Hunter
"He's about mid height, you guess about six foot. He's an elf, you can tell by the pointed ears, and dark navy blue hair tops his head, cut short in a military style. His shoulders are broad, and he's carrying some sort of rifle in his black gloved right hand that you've never seen before resting on his right shoulder. His other hand rests at his side, also gloved. A black longcoat rustles faintly as he steps into the room and you can see the large caliber pistol holstered under his left armpit. Underneath the long coat, his dress would be typical for the streets; your impression from his dress is that this is someone who knows the shadows. As he enters the room his walk is deceptively casual, like that of a lethal predator and ghost quiet.
"Dark blue eyes, sharp as monowire, dance around the room, seeming to miss nothing. As they pass you, you feel the churning of fear in your stomach. For the first time in your life you've met someone whom you instinctively fear, an ice cold feeling that works it's way out of your stomach to spread over your entire body. This elf, whoever he is, terrifies you and you don't know why.
"My name is Hunter." The elf says in a surprisingly rich baritone.
Handle: Hunter
Real Name: Michael Joshua Whitmore
Archtype: Security Mage
CIN: 000-000-0001
Race: Night One Elven Exotic
Sex: Male
Height: 6' 2"
Weight: 180 lbs
Eyes: Dark Blue
Hair: Dark Blue
Birthdate: June 16th, 2018
Birthplace: Portland, Oregon
Historical Overview
Early Years.
Michael Whitmore was born during the summer of 2018 in the city of Portland
(Oregon state of the old U.S.A.). He was the firstborn of Jordan and Diana
Whitmore. He looked like a normal elven baby (except for the fact that he had
blue hair (and alot of it) but it wouldn't be until later that it would be
realized that he was along the first born of the North American exotics, a Night
One. Concealed within his genes where the secrets of magic, the magus
factor.
Inspite of his exotic nature, his youth turned out to be fairly
happy, with his sister Deborah (also know as Deb) born seven years later. He
grew up with the crash of the internet and the birth of the matrix. The rise of
magic. He was educated in the public school system until he became an
adolecent.
Sometime during his fourteenth year, the magic that flowed within
him burst forth. Wracked by an unknown pain, Michael was rushed to the hospital
by his worried parents. It would not be until hours later that the doctors would
tell them what was the cause. He was a mage.
It would be the next day that
Michael would learn the truth. That because of his exotic traits and his magical
talent, he would be an outcast from the other kids. His "nature" made him
"strange" and "weird". Rather than risk psychological trauma, his parents had
him educated at home until he was ready to move out. He became a hermetic mage
and some nights, he would drift out to the streets, as if they were calling him,
and he would begin to learn the ways of the shadows. It was at this point that
he would begin learn the ways of the streets.
Knight Errant.
As his eigtheenth birthday neared, Michael began looking for employment.
After much looking (and consulting his parents), he eventually joined Knight
Errant. Michael left Portland before the formation of Tir Tairngire and began
working for KE before the passing of the eighteenth amendment (thereby retaining
both citizenship and a SIN). It was during basic that he would be paired up with
the man who would be his partner for many years, a physical adept named
Johnathon Hall.
The two formed an almost instant, and nearly unbeatable team.
They worked together through their training, both opting independently to work
in the executive protection field. They continued to work together until
Michael's "retirement" in 2048, with Michael's natural talents taking him into a
command pisiton within a matter of months. Johnathon stayed with his partner and
for his vigilance on several occasions of watching his partner's back, he earned
the nickname of "Shadow". The two also served two tours of desert wars together
during the late thirties.
Michael earned the nickname of "Hunter", which
would also become his street name, because of his persistance at finishing what
he started. On several occasions, he went outside the bounds of duty and
responsiblity on a number of occasions to get the job done and get it done right
at great peril.
Firewatch.
When Damien Knight began selecting people for his elite teams later know as
Firewatch, he included the services of the duo. Michael, who by this time had
written several papers on military theory was called upon to help create part of
the tactical doctorine by which Firewatch would later operate. By 2045, Michael
and several others, including Johnathon, had created the basic structure on
which Firewatch was supposed to operate.
While Firewatch One served as a high
profile team, Michael and several others commanded smaller units which would
later be integrated into Firewatch, including what would be the core groups of
both Firewatch Two and Three.
It was during those formative years of
Firewatch that Michael and Johnathon would serve regularly as bodyguards for
Ares execs, and it was innevitable that the duo would become familiar with the
Great Dragon Dunkelzahn. Upon first meeting the great dragon, Dunkelzahn gave
him a strange look but never bothered to explain why. It would be over ten years
before Michael would come to understand why Dunkelzahn had done that.
Disaster. The Invae.
It was during Michael's last mission with Firewatch in 2048 that would change
things dramatically. Intelligence reported that they were to retrieve an Ares
executive that was being held hostage. Resistance was supposed to be minimal.
Based on the information he recieved, Michael planned for a quick raid, with a
second unit on standby in case of an emergency.
At first, things went
smoothly. Once they reached the location where the hostage was supposed to be,
Michael had his first encounter with the Bug Spirits. Faced by an unknown spirit
and with no hostage, Michael called for extraction. Unprepared for a fight of
this nature, Michael's team pulled back with heavy casualties. This was
Michael's first run in with the Invae (bug spirits).
When they returned to
base, fully half of Michael's unit was dead or missing (presumed dead), and most
of the rest wounded. Michael had to be physically restrained in order not to
take it out on the intelligence operative who had brought the information about
the site.
Retirement.
Shortly after this incident, Michael opted for "early retirement". Both
Damien Knight and Roger Soaring Owl, the latter he had formed a strong
friendship with, attended the retirement party. After reminding him that the
door was always open if he wanted to come back, Damien presented him with a full
set of permits and an operating license so that he could continue to work in the
field of his choice (which would extend his permits to anyone working for him).
Homecoming.
After his "retirement", Michael returned home for his sister's wedding. Deb's
new husband turned out to be a midlevel exec in TIC. He lingered for several
months after the weddding, spending time with his parents, before moving on.
After answering a summons from Lowfyr (and recieving the same strange look),
Michael left Tir and moved to Cincinnati.
He chose Cincinnati based on it's
relative closeness to Detroit and it's lack of a strong megacorp presence (Fuchi
was the big boy at the time). He disappeared from public sight until the
formation of Griffin
Industries in June of 2050.
Michael Joshua Whitmore a.k.a. Hunter
Age: 42 (born 06/16/18 in
Portland)
Race: Elven Exotic (Night One)
Lifestyle: Luxury
(Permanent)
Tir Rank: Royal
Titles: Overseer of the Metaplanes
Initiate Grade: 11 (group)
Attributes
Body: 6
Quickness: 8
Strength: 6
Charisma: 8
Intelligence: 6
Willpower: 6
Essence: 6
Magic: 17
Reaction: 7
Initiative: 7 + 1d6
Karma Pool: 17
Good Karma: 2
Earned Karma: 720
Powers
Immune to Age, Diseases, Pathogens, Posions.
Pools
Combat: 10
Spell: 9
Metamagic Techniques
Anchoring, Astral Gateway, Calling the Wild Hunt, Centering, Cleansing, Invoking, Masking, Quickening, Reflecting, Shielding, and Weaving.
Foci
Silver Amulet - Power Focus (rating 14)
Katana - Weapon Focus (rating 8)
Active Skills
Sorcery: 10
Conjuring: 10
Enchanting: 8
Psychometry (Aura Reading): 8
Centering: 6
Leadership: 6
Biotech: 5
Car:4
Tai Ki*: 16
(Manuevers: All)
Athletics/Acrobatics: 5/7
Diving: 4
Underwater Combat: 5
Pistols: 6
Assault Rifles: 6
Plasma Shock Weapons: 6
Edged Weapons (Katana): 6 (8)
Stealth: 6
Battletac: 3
Rapelling: 3
Parachuting: 3
Singing: 6
Dance: 6
Instruction: 6
Negotiation: 6
Computer: 4
Electronics: 4
Politics: 4
Military Theory: 8
Knowledge Skills
Magical Theory: 8
Administration: 6
Earthdawn History: 6
Magical Threats: 6
Christian Theology: 3
Psychology: 4
Sociology: 4
Japanese Anime: 3
Literature: 3
History: 3
Elven Society: 4
Corporate Politics: 3
Underworld Politics: 4
Gang Identification: 4
Security Procedures: 5
Metaplanar Knowledge:4
English: 8
(Read/Write): 4
Sperethriel: 8
(Read/Write): 4
Theran: 6
(Read/Write): 3
Japanese: 5
(Read/Write): 2
Etiquette: 5
(Street): 8
(Corporate): 7
(Military): 6
Contacts:
Level 3
Greg Smith, Talismonger - Cincinnati
Colonel Johnathon Hall, commanding officer Firewatch One - Detroit
Roger Soaring Owl - CEO Knight Errant
Level 2
Damien Knight
Nadja Davier
Lofwyr
Level 1
Harlequin
Aina
High Prince Lugh Surehand
Lady Deigh Brane
Edges:
Friends in High Places
Registered Equipment
Dual Citizenship (UCAS/Tir Tairngire)
Flaws:
Bio-Rejectionate
Mild Allergy to Sunlight
Quickened Spells:
Shield rating 11
Spells:
Manabeam (D) 14
Manastorm (D) 10
Stunstorm (D) 8
Stunbeam (D) 8
Powerball (D) 5
Firestorm (D) 5
Firebeam (D) 5
Teleport 5
Restoration 3
Compel Truth 5
Shield 11
Treat 6
Paralyze 5
Silence 5
Urban Wrecker (D) 5
Burst (D) 5
Detect Enemies 5 (extended range)
Detect Individual 5
Total Invisiblity 5
Increase Willpower +4 4
Improved Reflexes +3 3
Oxygenate 3
Satisfy Hunger 3
Physical Mask 5
Flight 5
Translate 5
Vehicle Mask 5
Control Thoughts 5
Control Actions 5
Bug Barrier 5
Fashion 3
Makeover 3
Clairvoyance 5 (extended range)
Detect Life 3 (extended range)
Trid Entertainment 5
Ice Sheet 5
Glue 5
Light 3
Disregard 5
Astral Armor 5
Mana Barrier 5
Physical Barrier 5
Gear
As a corporate executive, Hunter has access to anything he could need. Typical running gear is listed below:
Either Ordinary clothing and Armored Vest with Plates (4/3) for normal operations or Hardsuit for heavy combat operations
Walther PB-120a in concealed holster with APDS ammunition
Griffin Marksman in quickdraw concealed holster with 4 spare clips (all ammunition is Anti-Vehicular)
Griffin Annihilator with 2 spare clips for heavy combat operations
Pocket Secretary with Data Encryption 10
Microtransceiver 5 with Encryption 4 and Subvocal microphone for normal operations. His Hardsuit has it's own communications gear.
Carries 1d6 certified credsticks (5k each)
Hardsuit
Armor: 10 (vehicular)
Armor Modifications: Non-Conductive 6, Fire Resistance 6, Thermal Dampening 8. Rutherium Polymers with 10 imaging scanners.
Hardsuit Augmentation: +6 Strength and +6 Quickness. Effective leaping distance and carrying capacity is multiplied by five. Movement rate is effectively tripled.
Movement Augmentation: Flight Pack (accel: 25, speed: 300, range: effectively unlimited (microfusion)), Hydraulic Jacks (rating 6)
Internal Weapondry: A pair of Dikoted Laser Swords.
Communications and Electronics Equipment: Jammer (rating 16), Vidcam, Vidlink (rating 10), Tracking Signal (rating 10), Signal Locator (rating 14), White Noise Generator (rating 16), Bug Scanner (rating 14), Gas Detection System (rating 14), Voice Mask (rating 14), Helmet Transceiver with Encryption(rating 16) and Battletac Master Component. Tactical Computer.
Accessories: Savior Advanced Medkit, Left leg storage compartment (holds 4 AV clips), Right leg holster (Griffin Marksman with AV ammuntion), Flare Compensation, Optical Magnification 3, Sound Dampener, Thermographic Vision, Ultrasound, Integrated Smartlink 2, Heads Up Display (100 MP).
Weight: 79 kilos.
External Weapondry: Griffin Pernetrator (belt fed)
* Tae Ki
Advantages: No penalty for using Whirling.
Disadvantages: -3 dice for Subduing Combat.
Manuevers: Blind Fighting, Close Combat, Evasion, Herding, Kick Attack, Kip-Up, Sweep, Throw, Whirling.