New Age Vampire Hunter O.C.C.
The new breed of hunters, where science is the weapon. The New
Age Hunters do not rely on aesthetic values of holyness or
require any funding from the church. All they need is a garage,
some power tools, money, and time. Give a New Age Hunter a good
hour with a potatoe gun and you'll have a pneumatic stake
launcher ready to go. Unlike the Old School Hunters who train for
strength, the New Age Hunters instead specifically hone their
minds for a wide variety of skills to be employed in hunting the
undead. Normally New Age Hunters have sub-genius I.Q. with good
hand eye-corridination, allowing them to not only research
vampires, but shoot them pretty damn well too.
While not soley affiliated with the PAB/ADA/Spook Squad, many New
Age Hunters do often find themselves in the employ of the human
resistance force more than the Old School Hunters, as many Old
School Hunters are either already working for the Catholic
Church, or they do not require the luxurious pay checks that the
ADA offers, while New Age Hunters will find themselves more often
drawn toward the almighty dollar in an effort to keep their
expensive profession well equipped and up to snuff.
In the respect of Wampyrs and Dunpeals, New Age Hunters are much
more tolerant, often seeing the half-breeds as helpful allies as
well as keen research subjects for finding new ways to perhaps
cure vampirism or easier ways to exploit the vampires weaknesses.
Alignment: Any, tend to
be good or aberrant.
Attribute Requirements:
I.Q. 12, M .E. 12, P.P. 12
Race Restrictions: None,
but generally only taken by Humans and Dunpeals
O.C.C. Abilities & Bonuses
1. Bonuses: +1 to save vs. horror factor at levels 1, 4, 8, 12, and 15, +3 to save vs. vampiric mind control, +1 to save vs. other forms of mind control and possession.
2.
Gun-Nut: The New Age Hunter is focused soley on guns, with
the acception of stakes, as the new weapon against vampires. As
such, they are +1 to strike on aimed shots and bursts with Modern
Weapons. Also, they are allowed to select one of these two Weapon
Proficiencies.
W.P. Gunfighter: This skill allows the character to draw and
shoot two handguns (revolver or pistol) simultaneously at the
same target, inflicting full damage from both weapons, but
counting as one melee attack!
In alternative, the two-gun attack can be divided between two different
targets visible to the shooter and within his range of peripheral
vision. The divided attack counts as one simultaneous melee
action against two different foes. The shooter must roll two
separate times to hit each target (roll to strike for each) and
the bonuses to strike for each divided attack are reduced by
half.
Note: Parrying is not possible when two handguns are being
used as paired weapons, but the character can dodge (which uses
up one of his attacks) and counter by shooting.
W.P. Quick-draw: This is a special skill that represents
characters thatve trained in the art of gun drawing. The
character gains an automatic +1 to initiative, and gains another
+1 bonus for every two P.P. points above 16 (maximum P.P. 24; for
a bonus of +5). Note: The full bonus applies only to the
use of handguns, and rifles. Reduce by half when using automatic
rifles, sub-machineguns, archery, or knife throwing. Quick draw
is not possible with machineguns, heavy weapons, artillery,
explosives, or hand grenades.
3.
Quick-Learner: The New Age Hunter, much like the Old School
Hunter, doesn't survive by being lucky, he survives by learning.
Old School Hunters show this by becoming stronger and faster. New
Age Vampire Hunters show this by learning how to do wicked tricks
with guns. As long as they meet the said Prerequisites below,
they are able to select one of the Sharp Shooting tricks whenever
they can select a new Other or Secondary Skill.
W.P. Sharp Shooting: Sharp shooting is a combination of
special expertise and trick shooting with a particular type of
weapon. Prerequisites: Level 3 experience with chosen
W.P., can only be used in conjunction with one specific W.P.,
limited to Revolvers, Semi-Automatic Pistols, Bolt-Action Rifles,
and Semi-Automatic Rifles. Can be purchased multiple times for
multiple W.P.s, or multiple times for one W.P.
The character gets to select one ability for their sharp shooting
skill for each selection of Sharp Shooter. Abilities are as
follows.
1. Gets a bonus of +1 melee attack when using one of the
specific weapon types listed for the entire melee round.
2. Can fire a traditional two-handed weapon, like a rifle,
one handed without penalty (normally the shooter losses all
strike bonuses).
3. Can shoot over his shoulder by holding up a mirror and
using the reflection to aim; no penalties, full bonuses to
strike!
4. Accurately shoot while riding a horse or from a moving
vehicle (normally a wild shot), but strike bonuses are half and a
called shot is impossible.
5. Shoot accurately while standing on head or hanging upside
down; all bonuses applicable at full.
6. Dodge, roll or somersault and come up shooting (normally a
wild shot), no bonuses or penalties to strike, straight roll of
the dice.
7. Ricochet shot! The shooter can bounce bullets off of one
surface and angle the shot in such a way that the projectile
ricochets off and hits a different/second target! Inflicts only
one point of damage to the first surface and full damage to the
second. Reduce bonuses to strike by half. The real target has no
opportunity to parry or dodge a ricochet shot.
O.C.C. Skills
Language: Native (98%)
Literacy: Native (98%)
Basic Electronics (+15%)
Mechanical Engineering (+10%)
Weapons Engineer (+10%)
Math: Basic (+20%)
Math: Advanced (+15%)
Computer Operation (+15%)
Lore: Vampires (+15%)
W.P. Knife/Stake
W.P. Two Modern of Choice
*Hand-to-Hand Combat: Basic
*Can be upgraded to Expert at the cost of one 'other' skill, Martial Arts at the cost of two.
O.C.C. Related Skills:
Select eight skills at level one, plus one additional skill at
levels three, five, seven, nine, eleven, and fourteen.
Communications: Any (+5%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any (+5%)
Mechanical: Any (+5%)
Medical: First Aid only
Military: Any (+5% on Demolitions)
Physical: Any except Acrobatics & Gymnastics
Pilot: Any (+5% on automobile & motorcycle)
Pilot Related: Any
Rogue: Computer Hacking (+5%), Concealment, and
Streetwise only
Science: Any (+5%)
Technical: Any (+5%)
W.P.: Any modern, and can also learn ONE ancient
W.P.
Wilderness: Any (+5%)
Secondary Skills: Select five secondary skills at level one, plus one additional at levels two, four, eight, and thirteen.
Standard Equipment: Varies. As standard, the Slayer has one UV Flashlight (standard grade with 1d4 extra batteries), several sets of dark loose clothing, cool sunglasses (up to $100 in value, hell yeah), a modest personal wardrobe, stake bandoleer with one dozen stakes, a silver combat knife, 1d4 garlic gas grenades, and one common to uncommon modern weapon corresponding to each W.P. the Slayer has, along with 10 reloads for each said weapon, one modern style armour vest (concealed, riot jacket, vest, point blank vest, or hard armour vest). Also has one mode of transportation ranging from motorcycle to automobile.
Money:3d6x1000 in personal savings. Slayers employed by the PAB/ADA/Spook Squad recieve the same pay as a PAB Field Agent. Mercenaries can expect varying payments relative to the amount of danger in a job, though it's usually around $500-$1000 per vampire involved.
Experience Table: Identical to Ex-Government Agent in Between the Shadows.