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Gender:
Male
Type of Character: Ex-Hunter 
Character Description: Standing around 6'6 , very solidly built, He is always working out, a few tattoo's on his arms and a new one now added to chest of a large Dragon. He has long blondish red hair. Most of the time sports a beard.
History:
At a very young age, Jakes mother and Father were killed when the English invaded Scotland. Taken in by the Order he was trained in the ways of the hunters. Unlike the others in the group had no tragedy by Vampires or others evil in his life. Jake was a very good hunter and claimed over 100 kills. Until one night , He met a beautiful gentle woman, he knew she was a vampire. But something about her was different . He did not feel the evil coming from her. He stayed there, becoming friends and eventually falling in love with her vampire. Through her he became very close to several and found not all are monster that need to be destroyed.
Returning to the Order telling the order and those he had trained telling them they were wrong and that they needed to change their ways. He left the order that day. Upon returning to his new love found the village burning all that he knew there dead. A cross burning in the center of the village. That was 300 years ago, Jake has been searching the last three hundred years for a place that he felt at home.
Documented Notes
A few years ago, Jake learned that the order had found a way to synthesize the Vampiric blood hunter mixture that keeps their immortality. Jake broke into the order and stole several cases of the vials. But is now running short and is looking for someone to help him in making it so he does not have to return to mixing vampire blood.
Add-ins & Elaborations
Weapons: Jake carries many guns, the bullets and shells are filled with a hunters mixture of wood, silver, holy water, mercury then blessed by a rabbi. He also carries several throwing stars with silver tips.
Supernatural Spells & Abilities:
Blood: Hunters blood is poison to a vampire, it will act as a virus and destroy the vampire's immune system, (HIV for vampires). If he/she does not get help right away.
Control: Hunters can slow their heart and their breathing until it appears as if they are not. This way they can enter a room of Vampires or other evil and be mistaken for a vampire.
Creation: Hunters are created from Mortals, the way to do so is kept very close secret.
Telepathy: The ability to read minds
* Can feel basic emotions and current mood of the target (if you can
see the target.) (auto unless target is blocking you)
** The character can now read the surface thoughts of people generally
what they are thinking about at that moment. You must see the person to be
able to do this. (out roll target if the resist)
*** Can read some recent memories, or plans for the near future, from
people's minds. You still must be able to see the person. (roll of at
least 33 and out roll target by 15% if they resist)
**** You can read deep thoughts and distant future plans. The amount of
information you get depends on your success of your roll. You can read the
minds of people in adjacent rooms without having to see them, but you may
need descriptions of them. ( min roll of 14 and must out roll target by
20% if resists)
***** You can read multiple minds at once or discover the deepest secrets
of people, even things unknown to them-selves or repressed by them. You
can read the mind of someone across the world, if you can see them (for
instance, if they are on television). You can even read the mind of a
clairvoyant who is observing someone on the other side of the globe, and
use that mental image to read the mind of the person observed. Eerie. (min
roll of 20, must out roll target by 25% if resists)
Telekinesis: The ability to move things with your mind by thinking about it.
* You can levitate small objects off of a table with great
concentration. Physical gestures help (throwing, lifting, etc.). (auto
unless used in battle then must roll at least 4 and higher then target to
hit) (opening closing doors etc)
** You can affect small objects, such as bending a spoon. Again, gesturing
helps. (auto driving with out touching peddles, etc)
*** You can pick up an object in the next room and throw it around.
Gesturing in the direction you want it moved helps.( auto if not used for
attack if attack must roll at least a 30 and out roll them to hit)
**** You can lift heavy item and no longer need to gesture. You can pick
up anything on the same block as you. You can pick up multiple objects at
once with concentration. (roll of at least 40 and must out roll target to
strike)
***** You are a master of mind over matter. Anything in sight can be
picked up, as long as it is not heavier than 5000 lbs, you can pick up
multiple items as long as total weight is under 5000 lbs. (must roll at
least a 55 and out roll target to attack)
Clairvoyance: The ability to use your senses at range, and see or hear things happening in other places. Usually it requires a focus, such as someone you know being at the place to be observed. While sending your senses out, you cannot see things happening where your body is. You also cannot affect events you witness in any way. You are but an observer.
* You can see things, in a dreamlike manner, within any room in the
house that you are in. These visions are easy to misinterpret. (auto)
** You can see things anywhere in 50 feet, and sometimes hear them as well
though the sounds are distorted. (roll of at least 22)
*** You can see and hear things with in a 100 yards. You can touch things
also, though they feel vague and amorphous. (roll of 29 or higher two
times in a roll)
**** You can see, hear and touch anything in a two mile radius. (roll over
44 three times in a roll)
***** You can use all five senses on anything in the world.
(Out-Of-Body-Experience, the ability to astral travel), and many others.
(Must be in a quite place, roll of min of 44 and you will not be in your
body so if someone does something to it you would not know. You can set up
someone to be a communicator to protect it.
Astral travel is a difficult power to master.
* You can leave your body for one minute per roll over 33. The only
sense to which you have access is sight. You may not travel farther than a
mile from your body.
** You can leave your body for up to 10 minutes per point over 44. You can
hear in your astral form. You may travel up to 20 miles from your body.
*** You can now stay away from your body for up to an hour per point over
48, and travel up to 100 miles away.
**** You may stay away from your body as long as it remains healthy, and
may travel up to 1,000 miles away. All senses except touch are now
available to you. When visually manifesting, you appear solid to observers
(unless they touch you two success over 33 in a roll )
***** You may astrally travel anywhere in the world. You are now powerful
enough to speak when visually manifesting. (must roll 3 successful rolls
over 44 in a roll)
Psychometry: This is the ability to sense information about a person, place or event by touching an object of importance to that individual or place. A botch indicates a false reading occurs, although the character will believe she has gotten a true reading.
* You get vague, dreamlike impressions of recent activities involving
strong emotions involving, or occurring around, the object. (roll of 10)
** In addition to the above, you get a snapshot-quality image of the
person most closely associated with the object. (roll of 25)
*** You can register the general gist of what an event was about and the
number of people involved in the event. If concentrating on the object's
owner, you can determine general information about the subject, including
approximate age, emotional state, basic personality and the like. (roll of
40 twice in a roll)
**** You can clearly visualize the event or the actions of the individual
for the last 24 hours he was around the object. (roll of 42)
***** You now understand the context of, and unspoken goings-on at, the
event, or gain a clear insight into the motives and plans of the
individual at the last time she was near the object. You also get an
impression of the individual's whereabouts at the current time. (roll of
54)
Hunters Gifts:
Scent of the Evil (Level One): This spell allows a character to sense when one of the Kindred or other evil is near. It will not pinpoint the location of the Vampire, but will let the character know one is around. (roll of 10)
Escape the Evil Eyes (Level Two): Ghouls , Vampires, Demons trying to find the spell caster when she or he hides have their difficulty finding them. (evil must out roll by 5 to locate)
Voices of the Dead (Level Three): Allows the caster to communicate with the recently deceased. The caster must be in the presence of their body, and it must not have decomposed to the point that the vocal cords are useless (generally this takes a week-- less in hot weather, more if the body has been preserved). ( roll of 15)
Cloak of the Shadows (Level Four): When standing unmoving in darkness, the spell caster remains effectively invisible to anyone looking for him. Note that other senses or some spells can still detect him. (auto unless being hunter then they must out roll him by 5)
True Sight (Level Five): Allows the character to see through obscuring conditions like fog or dust and even to penetrate the Obfuscation of the Undead, though this requires a roll of 20. and out roll target
Wards, Items to scare and ban evil (Level six): Can bless a home or place to keep evil from it. Can create items that ward away evil (this is done by rituals, a sheet must be turned in showing the rolls no roll under 18 counts, if less then 100 total points is very weak a roll over 10 could break it. 500 total would require a roll over 15 to break it. total of 1000 a roll of over 20 to break it , roll over 1500 with at least three rolls that have no less then 1 point per dice off. example rolling 5 6 sides, would need at least a roll of 25. would require a roll of 24 to break it, Roll of 2000 with at least 3 perfect rolls. would require a perfect roll to break and if not the other party would feel damage.
Truth
Bring to Body (Level One): With but a snap of the fingers, the character can awaken someone in the depths of slumber. Note that this will not work on a Vampire in recovery (auto)
Light of the True Spirit (Level Two): The caster of this spell becomes infused with the purity of his cause, and thus more commanding. (Jake lost this gift when he lost faith in the order, he may regain it if he finds faith in something again.)
Soul of the Tree (Level Three): This spell is cast on a wooden object and throwing it, the wood will find it's way to the heart of the opposition. (must out roll target by 20%)
Shield of the Thinker (Level Four): User must perform this ritual once a week for it to be in effect, they must roll a total of 200 points. After doing so for another to effect their mind the opposition must roll double his. (scroll must be email in weekly.)
Flash (Level Five): A burst of light fills the area around the caster, blinding those who can see and sending Vampires and other creatures who are effect by light into frenzy. While it does not cause physical damage most creatures would run very quickly away. (roll of 38)
Weakness: Can walk in day light, but has a problem with severe heat, his eyes are very sensitive to light and if does not wear very strong sunglasses will develop severe migraines. Also must take elixir every three months to maintain self.