BLOODHUNTER
   Vampires tend to look upon the living as food,
servant or potential companion. Occasionally a
vampire needs something more then the standard
human flunky to manage his or her day time
affairs. When the need for more muscle becomes
apparent the vampire will seek out a particular
individual with latent magic ability. The vampire will
approach the individual with the offer of making
him or her into a bloodhunter. A bloodhunter is a
warrior that carries out the will of his patron during
the daylight hours as well as developing fearsome
powers of the night. This is a particular risky
undertaking for both the vampire and his hunter. If
the hunter refuses the invitation he or she will
more then likely be killed. Ignoring the desires of
ones patron has often led to the demise of many
inexperienced hunters. The danger for the vampire
is the power that is shared in creating a
bloodhunter can lead to his or her own destruction.
Bloodhunters become very good a combating
vampires and not a few have turned on their
patron when they have gained sufficient power.
Vampires see bloodhunters as an extension of
their own power and as a means of eliminating
personal threats.
   Bloodhunters must possess a MA of 8 or higher and not be a member of a magical college. They must drink the
blood of their patron to form a bond that give them access to more power and potential. As they advance in their
training the bloodhunter gains various abilities. Bloodhunters gain 2% per rank with their primary weapon and
hands and +1 damage at ranks 3, 6 & 9. Bloodhunters add 4% per rank to resisting spells cast by undead.

Bond of blood: When a bloodhunter drinks of the blood of his or her patron they gain an innate awareness when
it comes to finding his or her patron. This ability works over any distance and gives the bloodhunter an “inkling” of
the ware bouts of his patron.

Night touched: The blood of his patron allows the bloodhunter the ability to see at night at a range of 500 feet as
if it were daylight. The night energizes the bloodhunter and makes them more aware and responsive. All PC rolls
are made 2 factors higher and they gain +5 to IV at night.

Rank 1: By expending 1 FT a bloodhunter may increase his or her strength by 50% for 6 pulses.  They also gain
the ability to detect undead within 500 feet +500 feet per rank if they concentrate for 2 pulses.  They will know how
many lesser undead are in the area of their scan as well as the presence of any greater undead. They will not
know any particulars, just numbers.

Rank 3: Claw transformation, the hands of a bloodhunter become claws with long nails that can be used to pierce,
slash or pummel. The bloodhunter must state which class he is using with his claws. They do +10% +2 more
damage and are considered magical.  The bloodhunter may not wear magical gauntlets.

Rank 4: Extra attack with primary weapon and hands. Immune to charm, hypnotism and mind control.

Rank 5: Bleeding strike, the bloodhunter becomes skilled at making cuts that cause blood loss. By subtracting
15% from their base chance they may cause injuries that bleed for D+2 pulses at the rate of 1 FT per pulse.
Master’s Aura, by expending 2 FT a bloodhunter may prevent a vampire from turning into another form.
Incorporeal undead must roll under MR or they become semi-corporeal and susceptible to attack by magical
weapons. Detect undead ability now discerns presence of other vampires as well as their minions.

Greater Bond: The bloodhunter may form a great bond with their master and communicate with them via
telepathy at any distance. When a bloodhunter increases his strength he also doubles his TMR and may perform
standing, running and upward leaps like a rank 5 acrobat as well as safe fall up to 50 feet. Feast on the fallen,
whenever some dies within 10 feet of the bloodhunter they are healed 4 FT. Their FT may not surpass its actual
maximum.  Tainted by evil the bloodhunter now finds it hard to enter temples dedicated to the gods. For every
pulse that a bloodhunter is in a temple they must roll under MR or begin to sweat noticeably, worse effects follow
with each failed roll which must be done every minute.  While on consecrated ground bloodhunters may only make
½ the number of their normal attacks.

Rank 6: Conversational persuasion, works similar to hypnotism except that the bloodhunter talks to a person with
the intent of gaining information. The ability cost 1 FT and prevents the target from lying or misleading the
bloodhunter. They may roll under MR to avoid answering a question, but will give some indication that they are
hesitant. Resist life draining of greater undead by rolling under 3 X WP. Walk among the dead, lesser undead will
ignore you unless attacked or specifically ordered to attack you.

Rank 7: Painful strike, bloodhunters may hit an opponent in such a manner that their limbs are wracked with pain
and function less efficiently. -10% to strike and ½ damage but victims who sustain injury may only make ½ their
normal attacks at ½ damage for D5+1 pulses.

Rank 8: Dazing strike, when attacking a vampire the bloodhunter has learned a technique that allows him to daze
a vampire for one pulse. The attack as a -20% to hit and if successful it does no damage but does “stun” the
vampire for one pulse. The following pulse the hunter may draw a stake and try to impale the vampire with it by
rolling under 3 X MD. If the attack fails the vampire recovers and may attempt to flee or attack. The hunter will
have to pick his weapon back up. This attack may also be done in close combat.

Rank 9: Extra strike with primary weapons and hands.

Rank 10: Only those who have made the greater bond may advance to rank 10. Any non-lethal injuries heal after
8 hours of rest. Reckoning of blood, attacks against vampires do double damage with the exception of your
master, attacks against other undead do 50% more damage. Lethal strike, by subtracting 20% from attacks they
make their endurance and grievous hits with their claws lethal, class A become heart piercing hits, class B become
throats slashes that bleed 4 per pulse until dead, class C ends up being a concussive hit that knocks out the
opponent.