Characteristics & Appearance Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25 14- HTH Damage 5d6 END [2]
23 DEX 10 39 23 14- OCV 8 DCV 8
23 CON 10 26 23 14-
15 BODY 10 10 15 12-
23 INT 10 13 23 14- PER Roll 14-
18 EGO 10 16 18 13- ECV: 6
25 PRE 10 15 25 14- PRE Attack: 5d6
10 COM 10 0 10 11-
5 PD 5 0 5/26 5/26 PD (0/21 rPD)
5 ED 5 0 5/26 5/26 ED (0/21 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
10 REC 10 0 10
46 END 46 0 46
40 STUN 40 0 40
7" Running 6 2 7"
2" Swimming 2 0 2"
5"/2 1/2"" Leaping 5 0 5" 153 Total Characteristics Points
EXPERIENCE POINTS
Total earned: 403
Spent: 403
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 753
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 2" [4" NC]
H. Leap (5") 5"
V. Leap (3") 2 1/2"
Flight 12" [24" NC]
APPEARANCE
Hair Color: Black
Eye Color: Grey
Height: 5' 10"
Weight: 201 lbs
Description:

Combat Information Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Street Fighting
4
1) Block/Chin Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4
2) Punch/Backhand: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike
5
3) Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
3
4) Throw: 1/2 Phase, +0 OCV, +1 DCV, 5d6 +v/5, Target Falls
1
5) Weapon Element: Clubs
17 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5/26 Current BODY:
Res. Phys. Defense 0/21 (15)
Energy Defense 5/26 Current END:
Res. Energy Defense 0/21 (46)
Mental Defense 16 Current STUN:
Power Defense 0 (40)
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +4 Overall
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Block/Chin Block 1/2 +2 +2 Block, Abort
Punch/Backhand 1/2 +0 +2 7d6 Strike
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Throw 1/2 +0 +1 5d6 +v/5, Target Falls
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

Powers & Equipment Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
POWERS
Cost  Power END
30 It's Magic: Luck 6d60
12 Trained Will: Mental Defense (16 points total)0
15 I Can See It All: Detect A Class Of Things (Magic and the Supernatural) 14- (Sight Group), Discriminatory, Analyze0
42 I've Got One Right Here: Variable Power Pool (Gadget Pool), 30 base + 12 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2) (52 Active Points); all slots Restrainable (-1/2), Physical Manifestation (-1/4)
Notes: The various Magical Devices that may be pulled from the pool are treated as Restrainable Physical Manifestations. Binding or stripping NH would deprive him of his devices, and the device themselves may be taken away. However, loss of the devices does not mean loss of points in the pool; NH can always just reach into a pouch and pull out another device.
0
1) Ghost Smashing Iron Club: Hand-To-Hand Attack +4d6, Affects Desolidified Any form of Desolidification (+1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
3
0
2) Cloak Of Damn Tough Protection: Force Field (12 PD/12 ED), Costs END Only To Activate (+1/4) (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
2
0
3) Hideaway Cloak: Invisibility to Sight Group , No Fringe (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
3
0
4) Werewolf Mashing Silver Club: Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
3
0
5) Big Thick Blinding Rod: Sight, Smell/Taste and Hearing Groups and Spatial Awareness Flash 3d6 (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
3
0
6) Magic Cutting Knife: Major Transform 1d6+1 (Target with Magic Powers into Target Without Magic Powers), Penetrating (+1/2) (30 Active Points); No Range (-1/2), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 13
3
0
7) Magic Cutting Knife II: Drain Magic 2d6, any Magic power one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4) (30 Active Points); Restrainable (-1/2), Gestures (-1/4), Incantations (-1/4), Physical Manifestation (-1/4) Real Cost: 13
3
0
8) Solar-Flashlight: Sight Group Images 1" radius, +/-4 to PER Rolls, Costs END Only To Activate (+1/4) (27 Active Points); Only To Create Light (-1), Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 10
Notes: Real Sunlight
2
0
9) Winged Cloak: Flight 12", Costs END Only To Activate (+1/4) (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
2
0
10) Holy Water Ice Grenades: Entangle 2d6, 4 DEF (30 Active Points); Restrainable (-1/2), Physical Manifestation (-1/4) Real Cost: 17
3
99 Total Powers Cost

Skills, Perks, Talents & Disadvantages Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
SKILLS
Cost  Name
40 I'm Just That Good: +4 Overall
Notes: The Night Hunter will eventually be a near expert in almost every skill he can attempt at all.
2 PS: Small Businessman (Multimedia) 11-
3 Acrobatics 14-
3 Breakfall 14-
3 Acting 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Concealment 14-
3 Conversation 14-
3 Forensic Medicine 14-
3 Forgery 14-
3 High Society 14-
3 Mimicry 14-
3 Mechanics 14-
3 Seduction 14-
3 Tracking 14-
3 Trading 14-
20 WF: Beam Weapons, Common Martial Arts Melee Weapons, Common Melee Weapons, Common Missile Weapons, Energy Weapons, Small Arms, Boomerangs and Throwing Clubs, Flamethrowers, General Purpose/Heavy Machine Guns, Grenade Launchers, Off Hand, Shoulder-Fired Weapons, Staffs, Vehicle Weapons
13 TF: Common Motorized Ground Vehicles, Mecha, Riding Animals, Science Fiction & Space Vehicles, Balloons & Zeppelins, Combat Aircraft, Helicopters, Large Planes, Small Planes, Tracked Military Vehicles, Wheeled Military Vehicles
11 Alchemy and Enhantment: Power: Magic Skill (INT-based) 18-
3 Scholar
1
1) KS: Arcane And Occult Lore (2 Active Points) 11-
1
2) KS: Arcane And Occult Monsters (2 Active Points) 11-
1
3) KS: Cults and Secret Societies (2 Active Points) 11-
1
4) KS: Legends And Lore (2 Active Points) 11-
1
5) KS: Magical Devices and Artifacts (2 Active Points) 11-
1
6) KS: Occult History (2 Active Points) 11-
1
7) KS: Secrets of the Mystic World (2 Active Points) 11-
1
8) KS: Secrets of the Trismegistus Council (2 Active Points) 11-
1
9) KS: The Mystic World (2 Active Points) 11-
3 Linguist
2
1) Language: Cantonese (completely fluent) (3 Active Points)
0
2) Language: English (idiomatic; literate) (5 Active Points)
2
3) Language: French (completely fluent) (3 Active Points)
1
4) Language: Gaelic (basic conversation; literate) (2 Active Points)
2
5) Language: Latin (fluent conversation; literate) (3 Active Points)
3
6) Language: Mandarin (completely fluent; literate) (4 Active Points)
2
7) Language: Spanish (completely fluent) (3 Active Points)
3 Cryptography 14-
2 Computer Programming (Hacking and Computer Security) 14-
3 Deduction 14-
3 Security Systems 14-
3 Lockpicking 14-
3 Persuasion 14-
3 Oratory 14-
3 Shadowing 14-
3 Stealth 14-
3 Streetwise 14-
3 Tactics 14-
2 PS: Novelist 11-
192 Total Skills Cost
PERKS
Cost  Name
15 Money: Filthy Rich
Notes: Author of the best selling "Magic, Booyah!" series of adventure novels, owner of rights to the "Magic, Booyah!" series of action films, animated series, console games, t-shirts, lunch boxes, and comic books.
30 I Know a Guy: Contact: Knows Everyone Who is Anyone in the Mystic World (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Very Good relationship with Contact), Organization Contact (x3) (30 Active Points) 12-
Notes: At this point in his career, Night Hunter has gained a reputation as a major player in the Mystic World, and is on very good terms with many of Earth's most powerful mystics.
33 Contact: Support Staff and Employees (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has very useful Skills or resources, Contact is slavishly loyal to character, Contact limited by identity), Organization Contact (x3) (33 Active Points) 14-
Notes: As Night Hunter, Bob can call on the loyal support of dedicated minor mystics from the Council, and well paid, well tested mechanics, engineers and staff who maintain his vehicles and headquaters. As Bob Burton, he can call on the support of his agents, staff, business and legal contacts.
150 Vehicles & Bases
Notes: The Night Hunter has an incredible primary base and multiple secondary bases, and multiple military class vehicles that will allow him to face even the deadliest occult enemies. Many of these vehicles have been specially equipped to deal with arcane foes. Max value of any vehicle or base is 650 points.
6 Fringe Benefit: Full Access to Council Library and Secret Records, Full Member of the Trismegistus Council
3 Anonymity
Notes: Connections between Bob Burton and Night Hunter are well protected, both through magical and mundane means.
237 Total Perks Cost
TALENTS
Cost  Name
18 Combat Luck (9 PD/9 ED)
Notes: Both Luck and Magic protect the Night Hunter
37 I Know: Danger Sense (general area, any danger, Function as a Sense) 14-
Notes: The Night Hunter is well aware of any danger, and will act to counter it as best he can.
55 Total Talents Cost
DISADVANTAGES
Cost  Disadvantage
20 Social Limitation: Secret Identity (Many Enemies) Frequently (11-), Severe
10 Social Limitation: Known Danger Magnet (Frequently, Minor)
10 Psychological Limitation: Boastful and Irritating (Common, Moderate)
15 Psychological Limitation: Stubborn (Common, Strong)
10 Psychological Limitation: Cant resist investigating rumors of the Occult and Magical Phenomena (Common, Moderate)
15 Psychological Limitation: Hates Demons, Devils, and Supernatural Monsters (Common, Strong)
15 Enraged: If Injured (Common), go 8-, recover 11-
15 Hunted: Circle of the Scarlet Moon 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Devil's Advocates 8- (As Pow, NCI, Harshly Punish)
15 Hunted: The Council 11- (As Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
Notes: The Council is aware of Bob's adventuring career, and will often ask for his aid
5 Dependent NPC: Old Friends from the Mystic World 8- (Normal; Useful Noncombat Position or Skills)
5 Distinctive Features: Magical Aura (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
150 Total Disadvantages Cost

Background Page
Character Name: Night Hunter
Alternate Identities: Bob Burton
Player Name:
BACKGROUND
Height: 5' 10" Hair: Black
Weight: 201 lbs Eyes: Grey
Appearance: 
Personality: The Night Hunter is driven, boastful, harbors a deep hatred of those that prey upon humanity, and can be difficult to put up with for any length of time. He is also annoyingly competent. He fights cautiously, and is strongly disinclined to charge in before identifying the weaknesses of his foe. Once he has done so, he will call upon the correct magical device to exploit those weaknesses. Despite his grating personality, the Night Hunter has made dozens of friends throughout the mystic world. His boasting can be oddly entertaining under the right circumstances, and he is a very good customer.
Quote:“Alright punk, now you’re up against me, the Night Hunter, and I’ve got a Holy Water Grenade with your True Name on it!”
Background: The Ulvonshki sniggered as it closed on its victim. Another Vampire Hunting fool! Smiling to display its razor sharp fangs the monster leaped … and screamed! The hunter was wearing his jacket backwards! How had he known!?!

The hunter turned. “I was right. You’re no Vamp.”

Recovering itself, drawing a pistol, the Ulvonshki snarled. “A Turned Coat won’t turn a bullet!” It fired, but the hunter was already moving, ducking and rolling, bringing out an Ash Wood club!

“Kiss my sacred ash, Ulvonshki!”

After beating the creature to death with the ash wood club, the hunter carefully stuffed its mouth with holy wafers soaked in duck eggs and then put a paper rose in each of its ears. “Monsters” the hunter growled, then took a collapsible cart out of his back pack.

The body was ready for a cross-roads burial.

Many years before, Frank and Barbara Burton walked from the Grove Cinema with their six year old son. Bobby gleefully repeated the poorly dubbed dialog of “El Santo versus the Vampire Women” to his bemused parents. He’d loved the movie, with its masked hero battling vampires in an oddly affluent Mexico. His mother was less amused. “I didn’t think it was good” were her last words, just before the monsters came.

As he grew up, Bob Burton never knew why the monsters had left him alive after taking his parents. In his late teens and early twenties he traveled the world asking that question, at first using the last of his minimal inheritance, later using the money he made from the sale of his semi-autobiographical books of horror and madness. Through luck more than talent, the books were a hit. In his travels Bob studied many languages and took up weight training and all manner of athletics, attaining near-Olympic levels of overall fitness. At twenty-three Bob learned of an old man in Central Park, leader of a group of heroes, who might know the answers Bob sought.

The Master taught Bob much, awakening a great skill at magic that Bob had never known he possessed. Bob excelled beyond all but the greatest of the Master’s students in the arts of Lesser Precognition, Alchemy, Lesser Summoning and the Enchantment of magical items. Bob added books on a hundred monsters to his ever-growing library, and purchased a home to store it. He filled the house with his minor magical treasures as well, and mastered the art of calling them to him even from a distance. It was on a stormy night in the library of that home that Bob chose to embrace his destiny.

While typing furiously on his next book, Bob’s mystic senses warned him of danger. Looking out into the darkness, Bob saw something that shook him to his core! There, in the woods, stood the mighty El Santo himself! Santo bravely vied against a creature part-man and part snake, a creature that even as Bob watched struck a blow against Santo that sent him hurling through Bob’s picture window! Not thinking of the danger, Bob charged out and confronted the beast! His keen mage sight instantly assessing the creature, Bob know that sunlight would cause it great harm, and so called forth his Solar Flash Light to drive it away! The creature burned and fled, and Bob looked down upon his childhood hero amid the ruins of the library, even now recovering. Helping El Santo to his feet, Bob knew what he must do!

“Monsters are a cowardly and superstitious lot. I shall become … a Masked Wrestler!”

The rest is history.
Powers/Tactics: The Very High Powered Night Hunter is still not a front line combatant. His main role is still to act as the team investigator and tactician, and to come up with minor items and powers as needed to take down a foe. Additionally, once the Night Hunter reaches this stage of his career he will have pushed his body to a level equal to that of the most advanced professional athletes. His list of contacts is endless, and he will have obtained a small fleet of special purpose and military class vehicles with which to face the foe, many of them protected by enchantments. This stage of his career will also bring him into prominance in the Trismegistus Council, making him a major player in the Mystic World. His Mage Sight remains both Discriminatory and Analytical, allowing him to almost instantly know of any mystically based weaknesses of a given foe. His list of magic items remains endless, his skills have improved, his Danger Sense is further developed, and he has learned to protect himself somewhat from magical or psionic assaults on his will. He is still best suited to a support role, and knows it.
Campaign Use: Campaign Use: Still Batman, but now his vast support network and contacts can be used to move the New Circle into position to take on foes all over the world and possibly beyond.
Character created with Hero Designer (version 2.38)