. difficulty, and then re-form in some
Quote: “My name is Byreika my small different configuration later. Competition
friend. Tadeusz Byreika! Let us go and between teams is often so cutthroat that
scare all the people.” they have more to worry about from each
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94
SCANDINAVIA: ASGARD Chief Tactical Officer Brandr Ullrson,
RESPONS HOLD. a decorated military veteran who first
You could say (with a bit of tongue-in- encountered the supernatural in a fight
cheek), that the Nordic and Northern with a frost giant, and oversees ARHs
European Countries have a giant problem operations, teams, and logistics.
with monsters. Frost and Fire Giants, Chief Research Officer Marja Rehnbäch,
massive wolves and sea serpents, rogue dark a brilliant scholar of Nordic myth and
elves and dwarves from other realms, the legends, who remains concerned about
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95
SOUTH KOREA: THE VATICAN: THE
TYONGSO CORPORATION SECRET GUARD
South Korea’s monster problem has (so Although MHI is the oldest private
far) been relatively mild, so it lacks any monster hunting organization in the
government monster hunting arm and has world, it’s not the oldest of all. That honor
only one large monster hunting company, belongs to the Roman Catholic Church’s
which calls itself the Tyongso Corporation. group of Hunters, the Blessed Order of
We haven’t worked with them and don’t St. Hubert the Protector (Hubert being
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96
MICHAEL GUTTERRES Powers/Tactics: Gutterres is a highly trained,
highly experienced combatant with many
Background/History: Michael Gutterres’s a gunfight, brawl, and monster hunt under
background is shrouded in mystery, though his belt. He typically relies on a Sig 556 rifle
it may be that his superiors in the Order (standard issue for the Secret Guard), but can
know of it. Based on his few comments handle pretty much any firearm expertly.
about himself, he was apparently raised
by devout Catholic parents and for some Due to his excellent record, the Vatican
allows Gutterres to sign out holy relics
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97
CHAPTER 6:
MHI’S TARGETS
Now that you’ve learned how we do things, it’s time to learn who we do them to. This section
briefly summarizes the available information on some of the monsters we most commonly
encounter and kill. Consult your instructors, your MHI Field Manual, or the MHI archives
for more information on any of these monsters — and many, many more.
99
WIGHT robes, but the red- or green-glowing eyes
Corporeal undead with a paralytic touch within the robe’s hood clearly indicate the
• Attacks: Paralyzing touch, teeth, claws, being’s true nature and evil disposition.
immense strength Without the robe a wraith looks something
• Defenses: Undead form like a zombie, but not nearly so corrupt or
• Other Abilities: Clinging to walls slow-moving and the eyes still glow evilly.
• PUFF Bounty: $50,000-$250,000 They’re even tougher to hurt than wights, and
have the power to drain a living person’s life-
The most powerful members of the “zombie
force with their touch. They can also become
family,” wights are corporeal undead who are
incorporeal for short periods, allowing them
even faster, tougher, and stronger than ghouls.
to walk through walls or avoid the effects of
What makes them particularly dangerous to
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100
Zombies are hard to kill. They don’t feel WEREWOLF
pain, though a wound that removes a limb A ferocious wolf-man who can assume
(or renders it nonfunctional) hampers them. human form.
The surest way to kill them is to cut off the • Attacks: Superhuman strength,
head or destroy most of the brain — a shot to superhuman speed, claws, fangs
the head usually does the trick, but it’s got to • Defenses: Regeneration
destroy enough of the brain to matter. Some • Other Abilities: Transform bitten
devious necromancers bolt armor plating victims into werewolves
onto their zombies, making the undead • PUFF Bounty: $50,000 for a new/
horrors even harder to kill (even just bolting inexperienced werewolf, up into
on a metal helmet of some sort makes a the high hundreds of thousands
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101
MISCELLANEOUS Chupacabras are primarily found in Mexico,
though they also range into the southern
OTHER MONSTERS parts of the United States and south into
Besides the undead and shapechangers, Central America. Occasionally one or more
here’s a look at just some of the wide variety somehow sneaks onto a truck or ship and
of monsters you may encounter during your gets taken even further afield.
career as a Hunter. DEEP ONE (Saughagin)
BLOOD FIEND Vicious fish-men who inhabit the world’s
Small humanoid that likes to drink human oceans.
blood. Attacks: Claws
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103
tentacles end in jagged barbs that look Ogres are eight to ten foot tall humanoids
something like hands with long fingers with dun, ochre, grey, or dark skin (sometimes
similar to a crab’s legs. It it can use these to mottled).They have thick, squat, prognathous
grasp prey even more firmly than its regular heads featuring large, heavy browridges,
tentacles can. It has a smell of ocean rot upward-pointing tusks, and pointed ears.
when out of the water. They’re tough, fast, They carry weapons appropriate to their size
and can breathe air (thus allowing them to and enormous strength (and can even use
clamber onto shore and attack targets that large, everyday items, like stop signs or pieces
aren’t in the water). The best way to kill them of furniture, as weapons when necessary).
is simply with overwhelming force, but they They have no special defenses (other than
know what guns are and are smart enough particularly tough skin), so enough firepower
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An oni is a large, well-muscled humanoid ambushes and traps — never follow them
ten to thirteen feet tall with unusually- into the sewers alone!
colored skin — typically some shade of
purple or red. Its head and face are longer
SHOGGOTH
Extradimensional, blob-like horror with
and pointier than a human’s, and its eyes may
multiple eyes, mouths, and limbs.
be a burning red or an evilly-gleaming pure
black. Tusks, sometimes extremely large ones, • Attacks: Fangs, claws, immense strength
jut up from its lower jaw. It has six fingers • Defenses: Semisolid body, regeneration
on each hand, each one tipped with a razor- • Other Abilities: Can fit through small
sharp black claw as long as a steak knife. openings
• PUFF Bounty: $100,000-$1,250,000
An oni is a physical being, but its physical
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105
HUMAN OPPONENTS other way, and in fact tends to increase
our bounty payment a little.
Not every enemy we fight is a monster —
some are humans who work with monsters, LUCINDA HOOD
or control them for their own purposes. Martin Hood’s daughter Lucinda survived
Technically there’s no PUFF bounty for his attempt to unleash the Dread Overlord
humans, and in fact killing them qualifies on the world, though she lost her right
as murder. However, trafficking with the hand in the process. (She’s since replaced
undead and extradimensional entities is a it with a metal one she’s made as flexible
capital offense under federal law. If we have as flesh with her spells.) She’s a powerful
to kill some sorcerer or sorcerer in her own right, though not as
evil priest while we’re skilled or knowledgeable as her father —
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106
If you see her, alert your team leader and/
or DoO Harbinger immediately. Old Ones & ElderThings
THE SANCTIFIED CHURCH The most terrifying opponents you’ll ever
OF THE TEMPORARY face as a Hunter are a group of malevolent,
extradimensional, ancient beings/gods
MORTAL CONDITION collectively referred to as “the Old Ones” (or,
The Sanctified Church of the Temporary less formally, as “Elder Things”). We know very
Mortal Condition, usually just called “the little about them, since studying them involves
Condition,” was Martin Hood’s cult that delving into black magic and can degrade your
worshipped the Old One he called the sanity. They’ve apparently existed for tens if not
Dread Overlord. After his defeat and hundreds of millions of years (possibly longer),
death, which also resulted in the death
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107
CHAPTER 7:
MAGIC
The world of MHI isn’t just one of guns
and action — it’s also a world of magic,
THE BASICS
where spells, sorcerers, and strange OF MHI MAGIC
powers exist. This section of the MHI Here’s the basic explanation of how magic
RPG describes how magic works in the works in the world of MHI. Naturally it’s
MHI setting, and how your character can a lot more complicated than this when
learn and cast spells. you get down to the details, but this
Caveat: just because Player Characters explanation is sufficient for MHI RPG
can learn to cast spells doesn’t necessarily purposes.
mean they should. Hunters in general, and
MHI Hunters in particular, tend to be
The Source
extremely suspicious of any use of magic, & Nature Of Magic
even for supposedly good ends. They’ve Magic is not inherent to Earth. It flows
seen too much evil magic, and too many into Earth from other dimensions or is
instances of “good” magic gone horribly sent to Earth by the various Outsider
wrong, for them to ever trust it. After Factions (see page 139, if you have your
all, the December 15, 1995 tragedy and GM’s permission). It manifests in one of
the Martin Hood incident were both the two ways: either as innate Gifts a person
result of Hunters thinking they could possesses; or as ambient “magical energy” a
learn magic and put it to good use — and wizard can manipulate to cast Spells. (See
you can see how that turned out. An MHI below for more about Gifts and Spells.)
Hunter who learns magic could easily find The source of magic has several important
himself having a Negative Reputation implications for how magic works, and
within the company; at the very least, Earl how characters can use/manipulate it.
Harbinger and other officers are going to PLACES OF
keep an extremely close eye on him.
POWER & PERIL
A person who can cast spells is usually First, because of the way it enters
known as a “wizard,” regardless of gender. Earth’s reality, magic is essentially an
(Some people also use the generic term “environmental” phenomenon. This means
“spellcaster.”) The term “sorcerer” usually that it can “collect” in certain places
implies a wizard who practices black (either always or at certain times), or may
magic or uses magic for evil (or selfish) “seep away” from them (temporarily or
purposes. Terms like “necromancer” and permanently). A location where magic
“shaman” refer to wizards who focus on is more prevalent is usually known as a
specific types of spells and spellcasting. “place of power,” and may be inherently
dangerous either due to the effects of the
magic, because it attracts monsters, or
both. For example, Natchy Bottom and they’ll drive the user insane, or even physical
DeSoya Caverns, which both factored warp him.
into the events of the Machado incident,
are dangerous places of power (Natchy Learning Magic
Bottom in particular); so is the events The source and nature of magic also has
venue where Raymond Shackleford implications for how characters learn to
initiated the December 15, 1995 disaster. use it.
In other cases, an area is so “devoid” of
GIFTS
magic that monsters can’t exist there and
Gifts are innate magical abilities granted to
Spells can’t be cast there; wizards refer to
a human by an Outsider Faction. Typically,
these as “deserts” or “null zones.”
the Faction has chosen the Gifted person
CUTTING OFF ACCESS to perform some mission or fulfill some
Because magic isn’t an inherent power of a destiny (whether he likes or wants this, or
Chapter 7: Magic
Chapter 7: Magic
spellcaster or Gifted person, it’s possible for not). For example, Owen Pitt’s ability to
one wizard to “cut off ” another’s access to read memories, his precognitive dreams,
magic (similar to the way Koriniha stripped and his general luckiness are all Gifts
Thrall of his powers during the Machado given to him by whichever Faction he’s the
incident). This isn’t easy — it typically Chosen One for.
requires a lot of power and/or preparation — Unlike Spells, Gifts aren’t “learned”
but it is possible. In fact, it’s a thought that abilities and typically don’t require any sort
keeps more than a few wizards up at night. of talent or training to use. But that doesn’t
EVIL SOURCE, mean they’re 100% reliable or always work
when the Gifted wants them to. Particularly
EVIL RESULTS when they first manifest, they’re often
The unpleasant truth is that more of the
unreliable or restricted in some way. As he
Outsider Factions and their members
becomes more accustomed to them, the
qualify as “evil” than as “good” in human
Gifted typically gains a greater degree of
terms — they revel in destruction and
reliability and control.
chaos, or they have goals which are inimical
to human life (or at least peaceful human For example, when Owen Pitt’s ability to
existence). Since there are more evil beings read peoples’ memories first manifested,
than good beings able and willing to he couldn’t activate it on demand or
dispense Gifts and magic power to humans control what he saw. As he gained more
who worship/follow them (or have goals experience using the power, he learned to
aligned with theirs), magic is far more make the ability more reliable (though his
likely to be used for evil purposes than for control over it remains far from absolute).
good. To put it another way, necromancers The most common Gift in the world of
and sorcerers both outnumber beneficent MHI is “I can learn to cast Spells more
wizards by a considerable margin. easily than ordinary humans.” Many
Furthermore, many (if not most) Outsider wizards have this Gift. However, even
Factions and their members are too evil, someone who has another Gift is usually
or too “alien,” for the human mind to able to learn to cast Spells more easily
comprehend safely. That means Gifts and than an un-Gifted person (who has to
magic power from them are inherently study long and hard to learn magic, as
dangerous and corruptive. Sooner or later discussed below).
109
Selling One’s Soul “Harnessing magic is no different than
“If you put something up for sale at the harnessing electricity,” as Martin Hood put
right price, there will always be a buyer. it, and while in a certain sense that’s true,
Souls ain’t no different.” there’s more to it. In theory anyone can
—Earl Harbinger learn to cast Spells if he has what it takes.
Not every un-Gifted person accepts And the attributes for becoming a wizard
that state of existence. Sometimes a aren’t exactly common. They include:
deeply disturbed individual finds a way • a sufficiently flexible mind. Just like
to “contact” a Faction and sell his soul. it takes a certain mindset to fight
He may do this through intense negative monsters without panicking, only
emotions that attract a Faction’s attention, people with the right “attitude” can
learning a little basic magic, visiting or truly comprehend, and thus use, magic.
living in a place of power, or some other • willpower. Mastering magic and using it
Chapter 7: Magic
Chapter 7: Magic
method, but the end result is the same: to alter/reshape reality in contravention
he exchanges his soul for magical power. of the laws of physics isn’t a job for the
The best example of this in MHI’s records weak-willed.
is the Ragman, a San Diego serial killer • discipline and a studious/scholarly
turned inhuman monstrosity whom Tim nature. Learning to cast spells involves
Green killed before joining the company literally thousands of hours’ worth
— but sadly it’s not the only one. of time spent reading books (many
Typically, a person who sells his soul to of them old or written in ancient
an Outsider Faction receives one or more languages), practicing arcane skills,
Gifts. But unlike regular Gifts, “bought and the like. It’s like earning a Ph.D.,
Gifts” tend to be much more powerful without the benefit of interacting
than ordinary gifts, and much easier to use with other students and professors. A
as well. In fact, they’re often 100% reliable. would-be wizard has to enjoy this sort
They often include monster-like abilities of thing or he’ll never succeed. It’s not
such as resilience to injury, regeneration, something most Hunters, who tend
enhanced senses, claws (or other natural to be men and women of action, have
weapons), and the like. The downside, of much tolerance for.
course, is that the Gifted is now soulless • access to study materials. This is actually
and irredeemably evil, and in thrall to one the most important thing a wizard
of the Outsider Factions as well (though in training needs. Without genuine
he may not fully understand that). magical books, scrolls, and chronicles
SPELLS to study, a character who wants to learn
Spells (or Wizardry, to use the most magic can never succeed, no matter
common formal term for magic practiced how flexible his mind, how great his
by humans) are magical powers that a willpower, and how strong his discipline.
wizard wields (“casts”) by making the And the truth is that genuine grimoires
proper preparations, speaking special are extremely rare. MHI has a few in its
words, gesturing in the proper mystical archives (which it keeps under lock and
ways, and using his willpower to “shape” key and carefully controls access to),
the magic being channelled to him (or that but usually any that it finds it destroys,
“exists” in his environment) to his purposes. and most other Hunting organizations
do the same. (The MCB is more
110
likely to save and study such things, Using Magic
but it approaches such pursuits very,
very carefully.) The odds of a character In The Game
stumbling across a genuine magical Here’s how characters learn Gifts and Spells
tome in a used bookstore or some out of in Savage Worlds terms and use them during
the way location are about the same as the campaign.
his odds of winning the lottery. GIFTS
The truth is that most people simply have As discussed above, Gifts are innate magical
no talent for learning/using magic. Earl abilities a character might possess. To have
Harbinger candidly admits this about a Gift, a character first has to get the GM’s
himself, and he’s been around magical permission; not all GMs will want Gifted
things all his life! characters in their MHI RPG campaigns,
Furthermore, some forms of magic are and even if your GM allows a character to
Chapter 7: Magic
Chapter 7: Magic
harder to learn than others. For example, a be Gifted he may not approve the specific
grimoire written in medieval English by some Gift you have in mind.
ancient sorcerer would be comparatively easy RULES FOR GIFTS
for a character to read. One in Latin, ancient Gifts are represented by the Arcane
Greek, or Babylonian would require him to Background (Gifted).
learn to read those languages (and perhaps all • Characters who have Arcane
about those cultures as well) before he could Background (Gifted) can also have
even begin to study and comprehend the Arcane Background (Magic).
magic in it. And scrolls or tablets written • Power Points granted by Arcane
by the Fey or by the strange, prehistoric Background (Gifted) can be used on
cultures and races that once existed upon Powers that a character has by having
the Earth are even harder to work with Arcane Background (Magic).
(particularly since a character can’t go • If a character has a Power granted by
down to the local bookstore and pick up Arcane Background (Gifted) and they
a textbook on how to read pre-human have the same power granted by Arcane
languages). The older a source of magic is, Background (Magic), if their Focus
the more useful information it’s likely to Skill is higher than their Spellcasting
contain and the more powerful the magics Skill, they may use the higher of the
a character can learn from it — but the two dice when using that specific power.
harder it is to learn from. A character could make a deal to sell their
On the other hand, not every character soul for a gift, in which case the Gift becomes
is human. Inherently magical humanoids linked to the character’s highest Attribute
— elves, gnomes, orcs, minotaurs, and so and starts at a d8. However, the character
on — can more easily learn and use magic immediately gains the Enemy (Everything
than humans can. This is particularly Good) Hindrance at the Major Level, Vow
true of elves, who have stronger innate (Outsider Factions) Hindrance at the Major
magic than most humanoid species and Level, and the Wanted (Major) Hindrance.
often learn the fundamentals of magic (or
divination, as they call it) in their youth
the way human adolescents study history
and math. Orcs all have “life gifts,” which
are how Gifts manifest among them.
111
If a character has more than 3 gifts from
CASTING SPELLS IN bargaining with an Outsider Faction, they
PLACES OF POWER immediately must retire as a character and
become a non-player character, having
Casting Spells in a place of power (see page turned so fully to evil, they’re a major villain.
110) may have several unusual effects.
First, depending on the nature of the place SPELLS
of power and the type of Spell, casting it Learning Wizardry and casting Spells is a
may be easier than normal, or the Spell little more complicated. To be able to cast
may be more powerful than normal. The a Spell, a character needs several things:
GM may represent this by granting a free • Arcane Background (Magic)
Raise on the Spellcasting Test (or bonus • Knowledge of the Spell
Power Points if they so desire.) • A Successful Test to cast the spell as
Chapter 7: Magic
Chapter 7: Magic
On the other hand, again depending on per the Savage Worlds rules.
the nature of the place of power and the Knowledge Of The Spell
type of Spell, casting it may be more First, he has to have learned the Spell
difficult than normal, or the Spell may be from some source (it’s extraordinarily
weaker. The GM may do this by adding rare, if not impossible, in this day and
penalties to the Spellcasting Test, or age for someone to have the power and
limiting how effective the magic can be. talent to create a new Spell on his own).
In magic “deserts,” casting Spells may In game terms that means the character
be even harder, or simply impossible. has to select one of the Spells listed under
Third, a place of power may not make Example Spells, below. (In some cases,
a Spell stronger or weaker but may the GM may allow a character to create
instead warp or change it in some way. his own Spells and buy them.)
The usual outcome may differ, the Spell The Spellcasting Skill
may hit a different target than the one Second, the character to have Arcane
intended, the Spell’s Backlash may Background (Magic) to learn the Powers
automatically occur (perhaps at greater and must past a Test to cast the spell. This
than usual effect), and so on. The only follows all the normal rules for Arcane
limit is the GM’s fiendish imagination. Background (Magic).
Endurance
Although magic ultimately comes from
an external source, “channeling” it through
one’s self by casting Spells is tiring. This
is represented by the Backlash rule under
Arcane Background (Magic).
Magical Incantations &
Gestures
Most Spells require a character to incant
special mystic words and phrases, and to
make specific arcane gestures, or they
automatically fail. In game terms, this is
simply a trapping to make the magic work.
112
Enchanted Items The following types of Wizardry spells
While many Spells require ritual items and are simply Trappings that all work under
paraphernalia, those aren’t “magic items” Arcane Background (Magic).
— they’re simply items necessary for a NECROMANCY
particular form of magic to function. But true Necromancy is a “subset” of Wizardy whose
enchanted items — items with their own Spells deal with death, undeath (and the
inherent magical powers, which anyone can creation of the undead), summoning and
use — do exist in the world of MHI. Most controlling demons, fear, other negative
of them date from earlier (even ancient or emotions, and darkness. It comes from the
pre-human) times, when magic was either Old Ones and other evil Outsider Factions,
more plentiful or easier to use. Creating a and is very much evil (even if used with
new enchanted item today, particularly a good intentions). A wizard who focuses on
powerful one, would be extremely difficult, Necromancy is known as a necromancer,
Chapter 7: Magic
Chapter 7: Magic
but it’s not impossible. For example, when and because of the transformative side
Martin Hood controlled the Condition, effects of many of his Spells, he’s often
he created special magical amulets for its insane or has noticeable physical changes
members to wear. (severe palsy, demonic horns growing from
See Example Enchanted Items, below. his head, warped flesh, twisted limbs, black
eyes, and the like).
TYPES OF MAGIC
While the discussion above focuses on Any Necromancy trappings automatically
magic in the abstract, not all magic is the draw from the Old Ones and will mark the
same. There are different types or categories wizard as evil. Upon casting a Necromancy
of magic practiced by different people and/or spell, the wizard automatically gains the
species. In fact, there are four primary types Outsider Hindrance.
of magic in the world of MHI: Wizardry; Repeat uses of Powers that have the
Alchemy; Divination; and Shamanism. Necromantic Trapping will give the caster
multiple instances of the Outsider Hindrance,
Wizardry which continually cause the wizard’s form to
The most common type of magic, and the warp and change as described above. (And
type practiced by humans, is Wizardry. All yes, the Persuasion penalty does stack
Wizardry is the same, regardless of the in this case.) After the first, the GM should
cultural filter or mystical methodology assign the Outsider Hindrance at a rate they
applied to it. For example, the Hermetic feel is appropriate (generally every two to
Theurgy of medieval and Renaissance three spells.)
Europe, Hebrew kabbalah and gematria,
Norse rune-magic, and Chinese sorcery are
all forms of Wizardry and all allow their
users to learn the same types of Spells, even
though those Spells may be cast a little
differently or look a little different from
one part of the world to the next. Unless
a character is an elf, minotaur, or orc, the
Spells he’s casting are Wizardry Spells.
113
Voodoo Divination
Voodoo is sort of an offshoot of Necromancy. Divination is the formal term for elven
It’s a legitimate religion in Haiti and some magic, which only elves can learn and
other places, but certain disturbed persons practice. For the most part it’s similar to
have taken those religious teachings, crossed Wizardry, though elves find it much easier
them with magic, and come up with a style to use and learn than humans do Wizardry.
of spellcasting all their own. Voodoo focuses Elven diviners and human wizards can
on creating undead (particularly zombies) work together relatively easily, though
and on inflicting and removing curses. differences in terminology, perspectives on
Characters based in the United States are magic, and ease of use may cause problems.
most likely to encounter Voodoo in New Some forms of Divination involve drawing
Orleans and the surrounding region. elf-runes on objects; this can protect that
Alchemy object or grant it special qualities. Some
Chapter 7: Magic
Chapter 7: Magic
Alchemy is a sort of “scientific magic” scholars speculate that the various systems
studied/used by “natural historians” such as of runic magic found in European cultures
Sir Isaac Newton and Benjamin Franklin. derived from Divination rune-workings.
Practicing it, and casting its Spells, requires
a laboratory, lots of materials, extremely Shamanism
detailed procedures/rituals, and the like. Shamanism is the magic of orcs, minotaurs,
The end results are usually physical in and possibly some other humanoid species.
nature — rather than evoking some sort of It involves speaking to/communing with/
energy or force, Alchemy creates potions, controlling the spirits that exist in the
ointments, golems, animate objects, and natural world and which are inherent
similar things. Despite having some in most objects (both natural and
similarities with Wizardry, it is very much manufactured). This makes it extremely
a separate discipline. flexible and powerful when practiced by
an experienced or talented shaman, and
Alchemy has been out of favor with most
even a low-ranking shaman can be highly
students of magic for well over a century; its
effective in the right situations.
theories and methods are not compatible
with modern science. Almost no one Shamans are particularly known for
studies it today. MHI has no facilities set their healing powers. By speaking to the
up for alchemical workings, and even the right spirits and preparing remedies from
MCB’s alchemical resources are limited. various herbs, minerals, and other natural
substances, they can cause even life-
threatening injuries to heal much more
If you really want to include Alchemy, quickly than normal. Unfortunately, these
simply use Arcane Background (Weird Spells are most effective when prepared
Science) and just flavor it like Alchemy. for a specific person; “generic” healing
magic has at best a small fraction of the
power of a person-specific Spell.
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Learning Different SIMPLE TELEKINESIS
When you properly focus your willpower
Types Of Magic you can slowly, carefully lift objects weighing
Except as noted above, it’s possible for
up to 25 kilograms without touching them.
a character to learn multiple types of
magic. A human wizard could learn some This is best represented by the Telekinesis
Shamanism from an orc (and vice-versa), Power.
or could study Alchemy procedures from a SOUL FEASTING
medieval philosopher’s notes, for example. Whenever someone dies near you (whether
by your own hand or someone else’s), you
EXAMPLE GIFTS can “feed” on the soul as it escapes the body,
thus temporarily making yourself stronger,
Here are some example Gifts appropriate
faster, tougher, and so on.
for MHI RPG characters (though not
Chapter 7: Magic
Chapter 7: Magic
necessarily for Player Characters — some This is best represented by the Boost/
of them are dark and evil). If you don’t Lower Trait Power, with a modifier that
find one here that fits what you have in it can only be triggered when something
mind for your character, you can use them dies near you.
as guidelines for creating your own Gifts UNUSUAL INSIGHT
using the Savage Worlds rules. You have a Gift for noticing things. Your
DARKEST DAY observational skills are so well-developed
Sometimes you can gaze deep into a that it’s almost uncanny; your senses
person’s mind and soul and discover of sight, smell, and hearing are more
their worst memory or greatest fear about acute than normal humans’. You even
themselves — and then, of course, use that subconsciously sense danger to yourself.
information against them as you see fit. This is best represented by the Farsight
This ability doesn’t always work, but you Power.
can at least control when you try to use it. VISIONS OF
This is best represented by the Mind
Reading Power.
DISTANT PLACES
Sometimes you get flashes that allow you
FAST HEALING to see what’s going on in other areas up to
You heal from injuries approximately about six kilometers away from you. (You
seven times as fast as an ordinary person. can’t hear anything at that location, only
Tthis is best represented by the Healing see what’s there.) You have no control
Power, with the Greater Healing Modifier. over when it happens or how long it lasts.
While it’s going on you can’t move; all
MIGRAINE you can do is stand there. If you move, you
MANIPULATION instantly lose the vision.
Occasionally, by concentrating hard, you can This is best represented by the Divination
cause another person to briefly experience Power.
the intense pain of a migraine headache.
This is best represented by the Confusion
Power.
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EXAMPLE SPELLS BLOCKING THE FLOW
Description: This Spell cuts off another
Here are some Spells for the MHI RPG,
spellcaster’s “access” to the environmental
organized into three sections: Wizardry/
“magic force” he taps to cast Spells. It has
Divination; Alchemy; and Shamanism.
a relatively minor effect at first, but as the
Necromancy spells are designated with
caster continues to expend energy to keep
(N) after their names.
it functioning, it can build to the point
Wizardry/Divination where the target can’t use magic at all.
Spells Using this Spell is also dangerous for
These Spells are usable by human wizards and the caster. If he fails his he suffers the
elven diviners (though each may go about “blockage” effect himself !
casting them a little differently than the other). This is best represented by the Drain
Chapter 7: Magic
Chapter 7: Magic
Some of these spells are Divination- Power Points or Dispel Powers.
specific; they can only be learned and cast BOIL THE SEA
by elves. They’re designated as such in their
descriptions, and with (D) after their names. Description: This powerful Spell allows a
wizard to boil a large quantity of water instantly.
BANISHMENT He can’t use it to attack living beings, but it’s
Description: This Spell allows a wizard to very effective against creatures in the water.
send a summoned demon or extradimensional This is best represented by the Elemental
creature back from whence it came. It may be Manipulation Power.
cast either on the summoned creature itself,
or on the sorcerer who conjured him. BREAK THE TETHER
This is best represented by the Banish Description: When a wizard creates a
Power. pocket dimension (see below), he has to
“tether” it to Earth’s dimension, so he can
BLOCK CLAIRVOYANCE move back and forth between them easily.
Description: If a wizard is concerned This Spell breaks the tether, thus preventing
about being spied on via clairvoyance or passage between the two realms and causing
similar scrying spells, he can cast this Spell. the pocket dimension to disintegrate over
It establishes a “shield” against all forms several minutes. Anyone and anything in
of “remote viewing” as long as he expends the pocket dimension when it’s untethered
the energy to maintain it. Anyone trying is trapped there (unless they have some
to “view” him simply perceives a “blank,” way to travel between dimensions on their
grey area (and thus knows the target is own) and will be killed/destroyed when
shielding himself with this Spell). the pocket dimension unravels.
At the GM’s option, this Spell also To cast this Spell, the wizard must be
interferes with the Tracking Spell, either within 1m of the “anchor” — the point
blocking it from working entirely or at which the pocket dimension’s tether
imposing significant penalties on anyone’s attaches to Earth’s dimension. The anchor’s
attempts to track the caster. located within the pocket dimension itself,
This is best reflected by the Conceal so the wizard has to be sure he has a way to
Arcana Power. get out of the pocket dimension and back
to Earth before the dimension unravels or
else he’ll be hoist in his own petard.
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This is best represented by the Banish or CLAIRVOYANT ASSAULT (N)
Dispel Powers. Description: This Necromancy Spell gives
BULLET BARRIER the caster the power to attack someone
who’s viewing him clairvoyantly. First, of
Description: This rare, powerful Spell
course, he has to be aware that someone’s
protects the caster (and those near him)
scrying him (either through the Detect
from bullets, grenades, arrows, and
Arcana Power or a Gift that provides a
other physical projectiles. Once cast it’s
similar power). This Spell affects the scryer
stationary. It only works against physical
regardless of where he is in the world.
projectiles; the caster (and other people)
can move in and out of it freely. This is best represented by Detect Arcana
Power. If successful, the Necromancer
This is best represented by the Deflection
then gains the ability to have a Bolt target
Power.
the individual scrying on him.
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Chapter 7: Magic
CAUSE ILLNESS (N)
COMMUNICATIONSBLACKOUT
Description: A necromancer uses this
Description: This Spell allows a wizard
Spell to make someone sick. The illness is so
to block all electronic communications
virulent that it can kill the victim, and even
throughout an area roughly 50 kilometers
if he survives it may take him days to recover
in radius around where he is when he casts
his full health. The victim falls sick an hour
the spell. Radio, television, telephone, and
after the Spell is cast, so he may be able to
cell phone signals can’t be transmitted
counter the evil magics before they take
from or received in the affected area. The
effect — if he’s aware of what’s happening.
effect lasts for 1 Day.
You should also consider this a Shamanism
This is best reflected as an Elemental
Spell, though of course only evil shamans
Manipulation Power that only targets
use it.
communications but has a roughly
This is best represented by the Lower 50-kilometer area. It can only be used to
Trait Power. shut down communications.
CLAIRVOYANCE CONTROL UNDEAD (N)
Description: With this Spell, a wizard can Description: This Spell gives a necromancer
see things happening up to 6 km away from the power to command the undead. It’s not
him. Some versions of the Spell allow him necessary for undead beings the necromancer
to expend more energy to add the ability to creates himself (since they’re automatically
hear things, or to view things anywhere on obedient), but comes in handy when he
Earth. In some magical traditions, casting encounters free-willed or masterless undead
this spell requires a crystal ball, scrying beings.
mirror, or other object to view things in.
This is best reflected by the Zombie or
This is best represented by the Farsight Puppet Powers.
Power, but instead directly seeing through
their own senses, the wizard is simply
scrying on a location.
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CREATE FLESH GOLEM (N) DETECT CLAIRVOYANCE
Description: With this Spell a necromancer Description: When cast, this Spell
can stitch together (or otherwise attach) informs the caster if he’s being scryed with
parts from various corpses and then infuse the Clairvoyance Spell (or any similar Gift
them with dark magical energies to create a or power). It doesn’t tell him who’s scrying
flesh golem. The golem is loyal to its creator him or where they are, it only lets him
and obeys his commands without hesitation. know whether he’s under remote mystical
See the Alchemy section, below, for a observation or not. He can maintain the
similar Spell. Sense as long as he expends energy.
This is best reflected by the Summon This is best reflected by the Detect
Ally Power. Arcana Power.
Chapter 7: Magic
Description: This Spell, the very heart Description: Although similar to Demon
of Necromancy, allows a sorcerer to raise Summoning, this Spell is potentially even
a corpse or skeleton from death to unlife, more dangerous, for it allows a sorcerer
creating an undead being to serve him. to call forth the terrifyingly bizarre
Typically it’s used to create zombies or extradimensional entities that are minor
skeletons, but more powerful necromancers servants of the Old Ones and similar
learn versions that can create other types Outsider Factions: shoggoths; burrowers;
of corporeal undead, such as constructs or and creatures even less pleasant. Again, the
wights. The undead created is loyal to its use of a Summoning Circle is recommended,
creator and obeys his commands without though even that’s not enough to protect
hesitation. the caster from some of these beings.
This is best reflected by the Zombie This is best reflected by the Summon
Power. Ally Power.
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DREAMSPEECH If the caster touches a person with the
Description: A wizard uses this Spell flame, that person takes the flame’s damage;
to communicate with another person this extinguishes the flame (otherwise it
by altering his dreams. Depending on does not “burn out” as long as the caster
the wizard’s intentions, he can “speak” holds on to it). If the caster touches the
directly (by having himself appear in the flame to something flammable, such as a
sleeper’s dream and convey information) curtain, he loses control of it and it keeps
or indirectly (by altering a dream to have burning until it uses up all the available fuel.
symbolic meaning). He doesn’t have This is best reflected by the Elemental
to tell the truth; he could, for example, Manipulation Power.
use this Spell to convince someone that
FORESEE THE FUTURE
something terrible’s about to happen in
Atlanta — when in fact the wizard’s evil Description: This Spell gives a wizard
Chapter 7: Magic
Chapter 7: Magic
scheme is about to unfold in Houston and glimpses of the future to come. He can
he just wants to lure the sleeper away. try to see the future at a specific time (“I
want to find out what’s going to happen
To use this Spell, the wizard either has to
this coming weekend”), but in fact has
have Line Of Sight to the sleeper, or must
little, if any, control over what he sees.
use Mind Seeking (see below) to locate
(If appropriate, the GM might allow the
his mind. At the GM’s option, a wizard
caster to make a Spellcasting to see what
can use it without Mind Seeking if he
he wants; otherwise, or if the roll fails, he
knows the sleeper well or has previously
should provide the caster with information
been inside his mind.
about a random future point in time.)
You should also consider this a Casting the spell requires a special talisman.
Shamanism Spell, though a shaman needs
Unfortunately, even if the Spell shows
a small fetish made of several different
the caster the desired time and place, it
types of feathers to cast it.
doesn’t necessarily provide a clear, easily
This is best represented with the Mind understood vision of future events.
Link power. The vision may be vague, difficult to
FIRE BOLT understand, or symbolic rather than
direct. It’s up to the GM to decide what
Description: This Spell allows a wizard
information to provide, and how.
to shoot a bolt of fire at one of his enemies.
It’s difficult and tiring to cast, but few foes You should also consider this a Shamanism
can withstand a Fire Bolt to the face. Spell, though a shaman casts it using various
herbs burned in a small fire made with
This is best reflected by the Burst Power
special wood rather than a special talisman.
with a Fire Trapping.
This is best reflected by the Divination
FIRESHAPING Power.
Description: This spell allows the caster to
HAMMER OF THE UNDEAD
“pick up” masses of flame, move them, and
even create crude shapes with them (such as Description: Spellcasters both good and
a fiery eagle or a tower of flame). evil often confront hostile undead, and this
Spell helps them destroy those vile beings.
This is best reflected by the Banish Power
or Dispel Power, targeted on Undead.
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HEX (N) This version of Smite is the only action a
Description: Most commonly used by caster can take that turn, and if it’s used,
voodoo practitioners and witches, a Hex all attacks against the caster gain +2 to
typically allows the caster to impose some their Tests.
minor inconvenience or problem on the LIVING SHADOWS (N)
target (generally as a punishment for
Description: With this Spell a necromancer
some transgression, real or perceived).
can bring the shadows near him to life and
Examples include baldness, temporary
command them to serve him (typically to
impotence, a bad cold, or a week-long run
attack his enemies). However, they take
of minor bad luck. However, if the caster
damage if exposed to sunlight, so it’s best
is powerful enough (and crazy enough),
only to create them at night or in well-
the effects of a Hex can be made stronger,
shaded places.
more severe, and/or longer lasting — up
Chapter 7: Magic
Chapter 7: Magic
to and including killing the target. Best reflected by the Zombie Power,
with changes to the Zombie Profile, and
Using Hex on someone is referred to as
the “Darkness” Trapping.
“hexing” them.
This is best reflected by the Lower Trait MIND SEEKING
Power, the Blind Power, or the Confusion Description: This Spell allows the caster
Power. to seek and locate another person’s mind.
The better he knows the person, or the
LEVITATION
more mental contact he’s had with him,
Description: This Spell uses mystic force the easier he is to find.
to levitate the caster in the air. He can move
This is best reflected by the Mind Reading
straight up or straight down, and can hover in
Power.
place, but cannot move forwards, backwards,
or to the side. MIND SHIFTING (N)
This is best reflected by the Telekinesis Description: This terrifying Spell allows
Power, with the modifications above. a necromancer to switch minds with the
target: his mind goes into the target’s
LIFE DRAINING (N)
body, while the target’s mind gets shifted
Description: This foul Spell of Necromancy into the necromancer’s. The necromancer
gives the caster the power to leech the very retains his own memories, mental skills,
soul from another being. Unfortunately for ability to cast Spells, and so forth. Typically
the necromancer, it only works if the target’s he immediately uses Domination to take
within 10m and he has to concentrate intently control of the victim’s mind, so the victim
to cast it, so it exposes him to counterattack if doesn’t do anything to harm his own body
he uses it in combat. before he’s ready. The caster can switch
This is best reflected as a Smite Power, that minds back at any time.
if successfully used in an attack, allows the This is best reflected by the Puppet Power,
caster to immediately and automatically gain but the target and caster switch all their
the benefits of the Healing Power (as though Mental Edges, Mental Hindrances, Arcane
it had been cast successfully at it’s base level.) Backgrounds, Smarts and Spirit Attributes.
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If the caster wants to insure the Puppet can PORTAL ROPE
not harm the caster’s body, the Caster must Description: This Spell, a favorite of
have already cast Puppet on the target of villainous wizards and necromancers, allows
Mind Shifting. the caster to instantly travel to a pre-selected
location anywhere in the world. To do this
PERCEIVE MAGIC
the caster prepares a short length of rope in
Description: With this Spell, a wizard can advance. He must choose the location the rope
perceive arcane energies in the area around gives access to when preparing it, and cannot
him. This includes detecting whether change it thereafter; furthermore, it must be
someone is a spellcaster of some sort. If the a location he’s either in when he prepares the
caster’s unable to see for some reason, he rope, or one he’s intimately familiar with.
cannot perceive magic either.
Once the rope’s prepared, the caster can
You should also consider this a Shamanism carry it with him, give it to another person,
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Chapter 7: Magic
Spell. or the like. When he wants to use it, he
This is best reflected by Detect/Conceal takes an action to put it on the ground in a
Arcana. circle. The rope immediately opens a portal
POCKET DIMENSION to the pre-defined location. The portal
remains open as long as the user of the
Description: This Spell allows the caster rope concentrates on it (this makes him
to create a pocket dimension (or in Alfar, easier to hit in combat). During this time,
an eskarthi-dor) for his own uses. (Some anyone can use it, even his enemies. Once
wizards claim the caster isn’t creating a he stops concentrating, or goes through
pocket dimension, but merely gaining the portal himself, the portal closes and the
access to one that already exists; regardless rope disintegrates in a flash of flame.
of the metaphysical truth, the spell works
the same.) Some forms of Portal Rope provide access
to alternate dimensions, rather than other
The caster defines what the pocket locations on Earth. They’re built and used
dimension is like (within reason): the the same way.
landscape; the flora and fauna; and other
factors. This is best reflected by the Teleport
Power, modified as above.
Generally the pocket dimension cannot
be inhabited by sentient beings or QUENCH FLAME
monsters. The caster must also define an Description: This Spell makes a wizard
access point (which anyone can use, not the envy of firefighters everywhere by
just him) and the anchor point where allowing him to instantly snuff flames
the tether attaches the pocket dimension (whether mundane or magical).
to Earth’s reality (see Break The Tether, Extinguishing a fire doesn’t get rid of the
above). Once created, the access point smoke it generated, or reverse any effects
and pocket dimension are permanent, but it may already have caused (like heating an
they can be destroyed. area or weakening the structure of a building).
This spell is exceptionally powerful, and You should also consider this a Shamanism
should be reflected by the GM working Spell.
with the wizard to accomplish this.
This is best reflected as an Environmental
Manipulation Power.
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RAIN OF FIRE You should also consider this a Shamanism
Description: This powerful Spell literally Spell.
causes fire to rain down, inflicting severe This is best reflected by the Boost Trait
(and possibly deadly) burns on everyone and power.
everything within a 12m radius area. The
RUNES OF PROTECTION (D)
caster’s not immune to this effect, so he has
to place the area away from himself unless Description: This Divination Spell allows
he’s suicidally desperate. Even worse, if he an elf to protect a person dear to him. A
fails his Spellcasting, the Spell’s power feeds person who has Runes Of Protection drawn
into him, causing him to burst into flame! on him is unusually lucky, and thus armored
against many of the disasters, tragedies, and
This power is best reflected by the GM
misfortunes that might otherwise befall
working with the wizard, as it’s exceptionally
him. The runes look something like unusual
powerful and out of the scope of normal
Chapter 7: Magic
Chapter 7: Magic
tattoos and must be placed on the body
Powers.
where they can easily be seen (usually the
REMOVE CURSE back of the hand or the neck).
Description: This Spell unravels and abjures The Transform remains in effect as long
any curse placed upon the subject (typically via as the runes remain, but it stops working
black magic Spells like Voodoo Curse). immediately if the runes are marred, cut
You should also consider this a Shamanism through, covered up for more than 30
Spell, though a shaman’s casting involves minutes, or the like. A person can only
a lot of drum music, dancing, the shaking have one set of Runes Of Protection on
of fetishes, and censing the victim with him at a time.
strange incenses. You should also consider this a Shamanism
This is best reflected by the Dispel Power. Spell.
This is best reflected by the Protection
RUNES OF IMPROVEMENT (D) Power.
Description: This Divination Spell allows
an elf to improve the qualities or performance SHADOW FORM (N)
of some object or being. The caster draws Description: When he casts this Spell,
or paints mystic elven runes on the object a necromancer transforms his body into
or person, gains the benefits of the Boost shadow. This makes it extremely difficult
Trait Power. For example, a vehicle might to hurt him and also allows him to hide
receive a boost to its handling or speed; in dark or shadowy areas with ease. The
a person could become stronger, tougher, Spell remains in effect as long as the
smarter, more accurate, or the like. (For caster expends energy to keep it going.
inanimate objects that don’t have most This is best reflected by the Intangibility
Characteristics, this Spell improves their Power.
durability or toughness.) The Spell remains
in effect, without losing any power, as long SPELL SHATTERING
as the runes remain, but it ends instantly if Description: This Spell unravels and
the runes are marred, smeared, covered up, scatters arcane energies, making it difficult
or the like. An object or person can only for the targeted Spell or enchanted item
have one set of Runes Of Improvement on to maintain its magic.
it/him at a time. This is best reflected by the Dispel Power.
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SUMMONING CIRCLE TELEPATHIC
Description: Long ago, wizards seeking a COMMUNICATION
way to protect themselves from the dangers Description: A wizard uses this Spell to
posed by summoned beings devised the communicate with another person mentally.
Summoning Circle. It’s a mystic ward that He can’t use it to uncover the target’s
a summoned entity, by the laws of magic, memories, emotions, or desires, only to
cannot exit or enter, and through which its “speak” to him mind to mind.
attacks and inimical powers cannot extend. To use this Spell, the wizard either has to
Despite the name, Summoning Circles have line of sight to the target, or must use
take many forms, not just circular. Mind Seeking (see above) to locate his mind.
The Circle itself is drawn on the ground At the GM’s option, a wizard can use it
or a floor by the caster in a half-hour long without Mind Seeking if he knows the target
ritual. If it’s improperly created, it has no well or has previously been inside his mind.
Chapter 7: Magic
Chapter 7: Magic
effect; if anything breaks, mars, obscures, or This is best reflected by the Mind
covers it, it instantly ceases to have any effect Reading Power but limited to a
(though it can be repaired by the wizard). conversation instead of
This is best reflected by the Summon reading thoughts.
Ally Power.
TELEKINESIS
Description: This Spell
allows a wizard to affect
and move objects
at a distance,
without having to
physically touch
them. It tires him
just as much as
using his STR.
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TRACKING SPELL (D) VOODOO CURSE (N)
Description: Elven trackers use this Description: This Spell allows a
Divination Spell to find their quarry with necromancer to inflict bad luck on someone.
ease. When a wizard casts it, he defines If all goes well (as the necromancer sees it),
the target of the spell (typically a person, the victim will end up dead or miserable as
but it could be an object). The Spell works a result of his misfortune.
best if the caster has something of the You should also consider this a Shamanism
target’s (clothing, a bit of hair, a treasured Spell, though of course only evil shamans
possession), but that’s not necessary. use it.
This is best reflected by the Boost Trait This is best reflected by the Blind,
Power, applied to the Track Skill. Confusion or Boost/Lower Trait Powers
(using the Lower Trait version.)
TRUE NECROMANCY (N)
Chapter 7: Magic
Chapter 7: Magic
Description: This spell, the foundation VOODOO DOLL (N)
of all Necromancy, allows the caster to call Description: This Spell, made infamous
forth the spirit of a dead person and speak through many lurid stories and movies,
with him. However, there’s no guarantee allows a necromancer to harm (or even
that the spirit will be well inclined toward kill) a victim by stabbing or otherwise
the caster, and in fact it may be angry at damaging a small doll made in the victim’s
“being awakened,” or simply hate the likeness. For best results, the doll should
living in general. In this case, getting include bits of the victim (his hair, blood,
useful information out of the spirit may be flesh, spittle, or the like) and/or bits of
difficult or impossible. Furthermore, the cloth from clothing he’s worn. (If the doll
spirit can only speak the languages it spoke lacks this sympathetic connection to the
in life, so unless the caster can speak one victim, the GM should halve the damage
of them communication becomes limited it does.) Unless the GM rules otherwise,
regardless of the spirit’s inclinations. this Spell can affect a target anywhere in
To cast the spell, the caster must have the world, but not in a different dimension
something that links the deceased to from the one the caster occupies.
the world of the living — an object he You should also consider this a
treasured, one of his bones, or the like. Shamanism Spell, though of course only
For this reason the spell is often cast at evil shamans use it.
the deceased’s burial site, but this poses a This is best reflected by the Blind, Confusion
risk: the spirit may animate its bones (or or Boost/Lower Trait Powers, modified to
corpse) and use them to attack the caster be Heroic Level and allowed to function
(if so inclined) or undertake other physical worldwide as long as the Necromancer has
actions. (If necessary, use the Skeleton or the Voodoo Doll of the target.
Zombie character sheet to represent the
animated remains.) WARDING
This is best reflected by the Zombie Description: This Spell creates an effect
Power. similar to, but much weaker than, that of
a Ward Stone (see below). It invokes an
area of mystic energy that’s deadly to the
undead and to summoned beings such as
demons and shoggoths.
124
This is best reflected as a Blast Power heyday very few alchemists knew enough
that only harms Undead or Otherworldly to create it. It has one of two effects. First,
creatures. if the person who drinks it (or to whom it’s
applied) is injured, it instantly heals all his
WEATHER CONTROL injuries, bringing him back to full health.
Description: This Spell gives a wizard Furthermore, if the subject is dead, the Elixir
the power to alter the weather over a four restores him to life! Second, if the person
kilometer radius around him. The effects, who drinks it is alive and healthy, it magically
being artificial, disperse fairly quickly invigorates him, making him stronger and
once the caster stops paying expending tougher for a short time. Third, the Elixir
energy to keep the spell functioning. cures any disease the subject has, including
You should also consider this a Shamanism lycanthropy and other supernatural diseases/
Spell, though a shaman casts it differently. conditions which are otherwise incurable.
Chapter 7: Magic
Chapter 7: Magic
This is best reflected by Elemental Unfortunately, most living mortal bodies
Manipulation, made Veteran and with the can’t handle the Elixir’s strengthening
Range greatly expanded. effects, and sometimes not even its healing
powers — it burns through the body, killing
Alchemy Spells them in agony after seconds or minutes. If a
Alchemy Spells tend to require large person has enough durability and willpower
amounts of time and effort to “prepare” to withstand the Elixir, he usually still
or “create,” but once all the work’s done experiences intense pain or spasms for a
in the lab, the items that result are easy short period, but eventually his body adjusts
to use. Unfortunately, most of the secrets to the effect. (The more one drinks, the worse
of Alchemy have been lost over the the pain and seizures, but except for Special
centuries; few wizards practice this form Agent Franks and his like, this doesn’t matter,
of magic today. since even a single dose kills the subject.)
All Alchemy Spells are to be used as Like all potions the Elixir Of Life spoils
Arcane Background (Weird Science). easily, and may be spilled by accident or
if an enemy’s attack breaks the container
CREATE GOLEM
holding it.
Description: Alchemists can create golems
See the section on Franksborn for details
from nearly any substance. Flesh and clay are
on the Elixir in play.
the most common types (though creating a
flesh golem borders on Necromancy), but POTION OF INVISIBILITY
they can also make them from stone, wood, Description: This potion, whose ingredients
or even metal. The golem is loyal to its creator include many different types of clear or
and obeys his commands without hesitation. transparent substances, causes the imbiber
This is best reflected as the Summon to become invisible for 20 minutes. A
Ally Spell. single brewing creates enough potion for
four people (or for one person to use four
ELIXIR OF LIFE times). Like all potions it spoils easily, and
Description: This potion is considered may be spilled by accident or if an enemy’s
the most wondrous accomplishment of attack breaks the container holding it.
Alchemy and is also one of the discipline’s
This is best reflected by the Invisibility
rarest formulae; even during Alchemy’s
Power.
125
Shamanism Spells CURATIVE SALVE
Besides the Wizardry/Divination Spells Description: This Spell allows a shaman
which also belong to this type of magic, to prepare a special salve that can cure
here are some additional Shamanism Spells. many types of physical ailments and
handicaps. It can’t regrow limbs, but
APPEAL TO THE SPIRITS it can cure blindness, deafness, palsy, a
Description: This Spell is similar to Runes permanent or temporary limp, and many
Of Improvement (see above), but it doesn’t other conditions.
require the drawing/painting of runes on A Curative Salve works best when
the object or person the Spell helps. Instead prepared for a specific individual; it’s not
the shaman performs a small prayer ritual nearly as effective if it’s made in “generic”
involving special fetishes and other materials. form for use by anyone. This write-up
For best results a small animal, such as a assumes the Salve is, in fact, prepared for
Chapter 7: Magic
Chapter 7: Magic
chicken, should be sacrificed. (At the GM’s and used on a designated person. Once
option, if the shaman performs a sacrifice, he prepared, a Curative Salve retains its
gets a +2 to the Spellcasting Test.) efficacy for about one day; after that it
A single object or character can only be the becomes useless.
recipient of one Appeal To The Spirits Spell This is best reflected by the Healing
at a time, nor can Runes Of Improvement Power, but after being cast, it can be
and Appeal To The Spirits be in effect on stored for one day and used at any point
the same object/person at the same time. during those 24 hours.
COMMUNE WITHTHE SPIRITS CURE DISEASE
Description: This Spell awakens the local Description: What a necromancer (or
spirits so that they will speak to the shaman simply an infection) can cause, a shaman
and tell him about the surrounding area, can cure. A shaman who casts this Spell
and/or what has transpired in that area in drives the disease-spirits out of a sick
the past. Most spirits are well-disposed person, making him well again. The more
toward a shaman, but because they’re beings intense the effects of the disease, the
not entirely of this world they don’t always longer it may take to cure.
pay much attention to the doings of men
This is best represented by the Healing
and other physical beings. They may have
Power, with the Greater Healing Modifier.
trouble remembering things accurately
the further back in time the shaman asks HEALING SALVE
them to remember, and sometimes have Description: Similar to Curative Salve,
difficulty with human concepts (such as this Spell allows a shaman to prepare a
large numbers, or precisely identifying special salve that heals most injuries.
vehicles). Nevertheless, they usually
A Healing Salve works best when prepared
provide valuable information.
for a specific individual; it can’t be made in
This is best reflected by the Divination “generic” form for use by anyone. This write-
Spell. up assumes the Salve is, in fact, prepared
for and used on a designated person. Once
prepared, a Healing Salve retains its efficacy
for about one day; after that it becomes
useless.
126
This is best reflected by the Healing Power, (such as Ward Stones) are eventually put
but after being cast, it can be stored for one to government use, but for the most part
day and used at any point during those 24 the MCB doesn’t want to fool around
hours. with things it can’t control and leaves its
enchanted items under wraps.
TOTEM POWER
Description: Every shaman has a special THE BLACK
totem animal or being that he particularly HEART OF SUFFERING
identifies with, and on whom he can call This ancient, evil weapon has a short blade
for special power. Once per day a shaman (about the size of a steak knife) and a bone
can invest himself with the power of his handle.Those who underestimate it because
totem. He must define which totem he it’s not the size of a true fighting dagger do
can call on when he buys this Spell (i.e., so at their peril, though, because the Black
Chapter 7: Magic
Chapter 7: Magic
which Trait he can improve) and cannot Heart of Suffering’s dark power makes
change it thereafter. A shaman cannot it deadlier than a greatsword. It can cut
buy two or more different versions of this through body armor and flesh with ease. A
Spell without the GM’s permission. character using it almost seems to revel in
This is best reflected by the Boost/Lower bloodshed and violence; he has to succeed
Trait Power, limited to Boosting one at a Spirit Test or gain the Bloodthirsty
particular Trait. Hindrance and the Beserk Edge until he’s
knocked out or loses his grip on the Black
EXAMPLE Heart. Over the long term, repeated use
of the Black Heart corrupts the wielder’s
ENCHANTED ITEMS soul, eventually leaving him nothing but a
Here are a few examples of enchanted servant to the unholy blade.
items that exist in the world of MHI. The Black Heart of Suffering is currently
Enchanted items are extremely rare; most in the possession of the MCB.
Hunters go their entire careers without • The Black Heart deals Str+2d6 damage
ever encountering one (much less actually and has AP 4.
getting to use one). Most were made
millennia or eons ago, when magic was THE EYE OF SOULS
stronger in the world; creating them seems This malignant enchanted item is a greenish-
to be a mostly lost art. Many of them are yellow oval gemstone that occasionally
the products of Necromancy or other shows flashes of a disturbing purple color as
evil magics; using them is dangerous for well. It has the power to corrode a target’s
anyone whose soul isn’t already dedicated soul, causing him intense pain and even
to the powers of darkness. death. To use it, a character must either (a)
The largest collection of enchanted items pluck out one of his eyes and put the Eye in
in the United States is held in a highly the socket in its place, or (b) drill an Eye-
secure location by the MCB (which sized hole through his skull on his forehead
means, in effect, that the STFU can gain between his eyes (the Eye will meld with
access to them if necessary). Whenever the bone, preventing any infection of the
any government agent recovers an brain). After that, surgery (or the like) is
enchanted item, it’s turned over to the required to remove it.
MCB for analysis and safekeeping. A few
127
Due to the nature of the Eye’s power, body THE RING OF
armor has no effect against it, though a AUGMENTATION
character’s natural defenses against energy This item was created in pre-humanity
attacks still apply unless the GM rules times by the Fey to make their servants
otherwise. mightier when they battled for their
• The Eye of Souls, once implanted, gives masters’ amusement. It’s a large, heavy
the target the Bolt Power, as though gold ring set with a single opal-like
they had Arcane Background (Gifts). stone. It enhances the wearer’s physical
The Eye of Souls needs no Power attributes, making him stronger, faster,
Points to use its Bolt Power, and ignores and tougher.
all Armor increases to Toughness. • When wearing the Ring of
LORD MACHADO’S AX Augmentation, the bearer increases
their Strength, Vigor, and Agility
Chapter 7: Magic
Chapter 7: Magic
Lord Machado, who nearly destroyed the
world during the “Machado incident,” dice by one size.
wielded a battle ax that had been in his THE SKIA THANATOU
family for centuries. Over its existence the The Skia Thanatou is one of the most
ax has taken the lives of thousands and comprehensive grimoires of magic known
been used in some of the darkest magical to exist. With it, a would-be wizard of
rituals imaginable. As a result, it’s become sufficient intelligence and talent can teach
imbued with evil arcane energies. It can himself just about any Spell of Wizardry
cut through just about anything and (particularly the darker ones, such as
inflicts vicious wounds that take much Necromancy). Unfortunately, reading it
longer than normal to heal. Wielding it isn’t easy, even if one can somehow obtain
properly requires about twice as much a copy. It’s written in a language that
strength as a normal person possesses, so resembles none ever spoken by humanity
most people (even most trained monster (though it bears some faint similarities to
hunters) can’t use it effectively in combat. Sumerian, Ancient Egyptian, and early
Lord Machado’s Ax is currently in the Greek). In game terms, a character who
possession of the MCB. wants to study the Skia Thanatou has to
• Lord Machado’s Ax deals Str+2d10 spend an Increase to a special language,
damage and has AP 3. It requires Str Thanatan. A character with less than
d12 to be wielded effectively. complete fluency in Thanatan can still
read the book, but won’t fully understand
it (giving him a -4 penalty on all Spells he
learned from the book.)
The precise number of copies of the Skia
Thanatou in existence is not known. MHI
has a complete copy in its archives (which
it keeps carefully secured); the MCB has
one as well. Rumors claim that MI4, the
Vatican, a mysterious collector in Russia,
a French expatriate living in the Congo,
and several other institutions or persons
have a copy (not necessarily a complete
128
one), but the truth of these rumors A Ward Stone can also be used as a
remains unverifiable. weapon against the sorts of creatures its
THE VANQUISHING defensive power affects, and this includes
the Old Ones and other powerful
GLADIUS extradimensional entities belonging to
This short sword dates from the Roman the various Outsider Factions. When
Empire. Some scholars claim it gets its properly activated in such a being’s
magical power because it’s made from the presence, that being immediately dies.
spearhead used to stab Christ in his side as Doing this destroys the Stone.
he hung upon the cross; others that it was
The US government possesses several
used in a massacre so pointless, violent,
Ward Stones that it uses to guard key
and ruthless that necromantic magics
locations (the White House, Congress,
infused the blade. Whatever the cause,
Cheyenne Mountain...), and it’s always
Chapter 7: Magic
Chapter 7: Magic
the result is the same: the Vanquishing
on the lookout for more. Several other
Gladius almost never misses its target,
governments worldwide also have one
and it kills at a touch by draining the soul.
or more Ward Stones that they use
(If necessary the wielder can also use it as
similarly. MHI used to have one that
a conventional short sword to cut through
Earl Harbinger took from Adolf Hitler’s
physical objects.)
bunker, but Owen Pitt and Agent Franks
The Vanquishing Gladius is currently in used it to kill the Dread Overlord (the
the possession of the MCB. Old One whom Martin Hood served).
• The Vanquishing Gladius is a normal Ward Stones are a primarily narrative
shortsword, but attacks with it device, but if you require rules for one
gain +4 to their Fighting Tests, and start by looking at the Barrier Power (to
instead of dealing damage, any living reflect keeping out enemies) and go from
target must make a Vigor Test with a there.
-6 Penalty or simply die.
THE RING OF BASSUS
WARD STONE A ring created for the Roman monster
A Ward Stone is a powerful defensive hunter Sextus Bassus for a rescue mission
magic item that’s used to keep the undead, into the nightmare realm. When worn the
extradimensional beings (like demons and bearer will always unerringly know which
shoggoths), and similar creatures away path to take to get back to whatever it is
from the area surrounding the Stone. In he loves the most. This effect works even
effect it’s a focal point for Earth’s reality, in other planes of existence. The ring is
amplifying its effects so that unnatural currently in the possession of MHI.
things can’t withstand them. When it’s
activated, all such creatures begin to suffer
intense, deadly pain (against which they
get no defense). The GM should assume
that weaker creatures (such as zombies
and other lower-powered undead)
die immediately, while more powerful
creatures must either leave the affected
area at once or suffer an agonizing death
in just a few seconds.
129
CHAPTER 8:
MHI IN
SAVAGE WORLDS
This chapter contains the rules for playing Monster Hunter International with Savage
Worlds. These are guidelines to help you emulate the feel of MHI! However, each
campaign is the product of a unique table and experience, so don’t feel bound by these
rules, instead using them as a jumping point for the experience of MHI!
CHARACTER
CREATION
Character creation in the Monster Hunter
International: Savage has some variations
on standard Savage Worlds character
creation. There are several new races and a
new type of Edge: Teamwork Edges.
Race
Humans are the most common characters
by far in the MHI Universe, but they
are not all. Humans follow the standard
rules for Savage Worlds, found in Savage
Worlds Adventure Edition.
NEW RACES
Orc
Orcs are exceptional beings, born with
an innate talent to any one skill, while
suffering a severe deficiency to another.
However, they are monsters, and have a
PUFF bounty on their head.
Orcs begin with the following:
• A D6 in Vigor and Strength. Orcs
are tough and hardy, naturally, being
stronger than the average human.
• A D12 in any single skill of their
choice. However, they must select
another skill and cross it off. They may
never make a test with that skill, and
automatically fail any Tests with that
skill that would be made. The Elixir
• Ugly. All orcs start with the Ugly The Elixir is a magical substance that
(Minor) Hindrance, as orcs are not the
Chapter 8: Monster Hunter International in Savage Worlds
131
Werewolves • They also gain Teeth & Claws as
Werewolves are a complicated thing. They’re special weapons, allowing them to
much more powerful than the average human. deal d6+STR damage with unarmed
attacks. These attacks are AP2.
Chapter 8: Monster Hunter International in Savage Worlds
132
Gnomes • Elves get the Arcane Resistance Edge.
Why the ever-loving hell, do you wanna • Elves have TOUGHNESS (1). Being
be a Gnome? Alright, whatever brah. slender and lithe comes at a price.
Chapter 8: Monster Hunter International in Savage Worlds
133
Edges & Hindrances Balak Brigade
There are several new Edges, including a Requirements: Acceptance into the BB,
new category of Edges called Team Edges Seasoned.
Chapter 8: Monster Hunter International in Savage Worlds
134
Durango Supernatural Exterminators
Requirements: Acceptance into the DSE.
Effects: All members of the DSE gain
Chapter 8: Monster Hunter International in Savage Worlds
135
Strike Team Kiratowa Van Helsing Institute
Requirements: Acceptance into the STK, Requirements: Acceptance into the VHI,
Seasoned. Seasoned
Chapter 8: Monster Hunter International in Savage Worlds
136
PUFF BOUNTY If a Hunter needs to purchase Silvered
Ammo on the market, the cost is
When a monster is killed, the team receives approximately $500 per clip and can
a PUFF bounty! generally only be acquired in major centers
Chapter 8: Monster Hunter International in Savage Worlds
137
CHAPTER 9:
THE
GAMEMASTER’S VAULT
SECRETS OF (who happened to know about monsters
already) to fund his operation. His backers
THE MHI WORLD believe that the existence of monsters is
The world of MHI is sometimes a world going to become public knowledge sooner
of secrets, hidden knowledge, and strange or later, and when it does the monster
goings on. Here’s where you, the GM, learn hunting business is going to explode. They’re
the truth behind the veil of everyday reality. positioning PT Consulting to be ready and
When and how you reveal this information able to handle that explosion — and when it
to your players — if ever — is up to you. does, they expect to make enormous amounts
of money.
Secrets From Part One
The first part of this book touched on PAGE 85 — THE VERMONT
several things that are unexplained or STUMP JUMPERS
mysterious. Here’s what’s really going on. Veronica Naismith lured Walter Tisdale
away from the MCB through a combination
PAGE 81 – PT of blackmail and appeal to his baser
CONSULTING instincts. On the one hand, she has proof
PT Consulting’s source of funding is he cheats on his wife and holds that over
something of a puzzle to MHI; the company his head unless she does what he wants. On
seemed to come out of nowhere with the best the other, like many veteran MCB agents
gear, great training, and the marketing skills Tisdale was annoyed that he couldn’t claim
to snag contracts. Despite the conspiracy PUFF bounties. Between those two things
theories hatched by some Hunters, the it wasn’t hard to convince him to jump ship
truth is rather prosaic: venture capital. Rick and go for the big bucks in private monster
Armstrong is a whiz at selling himself and hunting.
his ideas, and with Shane Durant’s help he PAGE 88 —
convinced some very well-heeled people
GRIMM BERLIN
Grimm Berlin’s company legend that Jakob
and Wilhelm Grimm hunted monsters
while gathering folklore is partially true.
They didn’t actively pursue monsters, but
they did kill any they came across whom they
thought they could handle — a werewolf or
two, some zombies, one vampire, that sort of
thing. MHI’s claim to be the oldest organized
monster hunting group is essentially correct.
PAGE 92 — MACCABEUS take control/possession of Earth and her
SECURITY & people for their own inscrutable purposes.
Some of the Outsider Factions might be
INVESTIGATIONS considered “friendly” to humanity (if for
Rumors that Maccabeus has some no other reason than that they want to
supernatural assets — monsters, in plain protect it from the other Factions), but
speech — on its payroll are true. It has one most of them are best described as inimical,
werewolf and a small band of orcs on call, predatory, destructive, evil, or most likely
though it keeps close control over the former all of the above. They’re forces of chaos
Chapter 9: The Gamemaster’s Vault
139
embodiments of horror and evil. Others The Dread Overlord whom Martin Hood
became simple nature spirits or other such served and Owen Pitt and Agent Franks
beings worshipped by various religions. killed was one of the Old Ones. Most of
And a few, a very few... did something else. the “elder things” worshipped by various
That “else” varies from Fallen to Fallen, degenerate human cults are also Old Ones.
based on their individual personalities, How the death of the Dread Overlord and
motivations, and circumstances. In many other recent events on Earth has affected or
cases they found physical bodies to inhabit influenced this Faction remains to be seen.
and began interacting with humanity in
THE UNMAKERS
Chapter 9: The Gamemaster’s Vault
140
THE CHOSEN
Owen Z. Pitt has been referred to on THE FEY
several occasions by several knowledgeable Similar to the Outsider Factions, but not
entities as “the Chosen One,” and has precisely one of them (as far as humanity
certainly demonstrated powers that justify knows...) are the Fey, a race or group of
that description (including the ability to strange, powerful beings. (Broadly speaking,
use the Kumaresh Yar). However, exactly the term “Fey” applies to anything that
what’s meant by this remains a major comes from another world or dimension, but
mystery. Which Outsider Faction or elder is not related to the Old Ones.) Banshees
Chapter 9: The Gamemaster’s Vault
141
CHAPTER 10:
VILLAINS
A hero’s nothing without a proper adversary to oppose him — and MHI has lots of enemies.
This section describes some of the main ones, but of course you’re free to create others to give
your campaign its own distinct “feel.”
144
Organization department, one in charge of the Special
The MCB is a relatively small agency, Response Team, and one responsible for
particularly given the importance of Administration & Logistics.
its task. It has to be, since secrecy is SPECIAL AGENTS
absolutely necessary for its mission
and a large organization simply can’t
IN CHARGE
The Bureau maintains regional offices
be that well hidden. As it is, officials in
in many major cities and other areas
charge of managing and supporting the
throughout the United States. These
Bureau can easily conceal its budget and
offices range in size from two agents to a
requisitions requests amid those for the
dozen or more, though the average is 4-6
military and the intelligence community.
agents. A Special Agent in Charge (or
An investigator trying to track the MCB
SAC) runs each office and sees to it that
Chapter 10: Villains
145
forth. It also obtains all of the Bureau’s capable of handling just about any
needed supplies, ranging from paper threat with overwhelming firepower.
and toner to assault rifles and the They swoop in riding their black
MCB’s special silver ammunition. helicopters, use the latest gears and
A&L’s Technology Division is gizmos to track down the threat, and
responsible for maintaining and then put it down once and for all.
dispensing the weapons and other
field gear; agents sometimes jokingly Policy And Procedures
call it “Q Branch.” “Keep in mind, however, that if you talk
• Media Control: Although misleadingly about us in public, the nice men from the
named (since it can’t literally control the Monster Control Bureau, that most of you
media), this department is responsible have already met, will probably kill you.”
Chapter 10: Villains
146
• Condition Orange: A serious incident safeguard humanity, including killing
threatening an entire town, city, or a significant percentage of the Earth’s
region in such a way that keeping the population to protect the rest.
incident contained and secret poses The Special Agent in Charge whose office
a significant challenge. The SRT and handles an incident classifies it, though in
“specialists” from headquarters will the case of Code Orange and above they
certainly be involved, as will multiple usually defer to headquarters due to the
regional offices if possible. seriousness of the situation.
• Condition Red: A major event Monster Classifications
threatening the national security of The MCB also has special classification
the United States or the lives and codes for the monsters involved in an
wellbeing of a significant number incident, with subcategories to better
Chapter 10: Villains
147
3 includes major demons, like winged skeletons; Type 2 is ghouls, night-
terrors, battle fiends, and infernal shades, mummies, and wights; Type 3
warriors. Type 4 includes the most are incorporeals such as ghosts, shades,
powerful demons and demon princes. and wraiths; Type 4 is vampires; and
Type 5 includes the servants of the Old Type 5 is master vampires, liches, and
Ones, such as shoggoths. anything else of comparable power.
• Fey: The MCB doesn’t entirely • Unnatural: A catch-all term for other
understand this category, but it recognizes monsters including lycanthropes,
that there’s a certain “type” of monster lindwyrms, chupacabra, and golems/
with unusual mystical powers, typically gargoyles. Type 1 is golems/gargoyles
inimical to humans for reasons other and lesser lycanthropes (such as wererats).
than feeding on them, and it lumps Type 2 is werewolves, werejaguars, and
Chapter 10: Villains
148
• Level Five: A major incident with • Unless specifically ordered to do so
numerous credible witnesses and/or by your commanding officer, do not
monsters whose existence and activities attempt to capture or restrain monsters
are extremely difficult to explain in if you are able to kill them — just go
conventional terms. (Cratos and Bia’s ahead and kill them.
attack on the Cabbage Point Killing • Arrest or otherwise restrain any
Machine’s concert in Montgomery private individuals (including persons
was a Level Five; so were the Copper with PUFF charters) who in any way
Lake and Las Vegas incidents.) interfere with you or hinder your
THE SECRET ability to carry out your duties.
ENEMIES LIST Of course, all those rules come with an
In much the same way that the FBI has a unspoken caveat: “unless absolutely necessary
Chapter 10: Villains
149
In addition to standard ammunition, the like the C-130. If necessary the Bureau
MCB uses a sintered metal round — silver can even obtain M1A1 Abrams main
powder encased in a polymer matrix, made battle tanks for use against truly dangerous
for and sold only to the Bureau. It’s available monsters (though few monsters stand still
in all of the MCB’s approved calibers and long enough for a tank to shoot them, or
qualifies as frangible ammunition. live in places where tanks can go).
Beyond firearms, the MCB can access any TESTING KITS
sort of weapon in the United States arsenal, The Werecreature Field Test Kit and
and its R&D department is always hard at Zombie Infection Tester described on
work trying to think up new and improved page 207 are both MCB inventions. Field
ways to destroy monsters. For example, for agents determining the extent of a monster
the past several years the MCB has been field “outbreak” use them frequently, and even
Chapter 10: Villains
150
Key Personnel Strayhorn possessed some unusual powers,
including the ability to return from the
Here are some of the primary MCB
personnel whom MHI Hunters may dead using the Elixir Of Life (which he
encounter during their careers. could drink without suffering any negative
effects such as pain or seizures), but he
DIRECTOR/SPECIAL never revealed their exact extent publicly.
AGENT DWAYNE MYERS The powers came from his real father,
Special Agent Franks.
Background/History: After an encounter
with the supernatural that nearly left him
dead, young Dwayne Myers was recruited
by MHI and soon became a tough,
competent Hunter. But after the supposed
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151
Personality/Motivation: Although he sure the MCB has no budgetary troubles,
often comes across as cynical and world- that any questions or problems are smoothed
weary, Dwayne Myers believes passionately over, and that a belief in the importance of
in the ultimate goal of the MCB: the Bureau’s work remains firmly entrenched
protecting the United States and the Earth in most politicians’ opinions.
from the Old Ones and other monsters. Myers is equally skilled at what one might
He accepts the fact that this requires hard call “propaganda and damage control.”
decisions and sacrifices, and as much as he He’s handled so many mystic events and
hates to condemn innocents to death he’ll disasters over the years that he knows
do it rather than see the entire US placed exactly what to do to corral threats, fool the
at risk. (In fact, he initially participated in media, and prevent the public from learning
some of Martin Hood’s attempts at trying about the existence of the supernatural.
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152
Parry: 5 monsters, evil spirits, and other supernatural
Toughness: 5 threats to the world. He agreed.
Hindrances The spirit-golem, whom the MCB would
• Habit (Minor – Smoking) eventually come to know as Franks, lived on
even after Dippel died, retaining the secret
Edges
of the Elixir of Life for times when his
• Levelheaded body became so damaged it required repair.
As a Hessian mercenary he came to America
SPECIAL to fight the colonial rebels, but soon received
AGENT FRANKS indications from on high that he should
Background/History: Long and long acquaint himself with the alchemist Ben
ago, before the earliest human civilizations, Franklin. He made another bargain, this time
Chapter 10: Villains
153
created more problems: they failed to kill Powers/Tactics: As a golem animated/
Franks, then found a way to free themselves powered by the Elixir of Life, Franks is
from Stricken’s control. As Franks fought incredibly durable. He can withstand
the Nemesis soldiers, eventually killing damage that would kill a normal human.
their leader Kurst as well as several more of Even better, when one of his limbs or
them, Stricken fled into hiding, where he organs becomes useless due to injury,
has remained ever since. government surgeons can easily replace it
Thanks to his actions during the Nemesis with “parts” from someone else. The MCB
incident, Heaven has ruled that his spirit keeps a freezer full of “replacement parts”
is no longer automatically condemned to for Franks, and can also harvest them from
Hell. When Franks dies for good, he will people killed in monster incidents or in
be judged like any mortal. battle if necessary.
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154
• two hearts arranged in a “relay system” Franks is immensely strong — and in
— he can shut one down if it’s not a pinch he can exert even more strength
working and activate the other so he than normal, though this tires him out
can keep fighting. quickly. (And of course, if he’s recently
• his ribcage is more solid/less flexible taken any of the Elixir of Life, which he
than normal — as Grant Jefferson knows how to make, that further increases
once put it, “He doesn’t have ribs like his physical abilities.) He also moves and
we do. It’s more like they stuck an reacts faster than nearly any mortal on
armored vest inside his chest to keep Earth. Despite his size he’s extremely
his guts in place.” (Franks himself stealthy, able to sneak up on even trained
refers to it as an “armored rib plate.”) personnel without much difficulty.
• he has extra brain tissue grafted to his Franks has been fighting in wars and
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pass. He’s extremely taciturn, rarely saying • Levelheaded
more than a few words at a time — and • Martial Artist
those words will be blunt and to the point, • Martial Warrior
regardless of how this affects the feelings
• Menacing
of others. His preferred weapons when he’s
not outfitted for serious combat are Glock • Improved Nerves of Steel
10mm Model 20s (he carries a pair of • Iron Jaw
them) and whatever other supplementary • Two Fisted
weapons (including grenades) he can fit in • Improved Tough as Nails
his pockets. During combat missions he
• Franks gains +2 to Toughness, +2
dons full body armor and carries an F2000
on Rolls to Unshake and can hold
assault rifle.
his breath for up to 10 ten minutes
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ACTING DIRECTOR undead and werewolves — but he doesn’t
hate it nearly as much as he did at first.
GREG CUETO
Quote: “Okay, enough of this boring
Background/History: After an encounter bureaucratic crap for today. Let’s hear
as a military policeman with a succubus, some field reports and see what’s going
Greg Cueto was recruited by the MCB. on out there.”
He worked for several years as a field agent,
Powers/Tactics: As an agent, Cueto
during which he earned an exemplary
carried standard MCB gear and weaponry.
record and numerous commendations.
But since monsters often resist conventional
Soon his high level of firearms skill and
measures, he became adept at finding ways
general toughness earned him a place on
to fight back, often using supplies found
the Special Response Team. He displayed
in the area (or adapting MCB equipment
enough smarts and initiative for the
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Fighting Deep Ones left Stark with Personality/Motivation: Although he
psychological scars, but also gave him a tries to put on a bold front, the truth is that
purpose in life. He joined the MCB, and Doug Stark is a coward. He much preferred
was partnered for some time with the his job as an office administrator to having
(in)famous Agent Franks. Over 25 years to be out in the field. He can often bluff
he slowly worked his way up the ranks, his way through unpleasant situations,
eventually becoming Special Agent in especially if people are watching, but if he
Charge of the Chicago office. After his can do so without risking his reputation
actions during the Copper Lake incident he’d rather flee.
(which were not entirely admirable, but Stark has a somewhat sour, contrarian
which he was able to pass off as heroic), he nature. He’s prone to arguing with people
was promoted to Director of the Bureau, a over every little thing, regardless of what
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AGENT GRANT he wants to do that makes himself look good
in the process. He can be trusted... but only
JEFFERSON as long as it’s in his best interest to help you.
Background/History: Born into a wealthy Jefferson is full of pride and ego. He hates
New England family, and gifted with both to lose at anything, hates not to be the best
intelligence and good looks, Grant Jefferson at anything, and hates to fail (or look like
pretty much had it all from Day One. He he’s failed). While these aren’t admirable
breezed through college and law school qualities, they push him to do his best.
with top marks and would likely have gone
on to a brilliant career as an attorney had Quote: “I’m here for one reason and one
he not been attacked by a blood fiend one reason only. I’m the best at everything I
fateful day. He survived the attack, killed the decide to do, and I can’t quit until I prove
monster, and was soon recruited by MHI. I’m the best at this too[.]”
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only gets regular exercise as part of his job
but also hits the gym regularly to sculpt
SPECIAL TASK
and tone. He’s extremely handsome FORCE UNICORN
(movie star good-looking, in fact), with “Off the record, he worked for an operation
stylish blond hair, blue eyes, perfect teeth, you do not want to cross. MCB is a shield.
and a charming manner and smile that They’re a sword, or maybe a poisoned dagger
most women (and more than a few men) would be more appropriate. They answer
find irresistible. In the field he wears a suit only to the highest levels. They’re small, but
of body armor specially made to fit him they deal with things that I wouldn’t want
perfectly, with the MCB seal as a patch my agency to touch with a ten-foot pole.”
on both shoulders, and carries an FN —Acting Director Dwayne Myers
SCAR-H assault rifle, a Glock 10mm explains STFU to Earl Harbinger in
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160
members included Raymond Shackleford he had the misfortune to encounter some
II, a bullman named Travis Alamo Sam sort of supernatural entity. Whatever it
Houston, and a half-siren named Sharon was he won’t say, but after that encounter a
Mangum. STFU performed numerous once healthy, muscular man was a slender,
operations behind enemy lines, often bald albino. Some people think he made
clashing with its opposite Soviet number, some sort of deal with the Devil for his
a group led by werewolf Nikolai Petrov. life, and that may very well be true. (What
Ultimately Petrov got the drop on STFU is unquestionably true is that he’s an evil,
one day and massacred most of the humans ruthless, conniving bastard.)
involved; the Task Force was “disbanded” Now that he knew the truth about the world,
shortly thereafter. Stricken was recruited for STFU. Although
Or so most people thought. In reality it he’d changed physically he was still just as
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compassion — but with just as much if not STFU is even smaller and more
more vigilance. (People who underestimate secretive than the MCB, which limits
Beth do so at their own peril; she may look its effectiveness in some respects. It can,
like an ordinary housewife a lot of the time, however, field squads of extremely well-
but she has more combat experience than trained and well-equipped agents. You
most soldiers and has seen and survived can use the MCB Agent character sheet
more supernatural weirdness than most for them, but increase their Shooting,
Hunters.) It remains to be seen what effect Fighting, and Vigor by one dice size.
the presence of a leader with integrity STFU’s primary assets are several
will have on the Task Force’s culture and monsters, the most important of whom is
methodology, but things look brighter the werewolf Heather Kerkonen.
than they have for many years.
HEATHER KERKONEN
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Personality/Motivation: Kerkonen has to learn things he never could as a “civilian”),
a strongly developed sense of right and so he intends to stay with the Task Force
wrong, which is what drove her into law even after he’s “paid his debt to society.”
enforcement. She’ll do what’s right, and Beth Flierl doesn’t trust him, but has come
damn the consequences, even if it means to find his advice useful on occasion.
risking her own life. This makes her “job” Biggest: Biggest is an ogre. He suffers
for STFU hard on her, since she’s not from the mental deficits typical to his
always on as firm a moral ground as she’d species, but understands quite well that
like (or at least can’t know for certain that doing his job means he’ll earn a “shiny”
she is), but she’s working her way through that will protect him from monster
it as best she can. hunters. STFU only deploys him in
Quote: “I’ve got this. Go do what you’ve situations where it can get a panel truck
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Michael Putlack: An American who
became possessed by a go dokkaebi while
MASTER VILLAINS
visiting Korea. Like any such victim, he
has a lust for blood which he can only sate
LORD MACHADO
(temporarily) by killing people. When not Background/History: Lord Machado,
in the grips of his personal demon, Putlack the Cursed One, began life as João
is an intelligent, good-hearted fellow who Silva de Machado, a sixteenth century
bitterly regrets his situation and would do Portuguese conquistador. Determined
practically anything to get free of it. Agent to win glory and riches, he led his men
Franks injured him so badly during a fight further into the Amazon Jungle than any
in the tunnels beneath Washington, D.C. explorers had ever gone before. There he
— he literally stomped Putlack’s skull flat, found a fabulous city where Koriniha,
High Priestess of the Temple of Neihor,
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It did not remain hidden for long. With from their grasp) or in more subtle ways
the help of seven master vampires who (such as invading someone’s body with his
served him, Machado found it once more, mind to disrupt blood vessels and internal
brought Koriniha back to life, and once organs, leading to a swift, painful death).
more tried to take the power he’d so long Lord Machado’s body is composed of
coveted. But the new Chosen One, Owen slimy, protoplasmic tentacles. This makes
Z. Pitt, defeated and destroyed him. Since it incredibly difficult to hurt him — more
then his ax has been in the possession of difficult than a master vampire, in his
the MCB. own way. In fact, just touching his body
Personality/Motivation: Lord Machado is dangerous, for the slime that coats his
is hunger for power personified. He wants tentacular mass is acidic. Furthermore, his
to gain the power of the Kumaresh Yar body’s “soft” enough that he can hide small
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Just being in Lord Machado’s presence is World Deluxe. He activates it using
terrifying. Characters who get close to him a Spirit roll instead of a Spellcasting
(10m or less) are prone to fleeing in terror Roll, and always counts as having a
and must make a Spirit Test each round or Raise when determining how much
turn tail and run! he can lift.)
If he needs a more physical weapon, • Armor (6)
Lord Machado has his ancestral ax, which • Weakness: Holy Water, Fire and
has been in his family since the days of mystical wards or protection (magical
Alexander the Great. It can cut through attacks) allow no chance for an
nearly anything and never seems to dull. He Agaran to Soak against damage.
can use it with surgical precision, cutting
only as deeply as he needs to. KORINIHA
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artifact to open the way for the Old Ones. pagan priestess. Her hair is long and black;
Personality/Motivation: As an unearthly her eyes a smoldering green.
being who serves the Old Ones with total THE KUMARESH YAR
devotion, Koriniha is pure evil. When The Kumaresh Yar is an ancient artifact
she has human form she can fake human of vast power. It resembles a small,
emotions if necessary to get what she wants, rectangular box made of ivory or stone,
but she feels no compassion for humans, though it cannot open. It’s damaged
seeing them only as tools to be used, victims on one side where Susan Shackleford
to be exploited — and, ultimately, as food removed a piece of it to use on Owen Pitt.
for her masters. It came into the possession of Martin
Quote: “I have lived a thousand lives. I Hood during the arbmunep incident in
have trespassed upon this world since the New Zealand, but was lost in the chaos
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can cast any Spell without the need for For years all of Hood’s Hunter friends
any paraphernalia, procedures, or skill. (including Special Agent Dwayne Myers,
In some cases these Spells may be more who left MHI in anger over Hood’s “death”)
powerful than the standard versions cast thought he was dead. He delved into the
by wizards. Additionally, the wielder darkest of magics and sold his soul to the
becomes better: stronger; faster; smarter; Dread Overlord, one of the Old Ones, for
more charismatic; tougher. It may also great arcane power. He would have continued
grant other powers and abilities as the with his plans undiscovered, but during the
Old Ones see fit. DeSoya Caverns incident the MCB dropped
a nuclear bomb that struck the Dread
MARTIN HOOD Overlord and scratched his carapace. Enraged,
Background/History: Born in Great Britain, the Overlord sent word that it wanted Owen
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Quote: “I’m not “selling out” humanity. No, person. When he wishes, his touch can chill,
I’m the savior of humanity. If I can conquer and his icy-cold punches hit with hammering
this world and present it to them, then we force. He can even grasp and punch when in
will be spared from their full fury. Those are a shadow form intangible to his foes (though
the conditions of my employment.” this may tire him out quickly). He no longer
Powers/Tactics: Martin Hood possesses has bodily organs, and if he loses a limb he
vast mystic power, partly as his result of can regenerate it. And if his raw strength’s not
extensive studies of various grimoires, and enough to get the job done, Hood can create
partly because he’s sold his soul to the Dread “claws” and “blades” out of pure shadow and
Overlord. For the latter reason, many of his use them to slice up his enemies, or can blast
Spells are easier for him to cast than they them with tendrils of shadow energy.
would be for ordinary wizards (granting him Hood carries a horrifying “pet” inside him: a
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Martin Hood monsters, thus bolstering the Condition’s
Stats: Agility D8, Smarts D12, Spirit D8, supernatural strength.) The Condition
Strength D6, Vigor D8 developed some serious connections in
Skills: Driving D6, Fighting D6, the worlds of entertainment, business,
Healing D4, Research D10, Occult D10, and politics. Between that and the fact
Notice D6, Persuasion D12, Shooting that the Condition isolates its members
D8, Spellcasting D12, Swimming D6 in “cells” of just a few cultists each, the
Parry:5 MCB had a hard time going after them.
Toughness: 6 Many Condition cultists were directly
involved in Martin Hood’s attempt to
Hindrances
destroy MHI, sacrifice Owen Pitt to the
• Overconfident Dread Overlord, and bring about his “dark
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powers, though cultists aren’t told about LUCINDA HOOD
them. The first is that the amulet strangles
the wearer if he tries to reveal information Background/History: Lucinda Hood is
about the Condition, leaving him dead in the daughter of Martin Hood. Her father
the space of seconds. The second is that began instructing her in black magic from
they enable Martin Hood (and after his an early age, and she took to it with as
death, Lucinda Hood) to raise the wearer much enthusiasm as he. She became his
almost instantly as a zombie. Whether second in command in the Condition,
the amulets retain this power after the and played a vital part in many of his
death of the Dread Overlord is unknown. rituals and other major magical workings.
(The same is true of other resources the She first revealed her existence to the
cult supposedly has, such as gates to the world during the summoning of the
arbmunep in New Zealand. Unfortunately
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After creating a steel replacement hand Lucinda’s not much of a combatant. Her
for herself with her magic, Lucinda next metal hand allows her to punch with more
became involved in Adam Conover’s plan devastating effect than she could with a fleshly
to have werewolves conquer humanity hand, but a martial artist or experienced
(see his character sheet below) — in fact, brawler can still do better than she can.
her magic was crucial to its success. Again Furthermore, she has no special defenses
she fell afoul of Hunters and other heroic against bullets, knives, claws, and similar
people and the scheme unraveled, but she deadly things. She can temporarily obtain
escaped unscathed. some via a spell, but compared to her father
Since then her whereabouts and activities Martin, Lord Machado, or Susan Shackleford
remain unknown. It’s thought she’s trying (all of whom are phenomenally difficult to
to reinvigorate the Condition under her hurt), she’s extremely vulnerable. As a result
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Parry:5 ...and eventually discovered it had been
Toughness: 5 taken from Europe to Copper Lake,
Hindrances Michigan. With the help of Lucinda
Hood, he devised a plan to retrieve it
• Overconfident
and begin his attack on humanity (which
• Arrogant included having packs of werewolves in
Edges most major US cities, ready and waiting
• Arcane Background (Spellcasting) – for his call). The plan also required him
Always Necromantic trappings to lure the powerful werewolves Earl
• Attractive Harbinger and Nikolai Petrov to Copper
Lake, which he did with some unwitting
• Very Attractive
help from his father. During what’s
• Charismatic
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exist since the species was created by dark, immediately. They instinctively respond to
ancient magics before human history. He’s a werewolf who possesses it as if he were a
stronger, faster, and tougher than a typical leader. If that’s not enough, its possessor can
werewolf (or even Earl Harbinger). exert a powerful mental control over any
The Alpha’s ability to regenerate damage werewolf. He can also summon werewolves
is significantly better than that of a normal from up to 100 miles away (though they
werewolf, or even a master vampire. must get to him under their own power).
After the Alpha’s death, the packs he had Even worse, the Amulet empowers
waiting in various major cities went the werewolves. Those created while the
way of most werewolf packs: they quickly Amulet is in effect or being used don’t suffer
broke apart due to their members’ quarrels. from the standard vulnerability to silver that
Some few may have remained intact, lycanthropes typically have. It also increases
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SUSAN SHACKLEFORD During Hood’s summoning of the
Background/History: Susan Shackleford arbmunep in New Zealand, she showed
(nee Miner) became an MHI Hunter in up once more, attempting and failing to
her early twenties after surviving a nasty get the entire Kumaresh Yar for herself
encounter with a skinwalker. She met (and in the process tearing off Lucinda
Raymond Shackleford IV on the job; Hood’s right hand). She also once again
they fell in love, married, and had three tried to transform her daughter into a
children, Julie, Ray, and Nate. vampire, but Julie’s blood, now infused
During a mission in the early Nineties with the power of the Guardian,
Susan was lost in action and presumed burned her, seering the flesh off
dead. What had actually happened was her lower face so badly that it
that she’d been turned into a vampire. still hasn’t fully healed.
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Personality/Motivation: Since becoming a Appearance: Susan Shackleford looks
vampire, Susan’s been thoroughly selfish and virtually the same as her daughter Julie —
evil. She cares only about herself and her goals pale-skinned, achingly beautiful, 5’9” tall, black
and isn’t worried about who she harms or kills hair that falls slightly past her shoulder, brown
with her schemes. She claims to have killed eyes — though her greater age/maturity and
over ten thousand people in her pursuit of her evil vampire nature can be seen in her
power, and it’s entirely possible she’s not lying. features. When she chooses to, she can make
Susan particularly wants to turn her her eyeteeth grow into long, needle-sharp
daughter Julie into a vampire. As long as Julie fangs for puncturing throats and drinking
possesses the powers of the Guardian that blood. She wears stylish women’s clothing.
seems to be impossible. When it comes right Susan’s lower jaw still shows scars from
down to it, though, she’ll kill Julie or Nate if where Julie’s Guardian blood burned
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Asag’s ultimate goal isn’t to rule humanity Appearance: Asag can assume whatever
or destroy the world. It’s to destroy all shape or appearance he likes. When he
rules, all laws, all order, until chaos and appeared to Owen Pitt in the Nightmare
entropy rule over everything. In his own Realm, he looked like deceased Hunter
words, “I would disband all cohesion.” Jason Lococo, but in place of Lococo’s
Quote: “I don’t like using brute force. missing eye there was a black hole, in
I’m more of a facilitator.” which Pitt could see stars, with black
Powers/Tactics: Asag’s power approaches veins spreading out from it.
that of a god (and may even exceed some
gods’). He can do virtually anything he
wants, but like many malevolent creatures
he doesn’t usually act directly at first. He’d
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CHAPTER 11:
MONSTERS
Agaran Special:
• Weakness: Holy Water, Fire and
Ecology: An agaran, also called a titeres
mystical wards or protection (magical
de sombra (“shadow puppet”), is a kind of
attacks) allow no chance for an
demonic creature that consumes human
Agaran to Soak against damage.
flesh. Humans know virtually nothing
about their biology or ecology beyond that. Akkadian Sand Demon
Agarans are code 41638-B in PUFF
Ecology: Akkadian sand demons come
documentation.
from another dimension — a hell formed
Personality/Motivation: Evil, predacious, by the ancient mystical/religious beliefs of
and cruel. Whether they have their own various Middle Eastern civilizations over
language or civilization remains unknown, the millennia. To date they’ve never been
but presumably they live in some strange encountered outside of the Middle East,
hell until summoned to the mortal realm by particularly in the Mesopotamia region.
a necromancer.
Personality/Motivation: Like the demons
Powers/Tactics: Agarans are strong, of Western mysticism (see Demons, below),
tough enough to ignore bullets and most Akkadian sand demons are thoroughly evil
other conventional attacks, and extremely and wicked. There’s nothing they won’t do
fast. Holy water and objects affect them, to spread chaos and destruction, or cause
as do spells designed to harm or ward people harm.
against demonic entities. You can also
Powers/Tactics: Sand demons have
hurt them with fire.
various mystical powers (Spells) that vary
Appearance: An agaran has been described from individual to individual. Their favorite
as “a black nightmare of webs and teeth” powers seem to be spreading disease and
and as “a rolling puddle of black.” When it’s causing fierce sandstorms. If their magic’s
possible to see one clearly, it resembles a sort not enough to kill an opponent, they have
of terrestrial squid, or perhaps squid-spider. sharp claws and a sting that injects the
Attributes: Agility d10, Smarts d6, Spirit victim with deadly poison.
d6, Strength d10, Vigor d12 Attributes: Agility d8, Smarts d8, Spirit
Skills: Athletics d6, Fighting d8, d6, Strength d8, Vigor d8
Intimidation d8, Notice d4. Skills: Academics d8, Fighting d8,
Pace: 8 Intimidation d8, Notice d4, Occult d4,
Parry: 6 Persuasion d6, Spellcasting d10.
Toughness: 8 Pace: 6
Gear/Attacks: None. Parry: 6
Toughness: 6
Gear/Attacks: Claws (Str+d6, REACH Pace: 8
(3), Parry +1), Poison Stinger (Str+d4, Parry: 6
Poisonous Touch 1). Toughness: 6
Special: Gear/Attacks: Claws (Str+d8)
• Each Akkadian Sand Demon knows Special:
1d3 Powers that can be cast as
• Lightning Arcs: Each Sand Beast
though the Sand Demon has Arcane
can summon arcs of lightning to
Background (Magic).
surround them. If struck by a melee
Akkadian Sand Beast attack, these arcs deal 2d6 damage to
the attacker immediately.
Ecology: Akkadian sand beasts are strange,
• Flight: Akkadian Sand Beasts fly at
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179
summon it from nearby clouds. They can
GIANT MUTANT also surround themselves with an aura of
electricity that causes significant damage
MONSTERS (KAIJU) to anyone who attempts to touch the storm
Japan is sometimes plagued by a different beast. They also possess the capability for
sort of gigantic monster: enormous, magical flight, and can do so at high speeds, enough
beasts referred to as kaiju. There’s no record to outrun even the fastest human and some
of kaiju ever attacking another country, but slow-moving vehicles.
it’s certainly possible. Akkadian Storm Beasts have a peculiar
Typically a kaiju looks like a gargantuan appearance, with some hunters having
version of some existing creature or dinosaur referred to them as the anti-minotaurs; this
(such as a toad, a tyrannosaur, a bat, or a is likely because they have the body of a large,
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Al (Demon) d8, Notice d4, Persuasion d6, Spellcasting
d12
Ecology: An al is a demonic being native
Pace: 6
to parts of the Middle East and central
Asia (most commonly in the region from Parry: 5
Armenia to Iran). They attack women, Toughness: 6
especially pregnant ones, and children; they Gear/Attacks: Claws (Str+d6), Fangs (Str
eat the children, and will even rip fetuses + d4)
out of a woman’s womb to consume. Special:
Als live underground, often using their • Burrow 6”
claws to dig out vast subterranean warrens. • Wall-Walker
They only come out to the surface during
• Infravision
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181
Arbmunep notably insectile look to it in some respects
(particularly the shape and movement of
Ecology: An arbmunep is a horrifying the countless branches, which have joints
extradimensional thing, a creation/servant of like insects’ legs). Sometimes membranes
the Old Ones sent to this world. They exist like insects’ wings stretch between the
as “seeds” hidden under the ground, awaiting branches, or dangle from them like leaves.
the proper Spell or command to come to Its skin/bark is a sickly, mottled green, and
life. When they receive that command, they it twitches and pulses with unnatural life.
instantly grow to enormous height and
Of course, since only one arbmunep has ever
threaten everything around them.
been seen, it’s possible others have different
An arbmunep “eats” light. Its bark dimensions, coloration, or features, just like
glows phosphorescently as it “feeds.” The humans vary widely among their type.
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an old, dying aswang passes his monstrous house and sucks out the liver and entrails of
essence on to another person by breathing newborn children. The body of an aswang
into his mouth). Regardless of how it’s who’s recently fed becomes so swollen with
created, an aswang lives a normal life during blood as to look eight months pregnant.
the day, seeming to be just another person. Appearance: An aswang is a sort of
At night he transforms into his monstrous Filipino witch or ghoul. It looks like a
form and goes out to hunt. normal human during the day, although
A person can keep an aswang away through it can be detected by the lack of a notch
a variety of methods. Blessed palms (from (philtrim) in the upper lip under the
Palm Sunday), displays of the crucifix, holy nose, or by having a “transparent” throat.
water, and burning incense all ward off the A viscera sucker may have an all-black
aswang. Repeating the oracion, a jumbled body. Due to their nocturnal activities,
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183
Baba Yaga Pace: 4
Ecology: A Baba Yaga is a witch-like Fey
Parry: 4
found primarily in Russia, but sometimes
in other parts of northern Europe as Toughness: 6
well (it’s possible some may exist among Gear/Attacks: Staff (Str+d6), other Gear/
communities of immigrants from those Attacks as determined by the GM.
places, but none have been encountered Special:
in the United States... yet). They seem to • Spells: A Baba Yaga knows any spells
prefer to live in the wilderness and on the that are appropriate for it, but all Baba
outskirts of human civilization — but like Yagas know Invisibility & Shapechange.
most Fey they’re extremely secretive, so • Weakness: A Baba Yaga cannot Soak
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Appearance: This often dangerous Fey begins to suck out the victim’s blood at
usually takes the form of an old, emaciated a rapid pace. In just a few seconds it can
woman dressed in robes of green or grey drain an adult human dry.
(often a grey cloak over a green gown), or Blood fiends are essentially cowards.
more rarely black. She weeps constantly, If confronted with any sort of force or
which makes her eyes red, particularly in resistance they usually flee to look for
contrast with her pallid skin. Sometimes easier prey. There’s always another, less
her stringy hair (red or grey) can be seen, vigilant, human victim awaiting them.
other times a hood covers her head. Her Appearance: Blood fiends are wretched,
clothes often look wet. She appears by a twisted, demonic-looking beings about
body of water, sometimes washing the 5’0” tall. Their skin is usually tinged red,
grave-clothes of the person who’s about to and after they’ve gorged on blood it
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185
contractions, but mostly from stomach possible for them to grow larger, up to
acids and the like. approximately the size of a cow. The larger a
A swallowed character can try to cut cerberus gets, the fiercer and less controllable
himself free if he has the means to do so. it becomes. (For a larger cerberus, make it
Appearance: A burrower is a 10-12 foot stronger, tougher, and with larger claws and
tall monstrosity composed of armored fangs that do more damage.)
plates fitted around a core of quivering, Appearance: A cerberus looks roughly like
blubbery grey flesh that shows at the joints a large, fierce, dark-furred dog with three
and gaps; the whole thing looks vaguely snarling heads.
like a horrific, deadly scarecrow. Its arms Attributes: Use the Wolf statistics in
are so long that they drag the ground, and Savage Worlds rulebook as the baseline
its block-like hands are tipped with three and increase the abilities and dice as the
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a rock to smash a window safely). At present Personality/Motivation: Normal animal
the majority of academic opinion falls on the motivations, tinged with a certain demonic
“not sentient” side, but no one’s ever studies malice. Mostly it just wants to eat and keep
chupacabras in the wild long enough to itself safe from anyone who wants to harm it.
answer the question with any certainty. Powers/Tactics: Cinder beasts fight
Powers/Tactics: Typically a chupacabra in two ways. First, they have fangs and
approaches its prey by stealth, pounces on it, talons capable of inflicting deadly injuries.
and holds it down while using its proboscis to Second, they spread fire not only to eat,
suck blood until its satiated. Usually it won’t but offensively. If a flammable substance
drink enough blood on its own to kill a goat touches them for a second or so, it usually
(much less an adult human), but if it’s hungry bursts into flames. And if they stare at an
enough it might. A pack of chupacabra will flammable object (including most living
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Cyclops Appearance: A cyclops is a humanoid
with a single large eye in the center of its
Ecology: A cyclops eats the same sort head. Most are 6-7 feet tall and tend toward
of food as humans. Contrary to what it plumpness, but their body type varies with
says in Homer’s Odyssey, cyclopses aren’t the individual. They wear whatever sorts of
necessarily interested in eating human clothes they’re most comfortable in.
flesh. The wilder and more evil ones are, but
Attributes: Agility d6, Smarts d8, Spirit
plenty of them are happy with a good steak
d6, Strength d12, Vigor d12
or pork chop. In ancient times they dressed
in furs and lived in caves, but modern day Skills: Fighting d8, Notice d8, Occult d8,
cyclopses prefer nicer accomodations and Stealth d8
clothes when they can get them. Pace: 8
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with vaguely fish- or frog-like features and DEMONS
an affinity for the magics and languages of
their aquatic forebears. The cross-breeds Foul beings who inhabit other dimensions,
can sometimes pass as humans, especially demons (also known as devils) embody
when they’re young, but as they age their evil, chaos, destruction, torment, and
unnatural heritage becomes more and more wicked emotions. They exist only to
apparent. At first they can sometimes hide further the causes of evil and mayhem,
their evolving features (like gills that grow and revel in the terror and havoc they
in the neck) with clothing, but in most cause. Some rely on subtlety to work their
cases a cross-breed reaches a point where he wickedness; others prefer raw might.
cannot conceal his monstrous nature with Demons have a strict hierarchy based
anything but absolute seclusion — or going on power. Those who are weak serve
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trapped and helpless (a fact most often taken Battle Fiend
advantage of by conjurors). Holy places and Description: A battle fiend looks a lot
things can hurt or slay them. Someone who like an infernal soldier (see below), but it’s
knows a demon’s or devil’s true name can bigger, more massive, has no spines on its
command it effortlessly. And, oftentimes, arms, and has bony plates over its joints
their unwavering desire to do only evil (such as around the neck) to protect what
things makes them easy to trick or elude. are vulnerable spots on the soldier. It spits
balls of green acid from its large mouth.
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Demon Prince are needle-sharp spines which they can
Description: A demon prince, one of the project at foes.
most powerful demons that can appear Infernal Warrior
on Earth, looks a lot like the stereotypical Description: An infernal warrior, a type
demon: reddish-brown humanoid body, of demon that may be a more powerful
horns curving up from its head, batwings version of an infernal soldier, looks like an
projecting from its shoulderblades; cloven eight foot tall, six-armed, bipedal porcupine
feet; forked tail. It has three eyes in its with an orange-red insectile carapace. Its
blunted, skull-like head. fingers and toes are clawed.
Homonculus Demon Succubus
Description: A homunculus demon is one of Description: Resembling a human female
the weakest demons around — so weak that
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Doppelgangers Appearance: A doppelganger is a type of
Fey with the ability to mimic the forms of
Ecology: Doppelgangers are carnivores who other humanoids perfectly. In its natural
eat the flesh of humans.They use their powers form it’s a light ochre-colored, damp-
of shape-changing and shape-mimicking skinned, doughy, asexual humanoid blob
to approach their victims without arousing with few distinguishing features — it
suspicion, then attack from surprise. doesn’t even have a true mouth, just an
Doppelgangers are rare; usually MHI goes indentation in its head. Its flesh is soft and
decades between encounters with them squishy to the touch; it’s been compared
(though the one working for Martin Hood to the consistency of raw dough. Its
claimed there were far more of them on fingers are white, stubby, and terminate in
Earth than any human realizes). Therefore yellowish points.
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world through various means. They came to Appearance: The average elf looks more
the Americas approximately 400 years ago. or less like a finely-featured, long-limbed,
Like humans, elves can live just about attractive (even very attractive) human,
anywhere. Typically their communities are though he’s several inches shorter than
isolated from nearby human settlements the average human. They’re often blonde-
and are ruled by elf royalty — a king haired and blue-eyed. The primary visual
or queen, who’s served by various elf difference is that elves have pointed ears,
nobles as well as the common folk. Elven but those who frequently mingle with
populations tend to have an even gender unaware humans usually arrange their
mix, so two-spouse households are the hair to conceal this fact. The elves that
custom. Children are born after a nine- MHI most often deals with, the ones
month gestation period and are raised by who live in the Enchanted Forest Trailer
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its wings around itself for full protection, Ghosts
but this prevents it from flying or attacking.
Ecology: Most ghosts inhabit the place or
If a gargoyle’s lava-like blood splatters or
region where they died, though a few have
leaks onto flammable objects, there’s a good
the power to range freely over the world,
chance they’ll catch on fire. This isn’t likely
bringing terror to whomever they encounter.
to bother the gargoyle, but may cause serious
Most feel a driving need to consume the
difficulties for any Hunters fighting it.
life-force of living beings (by using their
Since they’re “manufactured” by sorcerers, Chilling Touch and Presence Attack).
gargoyles can come in many shapes and
Personality/Motivation: Some ghosts
varieties. You can easily add extra limbs
exist only to cause fear in the living and
or heads to this basic character sheet, for
consume their life-force. Others are tied to
example, or make a gargoyle larger or
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Ghouls Gnolls
Ecology: Ghouls have a ravenous hunger Ecology: Gnolls are scavengers. Collecting
for human flesh and blood. Typically they trash, refuse, and anything decaying is both
dig up graves and break into crypts to their way of life and their pleasure. They
feed on corpses, but they gladly eat fresh usually live in or around sewers, dumps,
human meat if they can obtain it without landfills, junkyards, and the like. As a
great risk to themselves. result, they have a horrible stench.
Personality/Motivation: Ghouls are barely Personality/Motivation: Normal humanoid
more than animals; they think about little motivations. For the most part they just want
more than safety, shelter, and feeding. They to stay hidden from humanity so they can go
possess a devious, malicious cunning that on enjoying their malodorous lives.
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Gnomes Personality/Motivation: Normal sentient
Ecology: Gnomes (or tomte,in Old Country humanoid motivations. Some gnomes are
parlance) are diminutive humanoids who kindly, some selfish or malicious; some are
(unbeknownst to them) were created eons loyal, other treacherous; and so on. However,
ago by the Fey as servants. As the Fey faded nearly all gnomes tend to distrust “Talls” (as
away from the world over time, Gnomes they refer to humans and other ordinary-
eventually gained their freedom and began sized humanoids), and often get angry if a
creating their own culture and customs. Tall makes jokes about gnomish height.
Gnomes originally hail from Scandinavia, Powers/Tactics: Gnomes have several
but have since spread to many parts of the powers that help them hide from humans
world. Gnomes in the United States have and also make them excellent spies. First,
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America they often dress in “gangsta” can get their hands on to attack. (Michael
fashions — sports jerseys, sweatpants, bling, Putlack, for example, favors a framing
gold grills on their teeth. They usually carry hammer as a weapon.)
handguns or other weapons. Their voices are Additionally, a human possessed by a
surprisingly deep, given their size. go dokkaebi becomes not only extremely
strong, but highly resistant to the effects of
Go Dokkaebi injury. There are examples of one being shot
Ecology: A go dokkaebi is a type of Korean point-blank in the head, but then returning
spirit and is only rarely encountered to the fight within a minute or two.
outside the Korean Peninsula. Traditional This character sheet represents a human
Korean lore describes it as a mischievous, possessed by a go dokkaebi, not the spirit
sometimes hostile spirit that’s skilled itself.
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GOLEMS Attributes: Agility d4, Smarts d4 (A),
Spirit d4, Strength d12, Vigor d12
Golems are humanoid constructs, sculpted
or made out of various materials (anything Skills: As the creator determines.
from dead flesh to iron) and animated with Pace: 6
magic. Wizards and priests create them as Parry: 5
servants and bodyguards. Toughness: 8 (12)
Ecology: Golems, being constructed Gear/Attacks: Weapons of the bearers
creatures, have no ecology per se. They do choice. Fists (Str+d6)
what their creator orders them to do, go Special:
where he says go, and so forth. They do not
• Armor 4
need to eat, sleep, or perform most of the
• Construct
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Grinder common way of feeding is to burrow under
Ecology: Undetermined. Grinders may a house, dig up through the floor, and eat
be extradimensional creatures who serve the inhabitants while they’re sleeping.
the Old Ones or some other Outsider Appearance: A grinder is a black, almost
Faction, but it’s also possible (and perhaps protoplasmic blob-monster with hundreds
more likely) that they were created by the of small tentacles and cilia surrounding
Fey tens of thousands of years ago to hunt a circular mouth with multiple rows of
humans. They’re carnivorous, and seem to sharp teeth that it uses to grind and ingest
prefer eating humans over other prety. its prey (hence its name).
Personality/Motivation: Normal animal Attributes: Agility d6, Smarts d4 (A),
motivations, including a hunger for human Spirit d4, Strength d12, Vigor d12
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Hell Hounds banditry against local humans. They usually
kill their victims; survivors usually believe
Ecology: The hell hound resides in the their attackers wore monstrous masks.
fiery parts of the infernal realms, except
Personality/Motivation: Normal sentient
when its masters wittingly or unwittingly
humanoid motivations. Most hobgoblins
release it into the World of Man. There
are self-interested and greedy, making
it sometimes serves evil wizards, wicked
them difficult to lead or command except
giants or trolls, and other such folk.
through force and fear.
Personality/Motivation: Normal animal
Powers/Tactics: Hobgoblins use the
motivations, as tainted by demonic evil.
full range of tactics available to sentient
Powers/Tactics: Hell hounds prefer to humanoids. In millennia past they relied
weaken their foes with a blast of Fiery Breath, on melee weapons and bows, but modern
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Powers/Tactics: Humboldt Folk use no human understands, they rise to the
weapons, though they prefer knives, surface to snatch people off the decks of
hatchets, and other bladed weapons to ships, or even drag entire vessels down
firearms. In some ways they seem to “feed” beneath the waves.
off the terror they create and thus will The kraken lacks the camouflage and
either toy with their victims (for example, ink-jetting ability possessed by normal-
letting them think they’re escaping sized octopi, since its size and power
when in fact they haven’t a prayer of make it impossible to hide and remove
getting away) or attack in overwhelming the need for escape adaptations.
numbers. Their speed and toughness make Personality/Motivation: Normal animal
them dangerous opponents. motivations.
Appearance: The Humboldt Folk are eerie, Powers/Tactics: Krakens attack aggressively,
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Lich other sources seem to describe Hunters
permanently killing liches without any
Ecology: Liches were once powerful mention of anything like a phylactery being
spellcasters who, realizing that their involved, so it’s hard to say what the truth is.
natural lives were about to end, were There may even be multiple types of liches,
unwilling to leave this plane of existence some with phylacteries and some not.
just yet. By working mighty, and often evil,
Campaign Use: Because liches are so
magics, they preserved their life-force in a
powerful, you should use them carefully to
powerful undead body so they could “live”
make sure you don’t overwhelm the heroes.
forever. It’s said some necromancers look
In most cases it should take a long time
forward to becoming liches, regarding it
before the PCs actually meet or see a lich;
as the pinnacle of their careers and power.
before they get to him, they have to wade
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Personality/Motivation: Normal animal Powers/Tactics: A luska is aggressive and
motivations. fearless. It attacks by Grabbing its prey
Powers/Tactics: A lindwyrm relies on with its tentacles, then pulling it toward
its size and strength in combat. If possible its jaws to be bitten and torn into pieces.
it prefers to open battle so it can charge It then carries the pieces to its underwater
and trample its prey. Then it uses its fang- lair to devour at its leisure. If harmed too
filled mouth and sharp talons to cut its much, a luska will flee, unless overwhelmed
prey to pieces before feasting. by hunger.
Because its eyes are on stalks, a lindwyrm Appearance: A luska, sometimes known
can see all around itself for a great distance. as a shark-kraken or sharkraken, looks like
This makes it difficult to sneak up on one. a thirty foot long, red-eyed, particularly
Hunters have found that sniping them is vicious black or grey shark with a ring
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Lycanthropes werewolves spend nearly all their time in
bestial form and live in the wilderness and
Lycanthropes are humanoid beings with on the outskirts of human society, preying
the characteristics of a type of animal (such on animals and men.
as a wolf ). While they’re often thought of
Although many werewolves are solitary,
as man-beast hybrids or crossbreeds, in
as befits their lupine nature they join
truth each lycanthrope is a separate species
together in packs (usually of up to a dozen,
from humanity. However, as discussed
rarely more) when they live in proximity.
below, a lycanthrope can infect a human
Each pack is led by the “alpha male” —
with a DNA-altering virus that turns him
the toughest werewolf in the bunch, the
into a lycanthrope himself — one with the
one who can fight off any challengers.
power to change shape between human
(Similarly, some werewolves believe that
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is often disgusted or horrified by his
condition, and does whatever he can to MUTANT&
control it (which usually isn’t much). But MONSTROUSANIMALS
as time goes by even the strongest-willed
victims of lycanthropy usually come to The magical forces in the world, not to
accept and even revel in their condition, mention evil wizards, sometimes “mutate”
eventually thinking of themselves as a ordinary animals, turning them into large,
species apart from humanity — a predator monstrous creatures — creatures that
species. Eventually even the saintliest often desire human flesh, or that cause
person becomes a bloodthirsty killer. other significant problems for humans
Werewolves also have an intense survival through property damage, spreading
instinct. That urge prevents them from disease, or the like.
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that pierces the skin will infect the victim. Werewolves have extraordinarily keen
In either case, the signs of werewolfhood senses, particularly smell. Once a werewolf
always show up within five days at the latest. gets someone’s scent, he’s not likely to ever
On the first night of the next full moon, forget it. Wearing wolfsbane can conceal a
or when exposed to some other appropriate person’s (or another werewolf ’s) scent from
form of stress, an infected character a werewolf — the herb distorts the smells
transforms into man-beast form and goes around it to a werewolf ’s nostrils — but
on a rampage. As far as anyone knows, the presence of wolfsbane tells a werewolf
there is no cure for lycanthropy once it’s that there’s a knowledgeable enemy nearby.
contracted, aside from a special magic ritual Werewolves relate well to wolves and
involving the Amulet of Koschei (which was other canines. Sometimes this relationship
destroyed during the Copper Lake incident is based on respect and sometimes on fear,
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MCB has special testing kits it can use in the Perhaps similar amulets exist for other
field to determine if someone’s a lycanthrope, types of creatures, or maybe the Beasts have
though these are not 100% reliable. Its full more than one way to re-skin a human.
laboratory tests are, however.
Appearance: A werewolf looks like a cross Man Of The Forest
between a wolf and a man, with a man’s Ecology: A man of the forest, or zoovnuj
body, the head of a ferocious wolf, and sharp txeeg txivneej in Hmong, is a humanoid
claws on his fingers and toes. Typically a monster native to South Asia (primarily
werewolf ’s fur is roughly the same color Vietnam, Laos, Cambodia, and surrounding
as the person’s natural hair color when in regions). It lives in the forests (as the
human form, and its eyes are golden. name indicates), but often attacks hunters,
OTHER LYCANTHROPES travelers, or villages, primarily to steal food.
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Manticore Mind Colossus
Ecology: The manticore lives throughout Ecology: A mind colossus, or blarg in the
temperate, subtropical, and tropical regions, Elvish tongue, is a monstrous creature
though it prefers forests, plains, and created eons ago by the Fey to help them
wastelands. It’s carnivorous, feeding on large hunt humans. The Fey used them like
mammals (including humans) and similar highly intelligent hunting dogs, basically,
creatures. In their voraciousness manticores though they’re far more dangerous than
often devour the entire body (including the any terrestrial beast.
bones) of their prey, even clothing and worn Personality/Motivation: A mind colossus
objects. is as intelligent as a human and as cruel and
Personality/Motivation: Normal animal ruthless as a starving wolf. It has an inbred
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Mirelurks Minotaurs
Ecology: A mirelurk is an aquatic monster Ecology: Minotaurs (or, as some of them
most often found in swamps, bogs, and prefer to be called, bullmen) live in small,
bayous, but occasionally in lakes and seas. isolated groups. They prefer temperate,
It eats flesh, anything from fish to humans, Mediterranean, or at worst subtropical
to sometimes other mirelurks. climates. They’re vegetarians; eating meat
Personality/Motivation: Normal animal is not only abhorrent to them, it makes
motivations, though it seems to possess a them physically ill. As a result they can
much higher degree of intelligence and only live in places where they can gather
cunning than most animals. a lot of plant material on a regular basis;
otherwise they have to be nomadic, with
Powers/Tactics: Mirelurks are huge and
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Like humans, minotaurs form couples and Most mummies arise for specific reasons:
raise children in a nuclear family environment either a necromancer animates them; or
(though it’s customary for minotaurs to look powerful magic spells placed on them after
after one another’s children in the group their death cause them to rise up and seek
much more closely than humans tend to). A vengeance on those who desecrate or rob
minotaur reaches adulthood at 12 years of age. their tombs. Occasionally, a mummified
Personality/Motivation: Most minotaurs corpse comes back to life of its own accord,
are intelligent, and have the normal perhaps (in revenant-like fashion) to avenge
motivations common to intelligent beings: itself on its killers or tormentors.
comfort, power, survival, and more. Some Personality/Motivation: Mummies have
are entirely bestial. But no matter how no personalities. They simply follow the
intelligent, minotaurs have short tempers; orders given them by their creators. When
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Naga Night-Shade
Ecology: A naga is a serpent-man. Its Ecology: A night-shade is a free-willed
natural habitats are warm, humid places such corporeal undead. Sometimes they’re created
as jungles and swamps, but if summoned by by necromancers. Others are thought to
magic a naga can appear practically anywhere arise when a person dies while experiencing
that isn’t frigid. (Once the temperature extreme fear, and then isn’t properly buried
reaches freezing or below, nagas become (or cremated).
significantly slower, weaker, and stupider, so Personality/Motivation: Like many other
they avoid such areas as much as possible.) undead, night-shades hate the living and
It can eat many kinds of food, but considers wish to destroy them. They don’t seem to
human flesh and blood a particular delicacy. eat flesh, though. It’s thought they subsist
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Modern ogres live in small bands in
wilderness areas and prey on local humans,
Oni
or serve a sorcerer, lich, or other master. Ecology: An oni is a physical being, but its
physical form is a “vessel” for the souls of
Personality/Motivation: Brutish and crude,
those it has slain (or with which sorcerers
ogres usually have simple motivations: hunger,
“pay” them for services). It has the power
comfort, greed, a love of fighting and violence.
to leech the soul from living beings, thus
They make superb shock troops and guards,
adding that soul to its own “life substance.”
provided the tasks assigned them don’t require
As long as it gets a regular supply of souls,
much mental acumen.
it’s effectively immortal. If an oni’s injured,
Powers/Tactics: Ogres carry weapons its souls leak out of it like a white, wispy
appropriate to their size and enormous vapor — that’s how it “bleeds.”
strength (and can even use large, everyday
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BIA AND CRATOS
Attributes: Agility d8, Smarts d8, Spirit
d8, Strength d12, Vigor d12+2 During the Martin Hood incident, two
supernatural mercenaries hired by Hood
Skills: Fighting d10, Notice d6, Survival
stalked Owen Pitt: a pair of ancient,
d8, Stealth d8, Tracking d8
powerful oni called Cratos and Bia. They
Pace: 8 were no ordinary oni. Like Agent Franks,
Parry: 7 they were Fallen spirits who found
Toughness: 12 (2) physical forms to occupy so they could
Gear/Attacks: Bite (Str+d4, Poison 4) exist on Earth rather than in Hell. How
Special: they took over two onis’ bodies remains
unknown, though it probably relates to the
• Armor (2)
fact that oni “feed” on souls.
• Hardy
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Orc children are born after a seven-month Orcs are omnivores, though they prefer a
gestation period. They’re raised communally meat-heavy diet when they can get it. Their
by their village or clan until they reach early systems are better able to handle not fully
puberty, when they undergo the “Reckoning ripe or partly spoiled food than humans’
Day” ritual (see below). Depending on without negative consequences.
the outcome of that ritual and his tribe’s Orcs speak their own language, one that’s
customs, a young orc may find himself now very difficult for humans to learn. Like
considered an adult, exiled, or executed. human languages it comes in variations
An orc who is accepted into the tribe and and dialects; Uzbek Orcish differs from
passes into adulthood must then complete Kazakh Orcish, for example. They can learn
some sort of challenge or journey to prove human languages (and usually do learn the
himself to the tribe. The chieftain or tribal dominant one in the region where they
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As inherently mystical beings, orcs possess are rounder than humans’, and are usually
an unusual quality: the life gift. Each orc is blue or yellow; they’re deeply set, with heavy,
supernaturally gifted at one particular endeavor bony brow-ridges and short foreheads. Many
or skill — so much so that he makes even have piercings on their face or other parts
the best human experts look untalented by of their body set with gold or bone jewelry.
comparison or violates what humans would Most males are bald, or have wispy white hair;
consider the incontrovertible laws of physics. females tend to have more hair, also white.
Life gifts can range from the relatively focused
(for example, Skippy’s piloting abilities) to Pixies
the relatively broad (Edward’s melee combat Ecology: Pixies, like their much larger
prowess, Gretchen’s healing skills). They also distant cousins elves, were created by the
range from the extraordinarily useful (like Fey eons ago. The Fey used them as “scouts”
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Redcap stocking caps that they wear, which they
ritually soak in the blood of their enemies
The fey are an infinitely varied faction, after any successful kill. The presence of the
and the majority of those encountered on red hats has, on occasion, led to the barely
Earth are little more than common servitors indoctrinated new hunter to mistake them
crafted for specific functions over the course for gnomes. This rarely ends well.
of thousands of years. One particularly
Attributes: The Goblin profile in Savage
unpleasant variety of servitor are the
Worlds Adventure Edition serves wonderful
redcaps, cruel and vicious little monstrosities
as a Redcap.
that exult in violence against humans of all
kinds. It is believed that they were created to
help protect sites important to the fey, which Reptoids
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216
fingers and toes, and a tail. Some are saurian wears tattered clothing, but may sometimes
in appearance, others more ophidian. dress in much better garb to conceal its true
Attributes: Agility d6, Smarts d8, Spirit nature from the living (at least in bad light).
d4, Strength d6, Vigor d8 It has a noticeably unusual gait, and its eyes
Skills: Fighting d6, Notice d6, Shooting, usually appear extremely bloodshot.
d6, Stealth d8, Survival d8, Swimming d6, Attributes: Agility d6, Smarts d6, Spirit
Tracking d8 d4, Strength d12+4, Vigor d8
Pace: 6 Skills: Fighting d8, Notice d6, Stealth
Parry: 5 d10, Survival d6, Tracking d6
Toughness: 6 Pace: 6
Gear/Attacks: Claws (Str+d4), Bite (Str+d4), Parry: 5
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about it). They value their privacy highly for them. If forced to fight, they strike with
and hide from humans as much as possible, deadly speed, using their fangs and brute
even going so far to use their wilderness strength to great effect. Some species are even
skills to spread false tracks, obscure their faster, and/or venomous. A person bitten by
real tracks, and leave false or misleading a venomous giant serpent is almost certain
“evidence” for investigators. to die unless someone administers antivenin
Powers/Tactics: Sasquatches are large and immediately (which is rarely possible).
immensely strong. They’re relatively gentle Appearance: A giant serpent is just that
and prefer to flee rather than fight, but if — an enormous snake, its mouth filled
threatened in a situation where they can’t with fangs that drip deadly venom. Even
escape, or if their children are in danger, the smallest is a serious threat to human
they attack fiercely, delivering powerful life, and the largest can inflict serious
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dim room lit only by a candle or two it could Parry: 2
create its full 8m radius darkness. Toughness: 18
On the other hand, shades are weaker in Special:
light. If exposed to strong direct light (such • Smash: A Shoggoth simply smashes
as from a flashlight, a well-lit room, or into its enemies. No attack rolls are
sunlight), a shade suffers serious damage. required for a Shoggoth to hit its
Appearance: A shade is similar to a ghost, foes in melee.
but is usually somewhat smaller than it was • Smash: Str+d10
in life and instead of looking insubstantial
• Weakness (Fire): A Shoggoth is
or wispy, it looks dark, shadowy, and evil.
automatically shaken when hit with
Attributes: Simply use the Ghost profile, and an attack or power that uses Fire. If
give the Shade the ability to use the Darkness
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Shoggoth Sirens
Ecology:A shoggoth is an extradimensional
Ecology: Sirens are bird-women creatures
horror sent to this world by the Old One
who are semi-divine or angelic in nature.
or other Elder Thing it was made by.
Contrary to their appearance in many myths
Personality/Motivation: Shoggoths are and legends, they’re not normally inimical
intelligent, though their thought processes to men, though they may punish sinful men
are at least partly alien to humans. Their if ordered to do so by their divine superiors.
goal in life is to serve their master and Scholars speculate that the Fey created them
carry out his every order. as entertainers, or that they evolved their
Powers/Tactics: Fighting a shoggoth musical powers to keep the Fey (who become
is difficult due to its semisolid body, its entranced by beautiful music) at bay.
ability to grow however many tentacles Personality/Motivation: Normal sentient
and pseudopods it needs, its multiple sets motivations, affected by their divine and
of fangs and claws, and the fact that it has generally beneficent nature.
eyes looking every direction and thus is
Powers/Tactics: Sirens avoid battle unless
difficult to surprise. Its chief vulnerability
it’s with the forces of evil or necessary for
is to fire, which it avoids if possible.
their own survival. When it is, their most
Appearance: A shoggoth is an potent weapon is their persuasive speech
extradimensional horror, a servant of the (which can also be sung). When a siren
Old Ones. It’s a black, blob-like creature speaks, it’s difficult for any being to resist
about fifteen feet across and weighing doing what she asks (though women are
approximately two tons. It’s bulbous, more resistant to a siren’s powers than men).
lumpy, and asymetrical, with white eyes In a pinch a siren can also use her talons.
and sharp-toothed mouths at many
Sirens have the power to assume a fully
different points all over its body. It can
human form so they can mingle undetected
grow tentacles and pseudopods at will.
among men. Typically a siren’s human form
Attributes: Agility d4, Smarts d8 (A), is that of a beautiful woman with blonde or
Spirit d6, Strength d12, Vigor d12+10 black hair (or sometimes hair matching the
Pace: 4 shade of her feathers in her true form). In
219
human shape a siren may fall in love with Appearance: Skeletons are walking human
and have children with a human male; these skeletons. They may wear a few tatters of
“half-siren” children possess their mother’s cloth or carry weapons and shields.
power of persuasive speech, but at most
with two-thirds of a full siren’s effectiveness. Skinwalkers
Appearance: A siren is a strange, beautiful Ecology: A skinwalker is a creature from
creature with the body and of a human female American Indian mythology (though it can
and a bird’s wings projecting from its shoulder be found around the world; many cultures
blades. Its voice is always enchanting to listen have legends of similar creatures). It steals
to, even when it’s just speaking normally. the skins of its victims and wears them,
Attributes: Agility d6, Smarts d6, Spirit taking their place in life for a short period
d6, Strength d6, Vigor d6
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skin completely so it will seem as if its last that person usually doesn’t have long to live,
victim simply vanished. for those fangs inject a virulent poison. (In
A skinwalker relies on deception and some cases the poison merely paralyzes,
stealth, not physical power. Once uncovered allowing the spider to take the victim back
it’s relatively easy to kill, compared to most to its lair and suck out his innards at leisure.)
monsters. It will flee rather than fight Most giant spiders are of the “wolf spider”
unless it has no alternative or is convinced variety — they chase prey down and
it can kill its attacker with its claws. pounce on it rather than building webs. If
Appearance: A skinwalker is a hideous you want a giant spider that spins a web,
humanoid being that in its natural form simply allow them to use the Entangle
looks like a short, dark-skinned, emaciated Power, which defines both a standing web
human. and webbing that the spider might wrap
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221
helicopter spiders attack a target at once, the can smash through vehicles and buildings
odds for that target’s survival aren’t good. with ease. The best way to defeat one is to
On the other hand, helicopter spiders are either calm it down somehow and convince
weak and easy to kill — a single bullet will it to return home, or to impress it with
do it. A grenade or flamethrower can take your bravery and fighting skill so that it
out whole “flocks” of them in one swift blow. acknowledges your worthiness and departs.
Appearance: A helicopter spider is a black When a stonecoat pronounces its curse upon
spider about the size of a softball, with someone, that person first develops a chill he
wings similar to those of a hummingbird. can’t shake, and that nothing seems to cure.
It has large, pronounced fangs that drip Steadily he becomes colder and colder, as the
deadly venom. curse settles in him more deeply. He craves
Attributes: Simply use the Giant Spider warm drink and food, like soup or coffee, but
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222
Thistlemen Parry: 5
Toughness: 5
Ecology: A thistleman is a humanoid plant
creature native to dry, dusty, hot regions Gear/Attacks: Claws and Spines (Str+d8,
(such as the American Southwest). They’re AP 1)
carnivorous, but can go long periods without Special:
food if necessary. According to the best • Wall-Walker
available information, they live in nuclear • Fast (as per the Edge)
families or small, multi-family groups. • Hardy
Personality/Motivation: Thistlemen regard • Regeneration (Fast)
humans, animals, and other fleshly creatures as
• Shapeshifting: A Thistleman can
nothing but food — “the blessing of meat,” as
look like an ordinary human being by
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223
Powers/Tactics: Trolls are lazy and usually own alien way; after all, paying attention to
prefer to avoid fighting (or any other hard human culture helps them blend in with
work) if possible. But if they must fight, their unsuspecting prey.
their enormous strength and long claws serve Powers/Tactics: In addition to her
them well. Even better, trolls are very difficult natural weapons (mandibles, claws on all
to harm. They regenerate injuries at a rapid limbs), a tsuchigumo possesses the power
pace, and can even regrow lost limbs. The one to generate highly believable illusions
chink in their armor is fire; they can’t heal which can affect not only sight but the
burn damage any faster than a human can. senses of hearing, touch, and smell as well
Appearance: A troll is an eight foot tall — a tsuchigumo disguised like a child will
humanoid with green, rubbery skin; its feel like a child if picked up, and sound like
body looks almost like a mass of greasy one when it speaks.
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224
A tsuchigumo’s blood is a sort of greenish Vampires survive by drinking the blood of
slime, and its smell may depend in part the living (though they can also ingest normal
on the disguise it “had on” when it was human food if desired). Typically they like to
injured. For example, Heather Kerkonen consume about one adult human’s worth of
noted that the blood of the tsuchigumo blood per week (more when they’re younger,
employed by STFU smelled like “bubble less when they’re older), though they can
gum and spider webs,” since her disguise substitute less tasty animal blood if they
was that of a Japanese schoolgirl. must. At a minimum a vampire needs one
Attributes: Agility d10, Smarts d8, Spirit adult human’s worth of blood per month, or
d8, Strength d6, Vigor d6 he’ll starve to death. Some vampires ensure
Skills: Fighting d8, Notice d6, Persuasion themselves of a food supply by keeping
d8, Stealth d10, Survival d8 kidnapped humans in “pens” (typically
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A vampire’s initial power at the time of a vampire grows in power based upon
his creation depends primarily on how its age and experiences, the types and
strong its creator is: “the more powerful number of beings it feeds upon, and so
the creator, the stronger the creation,” forth, eventually ascending into the ranks
as Julie Shackleford once put it. Thus, of the masters if it lives long enough. An
a vampire created by a higher vampire experienced master vampire is a terror
begins unlife more powerful than one almost unequalled in the supernatural
created by a standard vampire. Thereafter world. The most powerful vampire known
Susan Shackleford to MHI to have ever existed is Jaeger, a
former soldier of Nazi Germany who was
at last slain during the DeSoya Caverns
incident. Susan Shackleford (see page 175)
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226
vampires can change form into a mist and await another opportunity to strike if
and thus approach by stealth or escape defeated by faith), but it’s possible. If the
a dangerous foe. Third, masters can also vampire wins the contest, the victim’s faith
invade human minds telepathically to send simply isn’t strong enough and he ends up
messages, read memories, and the like. becoming a tasty meal for the bloodsucker.
On the other hand, vampires have a number Although many old stories about vampires
of severe weaknesses which are well known contain useful information, some of the
to Hunters. First, they suffer horrendous “facts” presented in vampire legends,
burns if they touch, or are touched by, holy movies, and books simply aren’t true. They
objects or places. (Though greater and master can’t change shape into wolves or bats, nor
vampires can tolerate this pain enough to get can they summon wolves, bats, or any other
rid of the source before it causes them any animal. They’re not scared of garlic (unless
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Vampire, Lesser Vampire, Greater
Lesser Vampires are newly turned vampires, Greater Vampires are powerful and
not yet used to their abilities and powers. experienced vampires, accustomed to
Attributes: Agility d8, Smarts d8, Spirit their abilities and powers. They often have
d6, Strength d10, Vigor d10 followers and cultists with them.
Skills: Climbing d8, Driving d6, Fighting Attributes: Agility d10, Smarts d10,
d10, Intimidation d8, Knowledge (All) Spirit d10, Strength d12+2, Vigor d12+2
d6, Notice d8, Persuasion d8, Shooting Skills: Climbing d10,Driving d8,Fighting
d8, Stealth d8, Streetwise d6, Taunt d8, d12, Intimidation d10, Knowledge (All)
Throwing d6, Tracking d8. d8, Notice d10, Persuasion d10, Shooting
Pace: 6 d10, Stealth d10, Streetwise d10, Taunt
d10, Throwing d8, Tracking d10.
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o Charismatic o Command • Stake: A Master Vampire can be
o Improved Dodge o Quick staked in the heart. This is a called
o Woodsman shot with a -6 penalty to the test.
If successful, a Master Vampire is
Vampire, Master
paralyzed, but not killed.
Master Vampires are terrifying and earth-
shattering opponents. Old beyond memory • Bite: Str+d8
and powerful beyond belief, a Master • Unarmed Strikes: Str+d4+2
Vampire is more than a match for a team of • Undead: Vampires gain +2 to
experienced hunters. Toughness and +2 to Recover from
Attributes: Agility d12+2, Smarts d12+4, Shaken.
Spirit d12, Strength d12+6, Vigor d12+6 • Quicksilver Reflexes: Master Vampires
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229
advantage in combat whenever possible. Personality/Motivation: Like zombies,
It can also cling to walls and other vertical vulkodlak have no personalities; they
surfaces, though it prefers not to climb very unhesitatingly obey their creator. They also
high unless there’s no other way to attack (or have a driving need to spread their curse —
escape). Despite its appearance it moves with to kill living humans so that they, too, will
blinding speed when it has to. In addition to become vulkodlak.
its great strength and claws, it can also use Powers/Tactics: Vulkodlak are similar
its tongue (which can be as much as ten feet to zombies, but much faster — they can
long!) as a weapon in combat to grab people, run as swiftly as a living man. They have
snatch objects out of hands, and so forth. Its werewolf-like claws and fangs. However,
rubbery skin resists impacts well, including the distorted form of their bodies makes
most attacks with edged weapons. some tasks difficult; they suffer a -2 on all
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230
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231
Wights Will-O-The-Wisps
Ecology: Wights are the corpses of the dead, Ecology: A will-o-the-wisp is one of two
returned to life through necromancy or other things. Most of them are Fey spirits cursed
foul sorceries. Although superficially similar to wander the earth for some reason.
to zombies, they’re superior to them in three They’re often found in swamps and other
respects (and thus are often referred to by desolate places. The second, rarer type is a
Hunters as “the worst of the zombie family human cursed into wisp form by the Fey
of undead”). First, they’re usually better for some reason.
preserved; second, they retain their own
Personality/Motivation: Mischievous, if not
intelligence and malevolence (i.e., they’re not
cruel. Ordinary will-o-the-wisps are known
Automatons); third, they’re not slow, but in
for luring travelers into dangerous areas
Chapter 11: Monsters
232
Wraith Attributes: Agility d8, Smarts d8, Spirit
Ecology: A wraith is a rare type of undead d8, Strength d4, Vigor d10
that arises in certain circumstances when a Skills: Fighting d4, Stealth d8
person’s killed by a wight or ghost and the Pace: 8
body’s left mostly intact. (Necromancers Parry: 6
can also create them using spells that are Toughness: 10 (3)
difficult to learn and dangerous to cast.)
Gear/Attacks: Fangs & Claws (Str +d6)
Like other undead, it hungers for the life of
the living, which it can drain with its touch. Special:
Personality/Motivation: Wraiths are filled • Armor 3
with hatred for, and a desire to destroy/feed • Life Drain: Any round that a Wraith
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233
Personality/Motivation: Zombies have Zombies have one significant weakness:
no personalities. They simply follow the they’re slow. A trained Hunter can easily
orders given to them by their creators. If outrun one (assuming he has some place to
given no orders, they’re usually motivated run to). Unfortunately, some necromancers
by their hunger for human flesh. know how to create fast zombies, who
Powers/Tactics: In battle, zombies use move much more quickly (though still not
their fists, their fang-like teeth, or their as fast as a Hunter).
claw-like fingernails (they can also wield Appearance: A zombie is a walking
weapons). They never flee; they fight until human corpse in some stage of decay. It
victorious or destroyed. may have some body parts missing or
A zombie’s bite is especially dangerous. obvious death-wounds. Its teeth are black,
A person bitten by one is destined to turn rotten, and often sharp; its fingernails have
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CHAPTER 12:
The Long, Good Knight
A Plot Point Campaign for Savage
Worlds: Monster Hunter International
This plot point campaign takes place during the events of the novel Monster Hunter:
Siege, the events of which see the majority of MHI’s most skilled hunters occupied for
months on end with an extended operation halfway across the world. This leaves the
company woefully short handed, and eager for new blood to fill the ranks. Toward that
end, two of the highest ranking MHI employees left behind, Julie Shackleford and Albert
Lee, have been overseeing a new class of newbies in hopes that some of them have what
it takes not only to bolster the ranks of their many teams, but also to investigate some
unusual events that the company can’t spare a full team to look into.
Like all plot point campaigns, this series of • It’s possible that the enemy of this
adventures is intended to serve as the skeleton campaign is not limiting his attention
for a larger campaign, with additional to MHI washouts, but perhaps retired
encounters scattered in throughout to make hunters from other organizations as
sure that there is a suitable diverse experience. well, or it could just be that his operatives
Each of these points contains numerous encountered another organization in
suggestions about what can and perhaps passing and piqued their interest. A
should happen, but many can be expanded to competing team of hunters from one of
include additional opponents and encounters. the non-friendly hunter organizations,
Some suggestions for ways to increase the such as Paranormal Tactical, could pose
scope of this campaign include: any number of obstacles to the team
• The MCB agent who appears in plot during the course of this investigation.
point 2, Special Agent Anna Marson, • The dark Sidhe who are responsible
could prove to be a consistent problem for the curse affecting the enemy of
for the Hunters if she continues to this campaign regard his activities
follow up on the disappearance of as entertainment, something along
Charles Sheppard and proves to be the lines of reality television for the
as adept as the Hunters themselves. fey. If they think it will prove more
With each passing encounter, she entertaining, they will throw obstacles
will garner greater resources from in the Hunter’s path, although the
the Bureau and her irritation with enemy himself is unlikely to accept
the Hunters will increase until she direct aid from the fey, as he hates
may determine that they need to be them almost as much as he hates the
detained until she can determine other foes he pursues.
what exactly it is that they know.
Who exactly is the enemy of the Hunters The final exams take the form of a series
in this campaign? That information is to be of skill-based challenges, emphasizing the
doled out at a pace of the Game Master’s most important skills a Hunter will need
choosing, and thus details are sparse in the and increasing in difficulty until the best
plot point writeups themselves. However, of the class is identified. Virtually any
the enemy’s true story and identity are skill can be used to create a challenge,
revealed in the write-up at the end of this because the leaders of MHI understand
campaign, and individual GMs should that literally anything can happen on a
dispense that information as they see fit. hunt and they want to understand the true
Chapter 12: The Long, Good Knight
236
teenagers, and students of Edward. Plot Point #2:
None are as deadly as their master,
of course, but they are exceptionally Old Friends
skilled nevertheless.) Julie Shackleford’s office is neat and
• Hunters get injured. It’s just part of precise, and covered with pieces of MHI’s
the job. And when they do, triage sordid and glorious history. The obviously
is necessary. Healing contests don’t pregnant Shackleford didn’t call the new
involve actual injuries at this point, but Hunters for show and tell, however, and she
skilled medics among MHI’s ranks seems vaguely concerned about something
Chapter 12: The Long, Good Knight
237
he parted on good terms and was very If anyone inquires as to why this group
happy with his severance package, and was has been given the assignment, Julie will
generally rated as an extremely low threat simply say that the group as a whole
by MHI’s risk analysis. His disappearance demonstrated numerous important skills
is suspected to be more likely foul play and that she thinks they will work well
than any malfeasance on his part, but the together. Furthermore, the on-sight teams
company still wants to check it out. Anyone are stretched past the point of breaking,
who suggests that local law enforcement what with Earl Harbinger’s team being on
be allowed to handle it will promptly the other side of the world and the other
Chapter 12: The Long, Good Knight
238
Unfortunately for the Hunters, they have
Special Agent Anna Marston
a limited amount of time to look around
Stats: Agility d6, Smarts d8, Spirit d6,
before an MCB sedan shows up outside
Strength d6, Vigor d6
and disgorges four agents. They are not
overtly hostile, but their demeanor might Skills: Athletics d6, Battle d8,
best be described as “frosty.” Special Agent Common Knowledge d6, Fighting d6,
Anna Marston is in charge and is the Intimidation d6, Notice d6, Occult d8,
only one who speaks. She suggests that Persuasion d4, Shooting d8, Stealth d4
the agency often monitors former MHI Pace: 6
Chapter 12: The Long, Good Knight
239
As the Hunters are returning from their The attempt to remove the Hunters from
trip to Tulsa, Sheppard and a few of his the equation begins with a distraction. In this
new associates attempts to take them case, a beautiful woman in a revealing dress
out. This could take place in a number of driving a classic muscle car. The choice will
different places, such as a roadside motel vary depending on the group, obviously, but
during the trip, but since there’s a motel there’s no going wrong with an old Corvette
recommended as a location later in this or Mustang. Just saying. The woman (who is
campaign, an attack on the road might being paid to provide the distraction and has
be exciting and provide more variety. And been told it’s to ensure that the Hunters don’t
Chapter 12: The Long, Good Knight
240
The Hunters will doubtless take issue with this subsequent attack on the highway. Because
plan, and if they manage to avoid or survive of the nature of the fight it is entirely possible
the first opening salvo, one of two things will that the Hunters were able to recognize
likely happen: the Hunters will attempt to Sheppard as the driver, and if they weren’t,
escape their attackers, or they will attempt to subsequent photographs from the authorities
pursue their attackers. Whichever one they (likely secured by Melvin, the company’s often
choose, Sheppard will respond and either flee mentioned but never seen IT department)
or pursue accordingly, understanding as he will confirm that he was involved. This causes
does that the Hunters need to be taken out no a significant issue for the company, as Albert
Chapter 12: The Long, Good Knight
241
a single symbol, and one that they have no Plot Point #5:
frame of reference for, is going to be almost
impossible. Is it Sumerian? Is it fey? Is it Ordering Stakeout
from one of the infernal symbol sets, most Raleigh, West Virginia is not a particularly
of which MHI hasn’t even identified yet? active town. It’s a former coal town and
Allow the Hunters some time to search the there’s very little excitement to be had there.
archives with suitably difficult Knowledge On the one hand, that makes it easy for the
tests to see how much progress they are Hunters to keep an eye out for anything
making. Consider alerting them to minor unusual. On the other, their presence will
Chapter 12: The Long, Good Knight
242
A trio of enemy agents are in town, but
Mysterious Suits
they remain concealed from prying eyes by
Stats: Agility d6, Smarts d4, Spirit d6,
sorcerous enchantments placed on them by
Strength d10, Vigor d10
their master. They will not be revealed until
they choose to be seen, which will not be until Skills: Athletics d8, Common
they make contact with Victoria. When they Knowledge d6, Fighting d10,
do, assuming that the Hunters are watching, Intimidation d6, Notice d6, Occult d10
they may at first mistake them for MCB Pace: 6
agents due to their black suits and sunglasses. Parry: 7
Chapter 12: The Long, Good Knight
243
Plot Point #6: share with the Hunter the kind of tribute
that her majesty prefers. Hopefully they’ll
An Enchanted Interlude know to bring a lot of it. Unfortunately for
With only a name and the intimation that them, things are a little more complicated
the enemy they face is linked in some way than usual. And when ‘usual’ refers to
to the ancient courts of the fey, the Hunters dealing with an inhumanely powerful elf
may be unsure on how to proceed. If any monarch who lives in a white trash trailer
of them are particularly well versed in the park, that’s no small statement.
background of the fey or in MHI’s network The Hunters’ visit to the Enchanted Forest
Chapter 12: The Long, Good Knight
244
• The drawing of the sword that the this count. Cellphone recording is not
Hunters first found in Sheppard’s house only welcome but encouraged, and the
is an ancient blade called Wyrmborn. possibility that the performance will
• The wielder of the blade is the victim wind up on the internet is strong.
of an ancient Sidhe curse, one that even Assuming that everything goes according
the Queen herself could neither levy to plan, the Hunters should end up with
nor remove. some new information that will help them
• The blade’s owner has an ancient narrow down the kind of enemy they’re
facing. This is beneficial, of course, but
Chapter 12: The Long, Good Knight
245
things. If none of the Hunters are of a Unfortunately, the missing hikers are all far
scholarly bent, checking in with Albert from where they disappeared, and roaming
Lee is more than enough to let them know around the hub in a fugue state, having
that ley line intersections are preferred been partially bled out and driven mad by
locations for powerful rituals, and that the the ritual the enemy’s agents were using.
MCB should in theory have some assets Now they are nigh-feral and will attack
on site somewhere in the general area to anything that comes near, including the
keep an eye on things for just that reason. Hunters. The wildlife in the area is pretty
Conferring with the MCB is unlikely to well freaked out and will avoid anyone at
Chapter 12: The Long, Good Knight
246
an opportunity for the Hunters to get a no one ever sees what they bring in and take
little PUFF action in the midst of their out. Privacy is assured because no one really
investigation, which of course would also go cares, and because there are plenty of other
a long way toward placating any concerns things going on there that the other guests
MHI might have regarding their continued don’t want outsiders knowing about, so no
traveling and strange investigation. one’s looking at the Hunters. Or, in the case,
the former Hunters-to-be turned nefarious
Plot Point #8: arcane ritualists. It’s just semantics, really. The
Battle at the Don’t Fall Inn! inn has twenty-two rooms, but judging from
Chapter 12: The Long, Good Knight
247
Fortunately for the Hunters, none of their
enemies are skilled sorcerers. Some have a These enemies are specifically left without
dabbling of mystical knowledge imparted mechanics, in order for you to create them.
by their master, but they all prefer to rely The possibly variance in size between
on more conventional tools of a would- player groups, the number of side-missions,
be Hunter’s trade than anything unusual. and more will require this encounter be
The enemies number five strong, having customized to each group.
lost one of their number at the ritual site.
Their ranks include: • Juan Delgado – Rustov’s second in
Chapter 12: The Long, Good Knight
248
• Hank “Tank” Gaskin – Gaskin was seen fleetingly in the blade’s mirror finish. If
probably once fit like the others, but that not, a simple Knowledge roll might suffice.
was a long time ago. He’s in his early 40s Either way, it shouldn’t take the Hunters a
and reasonably overweight. He never terribly long period of time to identify it. It
complains, however, and does whatever was the Biltmore Estate in Asheville, North
is asked of him by Rustov without Carolina, a major tourist attraction and one
question. Other than the team leader, he of the grandest personal residences in the
is absolutely the most loyal and will not region, if not the entire country.
falter in killing the Hunters if he has the
Chapter 12: The Long, Good Knight
249
to divine the location of his lord’s ancient kept extremely low-key, other than that the
enemy, but it was ultimately unsuccessful. aforementioned four former Hunters were at
His master is unaware that the ritual was one point on a table of periodically monitored
being conducted at all, and Squire is painfully individuals who have gone off the grid and
aware that he would likely not approve of somewhere there’s an open file wondering
such a high-profile action in the wake of the where they are. Ironically, the biggest threat to
recent harassment by the Hunters. Squire and his men are the Hunters, whom
Squire’s operation at the Biltmore is the the MCB is very interested in questioning
single largest concentration of the enemy’s about what they’ve been up to at this point
Chapter 12: The Long, Good Knight
250
an ongoing threat with whom they’ve be a simple matter. Squire and his agents
already crossed swords on more than one will not surrender and, if they are capture,
occasion. Ultimately that decision will will not talk. Squire in particular will
vary depending on the group (although fight to the death if at all possible, and if
honestly the latter seems pretty likely given he should die, his body will rapidly revert
the kind of people who gravitate toward to its true age and crumble to dust. His
becoming Hunters). The following bits of enchanted blade, Wyrmson, will rapidly
information may be of assistance during rust and become a powerless decrepit relic.
the planning of the incident:
Chapter 12: The Long, Good Knight
251
Roderick (Wild Card) aware that the new Hunters from MHI
Stats: Agility d8, Smarts d12, Spirit have been moving up the power structure of
d6, Strength d10, Vigor d10 his organization and he regrets not building
a larger group up until this point, but has
Skills: Athletics d6, Battle d8,
always chosen to eschew visibility in fear
Common Knowledge d6, Fighting d10,
of attracting the attention of his enemies.
Intimidation d6, Notice d8, Occult d10,
Right now he is in Overlook with a dozen
Persuasion d8, Shooting d6, Stealth d4
of his most trusted retainers, all of whom are
Pace: 6 genuinely loyal former trainee hunters who
Chapter 12: The Long, Good Knight
252
252
Who Is the Enemy? The fey, from one of the dark courts of the
Sidhe, found this wildly entertaining for
The villain of this particular campaign is a some reason, and did not kill him. They
once mortal man with an immortal vendetta, tortured him extensively, cursed him with
wronged by a dragon, cursed by the fey, and immortality, and left him near death in a
ruined by his own hubris and instability. small village where they did not know him.
All the information about his background
is more or less omitted from the plot point Over the course of his centuries-long
campaign described above, but individual existence, Sir Roderick has become
progressively less sane and rational. His only
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253
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York Times bestselling series! This
book contains updated information
about the world of Monster Hunter
International, including allies, foes,
enemies and targets, the latest and
most up-to-date PUFF table out
there, as well as full rules for playing
as any of the myriad of professional
hunting teams in the MHI World!
So what are you waiting for? Cowboy
up, and get paid!
This book requires the Savage Worlds
Deluxe rulebook to be played.