Artie McCoy is a Fomori of unknown breed, unknowingly serving the Wyrm through a Pentex subsidiary called Kane Industries.
Quote: Hey, I just live here, okay?
Prelude[]
The Blossom Valley Modular Home Park was cheap for a reason. The power lines hummed like motorcycles, the water tasted like bitter almond, and the whole place was downstream from the Kane Industries pigment plant. Even the air smelled bad, like sour milk mixed with weed killer. But Artie McCoy didn't have any options. His credit was in the hole and his part-time job at that mall kiosk barely allowed him to buy soup, much less pay rent. Blossom Valley was his home.
One night, Artie got out of bed, ran to the bathroom and puked his guts out. His vomit was as red as blood and fire, and a few minutes later he heard a sizzling. He watched as the seat and rim of his toilet slowly ate away. Fearing that he had cancer or Ebola or something, Artie rushed to the emergency room. The doctors referred him to a private office the next day - one attached to the Kane Industries plant. The people there told him that all he was experiencing was a hyperactive version of acid stomach, and gave him a prescription to stop the vomiting. The next day, Artie got a flyer in the mail, inviting him to an "informational assembly" at the Kane plant.
He went and recognized others from the trailer park. Many were told that they had "unique" conditions, and could work for Kane Industries, a company that "takes care" of its employees. Some turned down the offer and were never seen again. Others, like Artie, joined and found themselves with a salary, a company car, and mysterious instructions delivered in the mailbox about once a month. Artie doesn't have to hurt anybody, not really. He just had to do little things. Kill some cows from the farm next door. Make himself throw up in people's wells. Nothing too big. And the salary sure is nice. Artie doesn't even care if they cure him anymore.
Concept[]
The New Recruit is a "wet behind the ears" employee of one of the country's major manufacturers. The mutant is mostly untrained, a little confused and probably eager. Sure, the Recruit has questions. Who wouldn't? But there are enough perks to staying with the program that by the time he realizes what he's done and what he's become, it'll be too late.
Stats[]
Equipment: A .38 snubnose revolver given to you by "the company," and a metal bucket in case of accidents
Attributes: Strength 2, Dexterity 1, Stamina 3, Charisma 2, Manipulation 1, Appearance 2, Perception 3, Intelligence 2, Wits 2
Abilities: Academics 1, Alertness 1, Brawl 1, Computer 2, Drive 1, Firearms 2, Intimidation 1, Investigation 2, Subterfuge 2
Backgrounds: Contacts 1, Resources 1
Powers: Endurance (three extra dice on Stamina rolls), Stomach Pumper (see p. 93)
Willpower: 4
References[]
- HTR: Hunter: Urban Legends, p. 94-95