Page 208 - World of Darkness
P. 208
Background: A
Weapons/Attacks:
“monster hunter” is a man
Type Throw Blast Damage Size Special Dice or woman who has wit-
Modifier Area Pool nessed firsthand the ter-
Concussion +2 3 4 (B) 1 Knockdown 9 rors that plague the mod-
grenade ern world, be they ghosts,
Type Damage Range Shots Dice Pool vampires or werewolves.
Glock 17 2 (L) 20/40/80 17+1 10 Some hunters have lost
loved ones to these crea-
(light pistol)
HK MP-5 3 (L) 50/100/200 30+1 12 tures. Others may be vic-
tims themselves who sur-
(large SMG) vived only by luck or the
Armor:
cruelty of their tormen-
Type Rating Defense Penalty
tors. But rather than
Flak jacket 2/3 -1 shrink from the horror of
what they’ve experienced,
and combat tactics. They are not typically activated ex- these individuals devote
cept in extreme situations, and operate more like soldiers themselves to finding and destroying creatures. Monster
than police. When confronted with an armed individual hunters generally operate alone. Many don’t want to put
they are likely to shoot to kill. people at risk, while others are too consumed with paranoia
Description: SWAT officers wear specialized uni- to trust anyone. They often lead secret lives, working by day
forms, usually black, with heavy ballistic armor and a web and stalking the streets by night.
harness to carry equipment. Their faces are typically hid- Description: Monster hunters come in all shapes and
den behind shields or balaclavas. sizes. Some, unhinged by their experiences, are dirty and
Storytelling Hints: SWAT officers are much more disheveled. Others appear perfectly respectable until they
gung-ho than their peers on the force. They often con- pull a stake and a mallet from a briefcase. Like the creatures
sider themselves an elite squad, and behave that way to they hunt, these people work hard to blend in with the crowd.
civilians and fellow officers. When in action they perform Storytelling Hints: Most monster hunters are mentally
like soldiers or commandos, operating with flawless team- disturbed to one extent or another by what they’ve experi-
work and precise shooting. enced. They are frequently paranoid and suspicious of even
close friends, whom they constantly fear might become “one
Attributes: Intelligence 3, Wits 4, Resolve 3, Strength
3, Dexterity 4, Stamina 3, Presence 2, Manipulation 2, of them.” Some take to their mission with a sense of holy
Composure 4 zeal, likening themselves to modern-day crusaders, while
others consider monsters with the same dispassionate re-
Skills: Academics (Criminology) 3, Athletics 3, Brawl
2, Computer 1, Drive 3, Empathy 2, Firearms gard that a big-game hunter brings to his prey .
(Submachine Guns) 4, Intimidation 3, Investigation Attributes: Intelligence 2, Wits 4, Resolve 5, Strength
(Crime Scenes) 2, Larceny 2, Medicine 1, Stealth 3, 3, Dexterity 4, Stamina 3, Presence 2, Manipulation 3,
Streetwise 3, Subterfuge 2, Weaponry 2 Composure 4
Skills: Academics 2, Athletics 2, Brawl 3, Computer 1,
Merits: Allies 3, Fast Reflexes 2, Quick Draw (Fire-
arms), Status 3 Drive 1, Firearms 3, Intimidation 2, Investigation 2,
Medicine 2, Occult (choose a specific monster) 4,
Willpower: 7
Science 1, Stealth 3, Streetwise 2, Subterfuge 2,
Morality: 7
Survival 2, Weaponry 4
Virtue: Justice
Vice: Pride
Initiative: 8 (10 with Fast Weapons/Attacks:
Reflexes) Type Damage Size Special Dice Pool
Defense: 4 (3 with flak jacket) Machete 2 (L) 2 — 9
Speed: 12 Stake 1 (L) 1 Must target heart 4
(p. 165)
Health: 8
Type Damage Range Shots Special Dice Pool
Monster Hunter Colt .45 ACP 3 (L) 30/60/120 7+1 — 10
(heavy pistol)
Quote: “They’re out Remington 870 4 (L) 20/40/80 8+1 9 again 11
there, hiding among us, prey- (shotgun) (p. 134)
ing on the innocent and de- Armor:
fenseless. I’m going to make Type Rating Defense Penalty
them pay for what they’ve Reinforced/thick clothing 1/0 0
done.”
207
ANTAGONISTS-COMBATANTS

