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Vampire Hunter
The Vampire
Hunter is a popular profession in Noctura due to its escalating increase in
Vampiric activity. Though the Ruler of Noctura, Prince Dracos von Nightscape,
has given them protection and right they too must respect the laws of their
people and of Noctura. Because of this the Vampire Hunter order was created to
seek and eliminate Vampire threats to the citizens of Noctura as well as those
of the Vampire race.
This understanding has allowed some Vampiric citizens to
live safely but be warn to those who break the laws or step their bounds as
vampires regardless if in their nature those that kill to endanger the citizens
of Noctura and the vampire race will have to deal with the Vampire Hunters.
Though it would seem that the Vampire Hunter is one of the few race slayers that
can be easily taught with out difficulty it is with good intentions to serve the
people and the vampire races of Noctura.
As a Vampire Hunter even though your
journey may take you down different paths is to eventually eliminate vampires.
Though those of Good alignment may do this for religion or purifying acts and
those Neutral do as ordered it is those with dark intent that tend to cross the
line and hunt the vampire race for vengeance or hatred.
Also, it must be
noted that vampires are not hunted just because they are vampires. Those
vampires that are targeted are normally because they have proven to be quite
dangerous to society. I.E., randomly killing citizens, insanity, etc.
Benefits>
As a Vampire Hunter you will learn many abilities to gain advantages over a
Vampire or Undead. Also Vampire Hunters get the favorite enemy bonus vs. Undead
regardless if it is not Vampire though the bonus vs. vampire is much larger.
There are many techniques taught that utilize the spirit energy of a vampire
hunter to create interesting as well as devastating powers to harm his prey.
Favorite
Enemy Undead>
Vampire Hunters gain a +4 advantage against undead that can apply to the Rolls
of ATR, DR, Resist, Movement, E.Resist, Parrying, Blocking, Casting, Prayer,
Perform, or to their abilities. What it does not apply to is hit points, more
spells or prayers, Damage, Armor, or D.Hp. If it was not stated in this
description then it does not apply. When a Vampire Hunter goes against a Vampire
regardless if it is half or full blood they get a +6 Advantage versus the target
Vampire.
Knowledge
Undead> This
becomes a Mind Check Difficulty 10 to recall detail information about the
different undead and how much is known about the target if it is a NPC. The rare
the undead the more difficult it should be to categorize it especially if it is
an NPC Undead. This ability is mainly used for beastiary knowledge of certain
common undead like Zombies, ghouls, and the rest.
Favorite
Weapon> Vampire
Hunters prefer using Whips, Swords, Knives, and Axes in order to behead or
impale a vampire’s heart. These weapons gain a +2 ATR Bonus when the Vampire
Hunter wields them regardless if the may out at their ATR. This also makes them
skilled in Damaging Vampires adding a +2 Damage Bonus on Undead.
Tracking
Undead> Vampire
Hunters are skilled at Tracking Especially when it comes to undead. When
tracking undead a Vampire Hunter gains +4 to their tracking roll regardless if
they maxed out their ranks in tracking. This ability helps them locate undead
quicker than any normal tracker.
Spirit
Meter> Vampire
Hunters are one of the few that use their Spirit attribute as part of their
abilities powers. When using a Power a Vampire Hunter Spends Spirit as if it
were a Spell or Prayer however there is no roll to their abilities and it
happens instantly. However the amount of Spirit they possess is how many times
they can use their abilities in a day. Once spent they must rest for 1 round /
10 minutes to regain 2 Spirit for their abilities and Spirit never goes down its
just temporarily spent.
Abilities>
A Vampire Hunter’s abilities consist of advantages towards undead creatures
giving them beneficial help when combating the forces of the never living but
never dead foes. Vampire Hunters immediately suit up all their abilities when
combating the forces of the undead knowing it is better to be safe than sorry.
Holy
Flame> This power
comes from the spirit of the Vampire Hunter imbues their weapon with the
Properties of Fire and Holy. Regardless if the Undead is weak to both of them it
will only double the damage once. A Vampire Hunter can summon this ability equal
to the amount of spirit they have per day.
Cost>
20 Exp
Cure
Rondo> Vampire
Hunters at times need to heal themselves after or during battles regardless if
it was undead or not. Cure Rondo restores 4d6 Hit Points to the Vampire Hunter
and must state this when using it. It spends up a Spirit but can restore hit
points and cure any abnormal status effects the Vampire Hunter possesses.
Cost>
20 Exp
Double
Jump> Vampire
Hunters can jump double their height to reach places most people cannot reach.
Since most people can jump as high as 5ft or their own height a Vampire Hunter
must be able to double such a distance in order to reach places when on the
move.
Cost>
30 Exp
Falling
Grace> Regardless
of the Height a Vampire Hunter can now suffer half the damage when falling. This
movement ability is useful when a Vampire Hunter has fallen from a great
distance. During the fall and landing the damage that the Vampire Hunter suffers
is reduce by half on the falling chart making it easier for them to with stand
the threshold of pain when falling. For Example if a Vampire Hunter has fallen
from 40ft it is treated as if he fell from 20ft.
Cost>
40 Exp
Raising
Upper> This
ability teaches a Vampire Hunter to slash upward when making attacks on Undead.
It deals +5 Damage and must be stated when an attack is made and is only
effective on undead. If used on other creatures than undead the +5 is nullified.
This bonus helps wound undead by the Vampire Hunter utilizing this technique to
deal optimum damage.
Cost>
40 Exp
Spinning
Cross> A Whip is
required for this ability if a Vampire Hunter wishes to use this properly. With
a whip and the Vampire Hunter surrounded by more than one enemy he can unleash a
fury of whip lashes out in every direction around them dealing damage of his
weapon to multiple targets. Though the Whip is not the strongest of weapons its
flexibility allows this technique to strike each target around the Vampire
Hunter. This can be used not only against undead but other enemies as well.
Cost>
30 Exp
Whip
Tango> Another
ability utilizing the whip a Vampire Hunter can use this technique to make a
trip attack but instead of the common use they can use their whip to snare the
legs of their enemy and drag them towards them. The first attempt of the enemy
is to evade but the Vampire Hunter gets +4 ATR when using this trip technique.
Once snared the Vampire Hunter makes a Power Attribute roll and the enemy must
make a Reflex roll and beat the power roll to untangle their legs every 5ft they
are dragged. However if the enemy appears 5ft in front of the Vampire Hunter
that uses this technique the moment they are in range the Vampire Hunter may
unleash an attack with his free hand and a second automatic attack with the whip
untangling it and lashing out at the proned enemy. Of coarse this depends if the
target is near and the Trip attack was successful.
Cost>
50 Exp
Nova
Crush> This allows
the Vampire Hunter to increase their ATR and DR +2 for the remainder of battle.
This ability is a Spirit ability and consumes a Spirit as some of the other
Vampire Hunter abilities. Bands of energy whip out and around the Vampire Hunter
as their speed and reflexes are increase to give them an advantage in battle.
Cost>
30 Exp
DeKiss>
This ability spends a spirit but can remove the curse bite of a vampire or
undead from the Vampire Hunter or their Allies. This is an excellent ability to
save the life of a Vampire Hunter or friend who has been bitten and cursed with
an Undead bite that would turn them to one of the ranks of the undead.
This ability only works with the newly Tempted.
Cost>
20 Exp
Impaled>
Vampire Hunters making called shots to the weak spots of Undead such as a
Zombies head or a Vampire Heart for example get a +4 ATR bonus when making these
called shots. This increases the chances of a called shot regardless of the
difficulty in attempting it. This bonus only applies when attacking undead or
Vampiric creatures and does not apply to other targets.
Cost>
40 Exp
Weapon
Crush> An ability
that costs a Spirit it can only be done against undead or Vampiric creatures can
deal intensive damage to undead. A Higher form of Rising Upper it is a slam
attack downward over the center of the undead dealing +10 Damage to undead and
also forces them to make a reflex roll or be knocked down and on the floor for 1
round. This must be stated when making an attack.
Cost>
50 Exp
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