Characteristics & Appearance Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
Val Char Base Points Total Roll Notes
20 STR 10 10 20 13- HTH Damage 4d6 END [2]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
12 BODY 10 4 12 11-
18 INT 10 8 18 13- PER Roll 13-
13 EGO 10 6 13 12- ECV: 4
20 PRE 10 10 20 13- PRE Attack: 4d6
10 COM 10 0 10 11-
4 PD 4 0 4/22 4/22 PD (0/18 rPD)
4 ED 4 0 4/22 4/22 ED (0/18 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
8 REC 8 0 8
36 END 36 0 36
31 STUN 31 0 31
6" Running 6 0 6"
2" Swimming 2 0 2"
4"/2"" Leaping 4 0 4" 94 Total Characteristics Points
Total earned: 3
Spent: 3
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 353
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (4") 4"
V. Leap (2") 2"
Flight 12" [24" NC]
Hair Color: Black
Eye Color: Grey
Height: 5' 10"
Weight: 201 lbs

Combat Information Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
Cost  Maneuver
Street Fighting
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
2) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 6d6 Strike
3) Throw: 1/2 Phase, +0 OCV, +1 DCV, 4d6 +v/5, Target Falls
4) Weapon Element: Clubs
12 Total Martial Arts Cost

Type Amount Notes
Physical Defense 4/22 Current BODY:
Res. Phys. Defense 0/18 (12)
Energy Defense 4/22 Current END:
Res. Energy Defense 0/18 (36)
Mental Defense 0 Current STUN:
Power Defense 0 (31)
OCV: 7 DCV: 7
Combat Skill Levels: +2 Overall
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block/Chin Block 1/2 +2 +2 Block, Abort
Punch/Backhand 1/2 +0 +2 6d6 Strike
Throw 1/2 +0 +1 4d6 +v/5, Target Falls
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Powers & Equipment Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
Cost  Power END
25 It's Magic: Luck 5d60
15 I Can See It All: Detect A Class Of Things (Magic and the Supernatural) 13- (Sight Group), Discriminatory, Analyze0
42 I've Got One Right Here: Variable Power Pool (Gadget Pool), 30 base + 12 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); all slots Restrainable (-1/2), Physical Manifestation (-1/4)
Notes: The various Magical Devices that may be pulled from the pool are treated as Restrainable Physical Manifestations. Binding or stripping NH would deprive him of his devices, and the device themselves may be taken away. However, loss of the devices does not mean loss of points in the pool; NH can always just reach into a pouch and pull out another device.
1) Ghost Smashing Iron Club: Hand-To-Hand Attack +4d6, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
2) Cloak Of Damn Tough Protection: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
3) Hideaway Cloak: Invisibility to Sight Group , No Fringe (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
4) Werewolf Mashing Silver Club: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
5) Big Thick Blinding Rod: Sight, Smell/Taste and Hearing Groups and Spatial Awareness Flash 3d6 (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
6) Magic Cutting Knife: Major Transform 1d6+1 (Target with Magic Powers into Target Without Magic Powers), Penetrating (+1/2) (30 Active Points); No Range (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
7) Magic Cutting Knife II: Drain Magic 2d6, any Magic power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (30 Active Points); Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) Real Cost: 13
8) Solar-Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, Costs END Only To Activate (+1/4) (27 Active Points); Only To Create Light (-1), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 10
Notes: Real Sunlight
9) Winged Cloak: Flight 12", Costs END Only To Activate (+1/4) (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
10) Really Impressive Hat: Succor PRE 2 1/2d6, Costs END Only To Activate (+1/4), Continuous (+1) (29 Active Points); Self Only (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
Notes: Adds a total of 15 PRE after 2 phases
11) Holy Water Ice Grenades: Entangle 2d6, 4 DEF (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
82 Total Powers Cost

Skills, Perks, Talents & Disadvantages Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
Cost  Name
20 I'm Just That Good: +2 Overall
11 Alchemy and Enhantment: Power: Magic Skill (INT-based) 17-
3 Scholar
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-
3 Linguist
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)
3 Cryptography 13-
2 Computer Programming (Hacking and Computer Security) 13-
3 Deduction 13-
3 Security Systems 13-
3 Lockpicking 13-
3 Persuasion 13-
3 Oratory 13-
3 Shadowing 13-
3 Stealth 13-
3 Streetwise 13-
3 Tactics 13-
2 PS: Novelist 11-
90 Total Skills Cost
Cost  Name
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
Cost  Name
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
Cost  Disadvantage
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

Background Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
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.
Character created with Hero Designer (version 2.38)