|20||I'm Just That Good: +2 Overall|
|11||Alchemy and Enhantment: Power: Magic Skill (INT-based) 17-|
1) KS: Arcane And Occult Lore (2 Active Points) 11-
2) KS: Arcane And Occult Monsters (2 Active Points) 11-
3) KS: Cults and Secret Societies (2 Active Points) 11-
4) KS: Legends And Lore (2 Active Points) 11-
5) KS: Magical Devices and Artifacts (2 Active Points) 11-
6) KS: Occult History (2 Active Points) 11-
7) KS: The Mystic World (2 Active Points) 11-
1) Language: Cantonese (completely fluent) (3 Active Points)
2) Language: English (idiomatic; literate) (5 Active Points)
3) Language: French (completely fluent) (3 Active Points)
4) Language: Gaelic (basic conversation; literate) (2 Active Points)
5) Language: Latin (fluent conversation; literate) (3 Active Points)
6) Language: Mandarin (completely fluent; literate) (4 Active Points)
7) Language: Spanish (completely fluent) (3 Active Points)
|2||Computer Programming (Hacking and Computer Security) 13-|
|3||Security Systems 13-|
|2||PS: Novelist 11-|
|90||Total Skills Cost|
|5||Money: Well Off
Notes: Author of the best selling "Magic, Booyah!" series of adventure novels
|21||I Know a Guy: Contact: Knows Everyone Who is Anyone in the Mystic World (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (21 Active Points) 11-|
|10||Vehicles & Bases
Notes: Well Equipped Mansion w/ Magic Library
|36||Total Perks Cost|
|12||Combat Luck (6 PD/6 ED)|
|27||I Know: Danger Sense (immediate vicinity, out of combat, Function as a Sense) 13-|
|39||Total Talents Cost|
|20||Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe|
|10||Social Limitation: Known Danger Magnet (Frequently, Minor)|
|10||Psychological Limitation: Boastful and Irritating (Common, Moderate)|
|15||Psychological Limitation: Stubborn (Common, Strong)|
|10||Psychological Limitation: Cant resist investigating rumors of the Occult and Magical Phenomena (Common, Moderate)|
|15||Psychological Limitation: Hates Demons, Devils, and Supernatural Monsters (Common, Strong)|
|20||Hunted: Circle of the Scarlet Moon 8- (Mo Pow, NCI, Harshly Punish)|
|20||Hunted: The Devil's Advocates 8- (Mo Pow, NCI, Harshly Punish)|
|20||Hunted: The Council 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Notes: The Council is aware of Bob's adventuring career, and will often ask for his aid
|5||Dependent NPC: Old Friends from the Mystic World 8- (Normal; Useful Noncombat Position or Skills)|
|5||Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)|
|150||Total Disadvantages Cost|
|Height: 5' 10"||Hair: Black|
|Weight: 201 lbs||Eyes: Grey|
|Personality: The Night Hunter is driven, boastful, harbors a deep hatred of those that prey upon humanity, and can be difficult to put up with for any length of time. He is also annoyingly competent. He fights cautiously, and is strongly disinclined to charge in before identifying the weaknesses of his foe. Once he has done so, he will call upon the correct magical device to exploit those weaknesses. Despite his grating personality, the Night Hunter has made dozens of friends throughout the mystic world. His boasting can be oddly entertaining under the right circumstances, and he is a very good customer.|
|Quote:“Alright punk, now you’re up against me, the Night Hunter, and I’ve got a Holy Water Grenade with your True Name on it!”|
|Background: The Ulvonshki sniggered as it closed on its victim. Another Vampire Hunting fool! Smiling to display its razor sharp fangs the monster leaped … and screamed! The hunter was wearing his jacket backwards! How had he known!?!
The hunter turned. “I was right. You’re no Vamp.”
Recovering itself, drawing a pistol, the Ulvonshki snarled. “A Turned Coat won’t turn a bullet!” It fired, but the hunter was already moving, ducking and rolling, bringing out an Ash Wood club!
“Kiss my sacred ash, Ulvonshki!”
After beating the creature to death with the ash wood club, the hunter carefully stuffed its mouth with holy wafers soaked in duck eggs and then put a paper rose in each of its ears. “Monsters” the hunter growled, then took a collapsible cart out of his back pack.
The body was ready for a cross-roads burial.
Many years before, Frank and Barbara Burton walked from the Grove Cinema with their six year old son. Bobby gleefully repeated the poorly dubbed dialog of “El Santo versus the Vampire Women” to his bemused parents. He’d loved the movie, with its masked hero battling vampires in an oddly affluent Mexico. His mother was less amused. “I didn’t think it was good” were her last words, just before the monsters came.
As he grew up, Bob Burton never knew why the monsters had left him alive after taking his parents. In his late teens and early twenties he traveled the world asking that question, at first using the last of his minimal inheritance, later using the money he made from the sale of his semi-autobiographical books of horror and madness. Through luck more than talent, the books were a hit. In his travels Bob studied many languages and took up weight training and all manner of athletics, attaining near-Olympic levels of overall fitness. At twenty-three Bob learned of an old man in Central Park, leader of a group of heroes, who might know the answers Bob sought.
The Master taught Bob much, awakening a great skill at magic that Bob had never known he possessed. Bob excelled beyond all but the greatest of the Master’s students in the arts of Lesser Precognition, Alchemy, Lesser Summoning and the Enchantment of magical items. Bob added books on a hundred monsters to his ever-growing library, and purchased a home to store it. He filled the house with his minor magical treasures as well, and mastered the art of calling them to him even from a distance. It was on a stormy night in the library of that home that Bob chose to embrace his destiny.
While typing furiously on his next book, Bob’s mystic senses warned him of danger. Looking out into the darkness, Bob saw something that shook him to his core! There, in the woods, stood the mighty El Santo himself! Santo bravely vied against a creature part-man and part snake, a creature that even as Bob watched struck a blow against Santo that sent him hurling through Bob’s picture window! Not thinking of the danger, Bob charged out and confronted the beast! His keen mage sight instantly assessing the creature, Bob know that sunlight would cause it great harm, and so called forth his Solar Flash Light to drive it away! The creature burned and fled, and Bob looked down upon his childhood hero amid the ruins of the library, even now recovering. Helping El Santo to his feet, Bob knew what he must do!
“Monsters are a cowardly and superstitious lot. I shall become … a Masked Wrestler!”
The rest is history.
|Powers/Tactics: The Night Hunter is not a front line combatant; indeed, in front line combat he is either very effective or very probably down, with little space between those options. His main role is to act as the team investigator and tactician, and to come up with those minor items and powers that are needed to take down a foe. His Mage Sight is both Discriminatory and Analytical, allowing him to almost instantly know of any mystically based weaknesses of a given foe, especially when paired with his long list of Occult Knowledge Skills. His list of minor magic items is virtually endless, and the only way to stop him from pulling them forth from his pockets would be to strip and bind him, or to destroy the stocks he keeps in his home. As the items are powered by the Night Hunter’s own arcane energies, most will be useless in the hands of another. Finally, note that the Night Hunter’s magic makes him massively lucky, which is probably why he has lasted this long.|
|Campaign Use: Campaign Use: Batman. To boost his power, add speed, Martial Arts moves, Dexterity, and overall levels, then expand his base and add some vehicles. To reduce his power, change the VPP into an MP, or drop it entirely.|