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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 holiness 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 potato 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-
coordination, allowing them to not only research vampires, but shoot them pretty
damn well too.
While not solely 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 vampire’s
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 solely on guns, with the exception 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 that’ve 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 armor vest
(concealed, riot jacket, vest, point blank vest, or hard armor 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 receive 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.

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