Monster
“He’s a fairy tale for terrorists. The perfect bogeyman in red armor. Do you really think House Helicon is going to bankrupt itself hunting a fairy tale? Especially one who only kills the kind of people who make our jobs harder? Let the Monster play—if he does exist, then he saves us man-hours.”
The Battlesuit of Terror
The Monster’s armor is a work of both function and theater. Constructed of advanced composites and powered systems, it is deliberately decorated to exaggerate her bulk, twisting her silhouette just far enough past human identifiers to set primal instincts on edge. The faceplate is the most infamous feature: a leering, spiral-twisted visage modeled after Yupik masks, its maw lined with shark-tooth shapes in perpetual grin. From the outside, the mouth and eyes emit an eerie red glow, or—more terrifyingly—flicker with an IR beam matrix that tracks motion even in perfect darkness. Within, the holographic display overlays combat telemetry, predictive targeting arcs, and the layered vision of microwave through X-ray bands, turning the world into a shifting lattice of ghostly detail.
The armor houses Haineux, a Sentient Redspace Adversarial Intelligence (RAI) bound into service as her partner and onboard system controller. Haineux serves as predictive combat AI, comms monitor, Cyberjack, and sadistic tactician, sometimes selecting targets and ammunition loads with chilling theatricality rather than efficiency. The Monster appears to tolerate—if not delight in—its cruel sense of “humor.”
Weapons of the Hunt
The Monster’s personal arsenal complements the armor’s spectacle. In her hands is a molecular-ceramic halberd, a weapon chosen as much for psychological impact as for battlefield utility. In combat she wields it with a fluidity that investigators note requires years of training, not improvisation. Alongside it she carries a long gut-hook hunting knife, a grotesquely personal weapon in contrast to the halberd’s sweeping arcs.
The battlesuit itself bristles with built-in armament. A Personal Point Defense grid and hardlight shield provide layered Protection, while the shoulder mount conceals a 15mm gyroc cannon firing smart rounds. These munitions are often employed with performative sadism, detonating in patterns designed to maim, terrify, or humiliate more than to kill cleanly. The contragrav pack on her back permits her to leap great distances or soften falls in standard gravity, and in lower-gravity theaters, it allows full controlled flight—granting her the aerial presence of a mythic predator.
The Three Mysteries
For all the visibility of her Equipment, investigators face three insurmountable frustrations:
- Not Concealable.
The Monster’s arsenal is conspicuous, impossible to disguise as anything but high-grade military materiel. Moving it through ports, checkpoints, and city customs without detection implies either deep smuggling networks or access to diplomatic privilege—a clue pointing to her noble origins. - Not Cheap.
Every component of the suit and its weaponry is staggeringly expensive. Only the extremely wealthy or those backed by a resource-rich patron could sustain its maintenance and deployment across Human Space. - Not Amateur.
The halberd is not a weapon one “picks up.” The skill required to wield it effectively in powered armor speaks of years of training in both melee and battlesuit operation. House Helicon has noted that all known elites with such Skills and resources have been cleared—leaving the Monster’s true identity concealed.
The Indulgence of the Consortium
Though the Monster’s rampage has stretched on for years, the truth is that no one is in a rush to stop her. Her targets are terrorists, cartels, and insurgents—the very foes that bleed the Solar Consortium’s resources and manpower. For House Helicon, the Monster is less a rogue factor than an unofficial adjunct to their algorithmic justice: a fairy tale assassin who frightens the very people they most want gone. Terrorists whisper her name. Cartels dread her crimson silhouette. Civilian casualties are rare enough, and the spectacle serves as memetic terror directed toward humanity’s enemies rather than its citizens.
The Monster thrives because she fills a niche. She is the equal and opposite reflection of the forces she hunts: a Terrorist for terrorists, an assassin of assassins, a sadist unleashed upon sadists. And until she turns her halberd against the “wrong” targets, few in power have any reason to call the hunt.
The Monster (Arden Hawberk, House Castaigne)
Vigilante, Terror of Terrorists
Base Character (Out of Armor)
Attributes (approx.)
- ST 11
- DX 13
- IQ 12
- HT 11
Advantages
- House Castaigne Training (Status 2, Wealth: Very Wealthy)
- Combat Reflexes
- Enhanced Move (Ground) 0.5 from synth athletic training
- Fearlessness 2
- High Pain Threshold
- Terror (theta-wave nanite augment; only when triggered, Will vs. Fright Check at –2)
Disadvantages
- Obsession (Destroy Terrorists)
- Sadism (Mitigated: Only against enemies)
- Secret (True Identity; possible Death if revealed)
- Code of Honor (Twisted Personal Code: Never harm civilians deliberately)
Skills
- Battlesuit (TL11) – 15
- Polearm (Halberd) – 16
- Knife – 14
- Guns (Gyroc) – 14
- Tactics – 13
- Intimidation – 15
Battlesuit: “Monster Armor”
ST: +10 (total ST 21 in suit)
DX Penalty: –1 (bulk and weight)
Move: Normal ground move ×2; contragrav jump (up to 20 yards in 1G), flight in ≤0.5G
DR: 70 (front torso/helmet), 50 elsewhere; Hardened 1 vs. beams
Weight: ~150 lbs (powered, doesn’t encumber wearer)
Sensors:
- Full EM band (microwave → X-ray)
- HUD overlays, predictive targeting (Haineux AI grants +2 to Guns, +1 to Polearm defense)
- IR beam matrix (see in total darkness)
Defenses:
- Personal Point Defense: skill 14 vs. incoming projectiles (destroys small arms fire, penalizes heavy rounds by –2)
- Hardlight Shield: 100 DR (ablative, 10 HP pool per encounter)
Weapons:
- Molecular-Ceramic Halberd – sw+4 cut/imp; (2) armor divisor; reach 2,3; can cut most armors
- Gut-Hook Knife – thr+2 imp; (2) armor divisor; can hook/grapple in close combat
- 15mm Gyroc Shoulder Cannon (Smart Rounds) – 6d×2 cr ex, RoF 3, 20-round drum. Haineux may select ammo (incendiary, AP, HE, “cruelty” loads).
- Fear-Emission Burst – Fright Check at –3 for all in 5 yards once every 30 minutes (theta-wave nanite vent).
Other Systems:
- Contragrav Pack (flight in low G, jump assist otherwise)
- Biomon readouts (feeds Haineux real-time body telemetry)
- AI Companion (Haineux, Sentient RAI): acts as an Ally, skill 16 in Electronics Operation (Security, Sensors, Communications), Tactics 14, Memetics 14.
Tactical Notes
- Against terrorists, the Monster prefers shock and awe: halberd charges, gyrocs timed for maximum spectacle, fear bursts before engaging.
- Haineux uses the gyroc for sadistic displays (blowing off limbs, targeting ammo stores, “showy” shots).
- Civilian harm is not a priority but also not avoided if expedient.
- Without armor: Arden is dangerous but far less superhuman — still an agile, trained fighter with a terrifying presence.



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