In the early thirties, a not entirely sane general from World War I, Alan McBride, started to squander most of his family fortune in a quest to gather occult knowledge from all corners of the world.
After a few years, reading dusty tomes in forbidden libraries, obtaining weird items from beyond the sea, talking with self-proclaimed mediums, witches and warlocks, the search became more personal. The general became a little of a sorcerer on his own, risking his sanity and karma in his search of the lesser evil. Too late, to his chagrin, he found out there is no lesser evil in this field of knowledge....
Task Force 43 was brought to the war effort in the beginning of 1943 by the aged British general, Alan McBride. This special unit was composed of very weird members he had "recruited" in the previous ten years from all over the world, and through him received the orders of the High Command (the command staff weren't too eager to get close to "McBride's weirdoes," and most missions involved only special operations, so they had little need of visiting the "circus").
How did the general manage to bring a group of supernatural creatures under his command, and get accepted by the Allied High Command? Nobody knows for sure except the ones involved, though it's said McBride brought unquestionable evidences to the High Command that the Axis already had intensive knowledge of the occult and that they were going to use it to gain an extra advantage in the war.
How the general found and enlisted these beings is a matter of speculation. With all the erudition in the occult he had gathered and his own sorcerous abilities, perhaps it wasn't a matter of persuasion but a demonstration of magical power, knowledge of the weak points of the creatures, an extraordinary empathy in the face of the supernatural, or a mix of all these possibilites. In the end, it didn't matter. He had their loyalty and knew how to use their special skills to the best effect.
The player characters will be members of this powerful unit, one of the example characters listed below or a new concept developed by the player. The characters will time and again confront supernatural menaces, created or recruited by the Nazi war machine, in an effort to help the Allied forces to win the war.
Task Force 43 members
Bastet was the first member recruited by McBride. Found in possession of an Arab sheikh in Egypt, and held in an elaborate silver cage, it was bought for an outrageous price by the general.
McBride only managed to learn from the sheihk that he had found it long ago and held ever since in the cage, until its current grown size. Linking clues together McBride guessed the creature was some kind of cat-like lycanthrope of incredible physical might, restrained only by the silver of the cage.
Through power or wits, McBride won the creature's loyalty, and under his guidance, the newly named Bastet developed all its potential. Or perhaps not all its potential, who knew what such a creature might do if it hadn't been jailed for so long?
McBride named the creater after the Egyptian goddess Bastet, daughter of the sun god Ra, without ever explaining to anyone well learned enough to wonder if the name was indicative of the gender of the creature. Most people prefer to think of Bastet as sexless, especially after a half drunk Allied commando tried to find out on his own and lost his "family jewels" in a split second.
Bastet is supernaturally strong and fast, and very resistant to damage from objects not made of silver. Silver is both lethal and unbreakable to it. Against other wounds, it shows an astounding healing capacity.
It wears a light armored jacket (+1 DF) and uses two large, specially-made pistols (actually, two modified rifles a normal human couldn't use due to their weight and huge recoil). Bastet has, unfortunately, proven to be only a Mediocre marksman.
Note: As soon as Bastet recovered after the long years in the cage, McBride allowed it to return to Egypt and kill the sheikh. Perhaps he promised it to Bastet to make sure he had its loyalty.
Powers & Flaws
- Mass scale +2 and Great strength
- Claws and teeth : never unarmed, +1 DF in "unarmed" combat.
- Healing : after a scene has passed, all damage received is healed, though recovery from exceptionally severe wounds (Near Death) may take several minutes. Silver damage is as deadly to it as any damage to a human being.
- Lightning reflexes : in hand to hand combat, gains a +1 ODF. Gains a +3 DDF when dodging ranged attacks.
- Night vision
Tabula Rasa is possibly the most powerful member of Task Force 43, though its many flaws do more than compensate for its might.
Tabula's record is top secret. The specific ways it was created were, if the rumors are to be believed, lost after an attack by Nazi commandos.
Tabula Rasa has a humanoid form made entirely from fresh clay. What is not widely known is that it has a human brain in its head, enclosed in a steel sphere engraved with cabalistic symbols and filled with strange fluids. However when on a mission, it dresses in a military uniform like any other soldier of the unit.
Made (almost) entirely of clay, Tabula Rasa is almost entirely impervious to physical damage, as it can regenerate damage to its body with blinding speed. On the other hand, fire and long exposure to water can harm it much more seriously. Besides that preternatural toughness, it also has an incredible strength beyond human limits, due to its increased mass and density (double the human average density, weighing around 750 pounds).
Tabula's weak spots are related to its origin. The human brain enclosed within it didn't take very well to the time between death and its enchantment. As a consequence, it has forgotten its previous life and in many senses knows nothing. Also, it seems to suffers some kind of anterograde amnesia, and can barely retain anything that occurs after its creation, so it took a long time to acknowledge McBride and the other members of the unit as allies to fight with and not against.
Powers & Flaws
- Legendary strength
- Malleable : ignores damage of less than 4 points.
- Regeneration : after a scene is passed, all damage received is healed, except that received from fire or water.
- No internal organs : only receives the basic damage of the weapon (no sharpness bonus), unless hit by a critical hit (brain has a +2 armor bonus).
- Anterograde amnesia
Dynamo is the alias of an Allied soldier with exceptional abilities. According to McBride's investigations, he was born in a mystical node, a confluence of powerful ley lines (his mother died at childbirth), and spent most of his youth in the same place.
As a consequence (so thinks McBride) he developed the supernatural ability to handle such elemental forces. Depending on his proximity to such lines he's capable of incredible feats, amongst them shortcircuiting electrical devices, powering machines or launching devastating blasts of electrical force.
McBride recruited him as soon as he heard about his strange abilities, as a way to learn about his powers and control his awesome potential.
Powers & Flaws
- Great Ley Manipulation : can manipulate electrical forces. Dynamo is able to disrupt electrical devices, throw blasts of lightning, etc. Roll against Ley Manipulation anytime he wants any of these effects, modifying the difficulty based on his proximity to a ley line and the desired effect.
Recruited when McBride's unit started to become a force to be reckoned with, Goblin's record is also top secret. However, some collaborators of McBride say Goblin is a creature of faerie, who got accidentally caught in an abandoned mine in Cornwall by a cave-in and rendered powerless by the iron of the girders, until discovered by some farmers. McBride was the first to come after the discovery, and managed to get an oath from the creature, to serve him in the war until it was over. Bound by the oath and the iron, the whimsical creature had no other option but to agree.
Goblin's true form is almost never seen (though he always looks like a very short human male of around 5 feet tall), as he uses faerie glamour to create illusions that mask his own appearance and of the other members of the unit. Since he joined the team, Bastet and Tabula Rasa have managed to travel among normal people without much trouble.
He's also much tougher than his physical size would suggest, and heals very quickly, recovering from serious wounds in a matter of days (although it's supposed that wounds from iron would take him as much time as a normal human to heal, if they healed at all).
Powers & Flaws
- Great Glamour: can create illusions to change the appearance (affecting all five senses) of people or things. The bigger the illusion has to be, however, the harder for him is to create and mantain it. Another limitation is that he can't imitate specific beings, only generic features. Roll against Glamour skill to create those illusions.
- Toughness : +2 Damage Capacity
- Supernatural healing : heals 1 level of damage per day (including Incapacitated and Very Hurt levels). Doesn't work for iron wounds. Steel wounds heal 1 level per two days.
- Night vision
Lt. Martin Hatter
Lieutenant Hatter was one of McBride's regular men when the war started, but he also ran "special" missions for him. In one of these, he was captured by Nazi forces and subjected to occult experiments in his long imprisonment. Though he was rescued soon afterwards, as a consequence of the experience, he lost his sanity. Ever since, he's been unable to care for himself or do anything else but drool, try to commit suicide, and be utterly terrified by everything.
As a supernatural consequence, he developed an extraordinary ability to sense the supernatural. Amongst his senseless babbling, when close to otherworldy forces or places, he often utters very valuable pieces of information. That's why McBride kept him in the unit, always under strict vigilance and wearing a straightjacket.
In his few lucid moments, Hatter only wants to die and rest in peace. After all he has experienced during his imprisonment, and later in the special unit 43, it's hard to blame him.
Powers & Flaws
- Illuminated : in his state of madness, he can sense and understand supernatural things nobody else can, as some kind of psychic sense. Unfortunately, he can't control his bursts of inspiration, and often he blurts out cryptic information which is almost impossible to make sense of. It's an uncontrolled power, so no skill is used for it.
Mime wasn't recruited by McBride. Instead, he came to the old general to offer his services. Able to imitate anyone and copy their signature skills with an incredible accuracy, he was a virtual one-man army. How he accomplishes this is kept in secret by himself and McBride, with whom he achieved some kind of agreement to work together until the end of the war.
Later reports say he also has a supernatural toughness and a very quick healing capacity, much in the same way as Goblin seems to have.
Powers & Flaws
- Great Mimicry : after watching someone for around five minutes, he's able to duplicate the target's signature skills (Great or better) at a Great level. He has to roll against Mimicry skill to duplicate someone's skills.
- Toughness : +2 Damage Capacity
- Supernatural healing : heals 1 level of damage per day (including Incapacitated and Very Hurt levels). Doesn't work for iron wounds. Steel wounds heal 1 level per two days.
- Night vision
Comeback has been killed in action four times while on special missions for Task Force 43. After every death, he has returned from the dead in a new body, or so it seems.
No matter how different each of those new bodies looked, they always shared a spooky air of déjà-vu amongst the ones who knew him (them?) before, even when his general appearance had nothing special, in a very John Doe-like way. They always spoke with a dull, quiet and emotionless accent, had the same mannerisms and attitude, and what scared people the most, remembered everything from each of their previous "incarnations" as if a single, long memory to which death was a mere inconvenience. The only physical detail shared is that they always wore the same old and battered shades, night and day.
For those reasons, most other members of the team (at least the more human ones) find him spooky, even more so than the other blatantly supernatural team mates. Only McBride knows Comeback's secret, though others suspect it after his many returns. Comeback is a ghost, with the ability to possess living beings and use their bodies as his own. In this way, he can fight in this supernatural battle time and and again, no matter how many times his host bodies die (which doesn't mean he doesn't try to keep them alive). His motto is "the greater good justifies the means".
As a spirit, he feels no pain and is able to keep fighting even under extreme punishment. Besides needing little sleep (because otherwise the host would burn out too quickly), he must follow most normal human activities to keep his "borrowed" body well and ready.
McBride is sure of neither Comeback's motivations nor of his undead age (which might measure its power, actually). Like Mime, Comeback came to McBride offering his abilities to help "fight the Nazi menace which will cause so much suffering". Once again, McBride chose the lesser evil, allowing Comeback to inhabit a new body each time his host was killed, in order to keep him fighting to save the world from a greater evil (he just didn't want to know the host personally). Just to be on the cautious side, McBride has learnt a few rituals to banish Comeback from a possessed host and perhaps to banish him entirely and permanently.
Powers & Flaws
- Ignores wound penalties and any physical pain, though he is aware of injuries.
- Very ancient: has lots of knowledges, most of which are perhaps too ancient to be useful in this time, but also has an extensive knowledge of geography which allows it to walk at ease almost anywhere. Both things might be ran in game terms as a broad General Knowledges skill with a maximum value of Good and Geography and Local Area knowledges Good and Fair respectively.
- Ghostly vision: it sees the world in a spiritual way so it doesn't mind if its night or day. However it can't see from beyond a few hundred meters, at most.
- Unnerving: most people feel uneasy near him, though there aren't physical causes for that. Without the shades, his visage is actually scary, as if looking death in the eyes.
Use whatever list of skills you like the best, and for quick games my advice is using Rob Donoghue's "Fudge on the Fly" article.
Besides any normal weaponry you could expect to find in a WWII setting, McBride sometimes equips his "men" with special stuff like silver or enchanted bullets, amulets and minor charms, holy wafers and such popular items. Most of times, they work to great effect though sometimes a good flamethrower is a better and more reliable option. Grenades do miracles, too.
There is little armor available in the era worth the effort of carrying due to its weight. Most firearms render WWII armor worthless, and the only armor capable of slowing down bullets is too heavy for normal humans. That's why only Bastet wears a bit of armor and even it doesn't wear a lot. Helmets, on the other hand, are standard equipment and can save your life.
The Task Force is sent to the desert region of Los Alamos in the state of New Mexico to watch over the scientists working on the Manhattan Project. The team only knows that the scientists are working on something to change the course of the war, and that the Nazis are planning to steal the research and kidnap or kill the scientists.
When they aren't working, the scientists are kept in a safe house in the middle of the desert, and it is there that the characters will be attacked by Nazi dopplemensch and a terribly strong and tough undead being created by the Axis sorcerer-scientists.
First Legion undead: bound entirely in black rags, no flesh of this creature can be seen, not even its eyes or mouth. The only color of note are the silver chains over its chest, holding up a large silvery belt, a mystical flight device. Mass scale +6, Flight (slow), Fault (phobia to fire).
Hatter's babbling: "He comes! He comes! They come! Fire and silver!"
The characters are "borrowed" by a general much higher in the command chain than McBride to seek a Nazi spy fleeing from the counter-espionage up to a small, lost town (a very Lovecraftian one) in the middle of nowhere, England.
In truth, the general seeks his own daughter who fled with a young man against her father's desires. The general wants her back and this way, through McBride's monsters, he thinks he can keep it secret (who would listen to or believe such creatures?).
Unknown to all the people involved in this story, the town where the general's daughter and her boyfriend fled is the home of a pair of degenerate werewolves (passing as a middle-aged married couple) who run the only inn for miles. They have already killed and eaten the fleeing couple and will happily kill (and eat, too) anyone else from the outside world. The few villagers who live there are somehow permanently dazed by the insane atmosphere of the place and the horrors that hide just a few steps of them.
Degenerate werewolves: customize to your taste, they don't look like "purebreed" werewolves, but mutants with too many teeth, nauseating blisters and other kind of disgusting and terrifying features. In human form, however, they look perfectly human though they have trouble hiding their psychotic nature.
Hatter's babbling: "Out! Out! Evil! Rot! Evil everywhere! Let me go!"
The characters are dropped by parachute into Germany to infiltrate a secret base set in the confluence of ley lines, where the occult Nazi scientists are building a runic bomb, a metal sphere covered with mystic runes which has been gathering huge quantities of ley energies to be later released at once, much like an atomic bomb. The characters' orders are to destroy the bomb and eliminate the scientists.
They also need to determine if the Nazis have more such bombs, because Intelligence has intercepted plans to use them against Allied cities to force a surrender, and needs to know if the information is authentic.
The characters have to infiltrate occupied France because Dynamo's special skills are needed to turn off a radar installation for a while (bombing it isn't too subtle) to allow a fleet of bombers to fly undetected to deliver their deadly cargo to a much more important target without anti-aircraft fire or early resistence.
Norsk Hydro Raid
The characters travel to the Norsk Hydro plant near Rjukan in German-occupied Norway to deliver the final blow when the Nazis get too close to finishing their own atomic bomb project. This time, the plant is well protected by Nazi dopplemensch and other monstrosities so the commandos also need to have supernatural abilities.
Hammers and Sickles
In mission to destroy some Axis eugenic laboratories, the task force finds a Soviet military unit not unlike themselves, whose members also have supernatural abilities but are kept in secret by the USSR. They also fight against Axis supernatural menaces but they might have ulterior motives!
Their captain seems to be a werewolf of a noble and ancient Russian lineage who is able to control his rage. Other members include an astounding (in 1943!) cyborg powered by zero point batteries (supposedly one of Nikolas Tesla's lost designs) which also enable him to discharge low range but powerful electrical attacks, with mass Scale +4 due to his steel body (Good Strength for that mass), a telekinetic woman able to unleash storms of flying daggers (of which she carries an amazing number) and another telepath able to kill with his mind (though he needs time, around 5 minutes or so, and a clear line of sight, but it can't be detected).
In this situation both groups of metahumans might easily clash and try to destroy each other, until they realize they're supposed to be on the same side. To further complicate matters, the Soviets have better information on the mission both groups have been sent on, so they think the 43rd are enemies defending the area (and the living weapon in it). Unless given unquestionable evidence to the contrary, they'll fight very hard.
Before both groups destroy each other, they will be detected and find themselves attacked by regular soldiers and, soon afterwards, a Nazi superman with abilities similar to Dynamo, but far more dangerous (able through extensive training and rituals to harness even more powerful mystic energies). Even the combined power of both special teams may not be be enough to defeat him.
Vril worker: able to harness the mystic Vril energies to form electromagnetic force fields around him, fly and cast devastating bolts of electrical power. Developed and trained as a living weapon to lay waste to the Allied armies, it is fortunate that only one of these beings was successfully created. However, he has little control of his awesome power but learns very quickly, so the longer both teams let him live, the more powerful, dangerous and accurate he'll become.
Hatter's babbling: "Lightning will kill us all! All of us! Twice!"
The characters are sent to Germany to inflitrate a secret base where the Nazis are developing flying saucers with a technology never seen before in the world. Though in this case the base is guarded only by regular soldiers, they're also armed with technological wonders, in the form of ray guns which can prove very dangerous for the heroes. In this scenario, Dynamo's skills can be their best weapon!
Their mission in this case is, as usual, blowing the base apart and if possible, stealing the designs. A working prototype of a flying saucer would be asking too much, wouldn't it?
In this scenario, they might find the Soviet special unit again, looking for the same awesome technology. Can both groups work together (again) or is the prize too valuable to be shared? After all, the first seeds for the Cold War have already been sown....
On December 15, 1944, on a wet, cold, foggy afternoon, the musician Glenn Miller departed an RAF air base in a plane which would take him and other passengers to Paris. However, the flight never made it. The official version was icing conditions over the English Channel which caused the plane to crash...
That was the official version. In fact, a very powerful vampire managed to discover Miller's route and invoked a powerful storm which caused the plane to make an emergency landing on the shores of France. There the vampire eliminated the pilot and the other passengers and hijacked the musician to keep him as a "canary in a golden cage" to fill his eternal nights with music.
The crash site was found two days after and the description of the drained corpses sent to the High Command. McBride quickly clued to the vampiric activity with information of his own, and so the 43rd were sent to France to rescue the famous musician. It was feard that the morale of the troops would suffer if he were lost.
The vampire is a very old one so its powers (see Vampires below) should be an easy match for the 43rd, and it should have little difficulty in escaping should the heroes prove too much for it. A careful strategy will be required to both save Miller and destroy the vampire.
Nazi eugenic übbermensch
Few of these übbermensch have been created because the resources needed to create them and grow to an adult form quickly enough are expensive and the process is prone to error.
Barring noted exceptions, the only eugenic men the characters will encounter are extraordinary specimens of human beings with all physical attributes well beyond the normal standard. Their mental level, however, as the process to develop better minds is less understood and also much more complicated, is more mundane and less than normal fifty percent of times.
In game terms they have mass Scale +1 or +2, and physical attributes Great or better. Some have physical abilities very high as well like Brawl, Martial Arts, Markmanship or even Swordmanship. Intelligence and judgement will often be lower than Fair.
Created through black magic by adding a victim's life force to a willing vessel, those soldiers are twice as strong and hard to kill than a normal man (Great to Legendary Strength, one to three levels of Damage Resistance). As a side effect, they exude an almost palpable evil. Though twice as strong as normal human being, the stolen energies and the evil taint of the spell tends to burn them to death sooner than later.
They also gain night vision and in darkness, their eyes burn with unholy pinpoints of green light.
Enslaved by the Nazi sorcerers, these faerie creatures have built a few magical objects of great power, though too few to cause a great difference in the war. Amongst them, a downgraded version of Mjölnir, Thor's hammer (which is said can call forth lightning upon his enemies), and rings which make their owners invisible for short periods of time.
Somehow recruited by the Nazi sorcerers with the promise of blood and evil unleashed, they look like stocky old men with long gray hair and claws instead of hands. They wear red hats, colored by the blood of their victims. Red Caps move with remarkable speed, despite the iron boots they wear. They're said to be stronger than the strongest man (at least Legendary), but vulnerable to prayers or quoting of the holy Bible.
Not unlike McBride, some Nazi followers of the occult learnt how the mystical, chaotic energies of the world could be bent to their will with preparation and willpower. Long before WW II started, they studied and practiced until they mastered supernatural powers. Like McBride, they learned that the source of that power was evil beyond understanding, which ate away their souls with each enchantment, as power wasn't to be taken freely.
Many of the sorcerers revelled in the joy of raw power, and offered their abilities to the glory of the Axis to get a chance to do greater and greater exploits of magic (and to get funds and materials for their further research). Other, more pragmatic sorcerers, chose to keep working on the dark arts to make the Axis win the war and establish the Reich of their ideal, even if they had to self-sacrifice to achieve that goal.
Most sorcerers only have one or two different powers, which can be selected from the following list (or add up any power you think is interesting):
- Harm people from afar (usually only a few hundred of feet at most)
- Locate things
- Kill people (without a mark)
- Jam machines or electrical devices
- Cover a place with mist
- Create undead beings
- Control a person or a creature
- Cause unbearable pain
However, the most useful application of magic is used in rituals to create magic items. Combining the dark arts with alchemy (a refined form of the ancient art, mixed with modern day chemistry), some sorcerers are able to create supernatural creatures or to bind others to their will.
In game terms, they'll have a specific skill for each spell. They rarely fight directly but attack from the rear of whole platoons of soldiers or monstrosities of their creation.
Fortunately, these nobility of the undead are very, very rare, because they're as hard to destroy as most myths and legends say. Typical vampires, if we can use the word typical, have monsterous strength and are invulnerable to physical damage.
In some cases fire, electricity, explosives or large doses of holy water can destroy a vampire fully and permanently. Other tried and true ways are beheading them, exposing them to sunlight, immersing them in running water, stabbing them in the heart with a wooden stake, or using extremely powerful holy relics like shards of the True Cross, the lance of Longinus, fragments of the Holy Shroud, bones of saints, etc. Many of these latter methods are futile due to the near impossibility of acquiring such items.
There are Top Secret reports of Nazi attempts to enlist the aid of powerful vampires in their ranks, and there are rumours that they've succeeded in a few cases, though there is no evidence of such a terrible pact. It is supposed that in this period of bloodshed, vampires feel free to move in the outside world with less restrictions, and that they do so to fulfill secret agendas, so in fact they might ally themselves with the Axis, if only for a while....
Vampires are solitary beings who live for the joy of the hunt. Being immortal, they learn immense patience over the years and develop at first cunning and later a general paranoia. Most of them also develop refined tastes in many arts or start collecting rare or valuable treasures. They're very sensual creatures, indeed.
- Mass scale +2 or greater.
- Hard to kill (varies as suggested earlier).
- Even harder to kill (some vampires are so tough they have bonuses to reduce damage to anything that can harm them).
- Some of them have Supernatural speed (they're even faster than werewolves).
- Domination: some vampires are able to mesmerize humans in an opposed roll of Willpower (and most old vampires DO have a lot of Willpower).
- Climb like a spider: some vampires can climb on any surface with ease.
- Metamorphosis: some vampires can become clouds of mist, large bats, wolves or other creatures.
- Night vision (of course they can see in total darkness).
- Specific vampires may have other powers and/or weaknesses.
- Vulnerable to sun light, holy relics and true faith, etc.
Those werewolves are lycanthropes forced to fight for the Axis by extensive use of magic and runes bound with silver over their body. This had to be done by the Nazi sorcerers because normal werewolves are psychotic, bloodthirsty monsters, impossible to control except by force. Posing as human soldiers, they are usually dispatched only as commandos in places where they can do what they do best: kill rabidly.
The Axis doesn't have too many wehrwolves at any time, because of the dangerous game of control they must play with them (they'd happily kill their controllers if the power of the runes fade away). Most of the wehrwolves were created artificially by infecting voluntary german soldiers with the lycanthrophy disease. What those volunteers didn't know is that they'd forget almost completely their former loyalties when the wolf's hunger dominated them.
- Mass scale +2, Strength varies, usually Great at least.
- Claws: never unarmed.
- Wolf's jaws: these terrible weapons have a basic damage of +2.
- Healing : after a scene is passed all damage received is healed (usually). Silver damage is as deadly to them as any damage to a human being.
- Lightning reflexes: in hand to hand combat they impose a -1 penalty to defense due to their very quick movements. Also can try to dodge bullets with a situational roll of Fair+.
- Night vision.
Animated through black magic and alchemy, they're slow and dumb, but very resistent to damage due to already being dead. Slicing them to pieces, or blowing them up are good ways to get rid of them permanently.
Nazi zombie machines
As the former, they're animated through black magic and alchemy, but they're enhanced with shielding and machine parts. Faster, tougher and more deadly, they're still very dumb. They sometimes have built-in blades or carry powerful firearms (they compensate their poor aim with sheer firepower).
Soon after the war was won, already in an unstable state of mind, McBride almost went over the brink. After all the shady deals he had to make to help defeat the Axis, he feared he had lost his own soul in the process. This fear, which had been troubling him for years after the war, was too much for him to endure. As a pragmatic man, however, as he had been all his life, he had a backup plan. Using his dark knowledge and shady contacts he made a deal with a vampire to become one of them and so avoid his fate after death. In his troubled state of mind it made sense entirely.
After the transition to undeath, he flew to a hidden bunker unknown to the Task Force 43 members. However, news of his fall and of his victims afterwards reached them and the High Command as well (as a neonate vampire he had at first little control over his hunger) so for the first time someone else than McBride ordered them directly. The order was very hard for them to follow, to kill their former leader, who wasn't human anymore.
Before they found McBride, Mime and Goblin had already deserted the army and vanished without a trace, as their oaths were already fulfilled and they weren't human at all so feared no retribution from military law. Lt. Hatter was interned in a mental institution as his abilities weren't valued by the new leaders of the unit. In the end, only Bastet, Tabula Rasa, Dynamo and Comeback (though the war was over, Comeback said "it was the right thing to do, removing a vampire from the face of the earth") were sent after him.
McBride almost killed them all because they couldn't fight as well as usual against their former leader. Comeback was in fact killed and wasn't ever seen again (after all, his work with the unit was already done), Bastet was seriously injured, Tabula Rasa barely did anything at all as its mediocre intelligence couldn't identify McBride as an enemy except when attacked directly by him (only once). In the end, when seriously hurt, Dynamo managed to find inside him a power greater than he thought he had, and blasted McBride with a massive lightning bolt which even melted concrete and steel in 3' radius.
One year later, after seing little action, the remaining three members of the team had to fight again one of their own. Dynamo, who was very affected by the death of McBride and by the intoxicating power he had found in that fight, had become more and more powerful and unstable, and thus more dangerous. Bastet and Tabula Rasa had to face him when, showing a power great enough to turn off all electrical sources in London, he threatened to reduce the city to rubble.
Task Force 43 was never heard of again after that day, above all because the world didn't want to believe such things ever existed, no matter who they did fight for the previous years.
Books, games and comics which might be (or already were) an inspiration for this game:
- Hellboy and BPRD comics, by Mike Mignola
- The World of Darkness (in a way), from White Wolf
- League of Extraordinary Gentlemen, by Alan Moore
- Weird Wars RPG, by Pinnacle Entertainment Group