Magestalker
To combat the presence of magic and the supernatural, several police forces have recruited their own spell casters to help maintain law and order. These cops hunt down law breaking spell casters and thus earn the title of Magestalker.
Magic Abilities of the Magestalker:
1. Determining P.P.E.: Use P.E. as the base and add 1D6x10. The character gains an additional 1D6 P.P.E. per level of experience. P.P.E. can be restored at the rate of five points per hour of meditation or sleep.
2. Understanding the Principles of Magic: Magestalkers know and understand the main principles of magic and sorcery, including rituals, symbols, incantations and paraphernalia. This allows them to distinguish between fake "occult" materials from the real thing, as well as determine the general purpose of specific items and even which supernatural forces are involved. Base Skill: 70%+2% per level of experience. A failed roll means the character does not realize or misunderstands the significance of the evidence, dismissing it as fake, or maybe thinking a forgery or charlatan's scribblings are authentic.
3. Read Magic: The ability to read a magic scroll or perform a mystic ritual is not as simple as it may sound. Under the right circumstances and frame of mind, anyone can read a spell with mystic results. However, this is pure chance. The Magestalker understands the practical principles of magic. The weaving of a spell is more than reading or reciting mere words, just as the invocation of a circle is more than chalk. The use of any magic requires a practice of mental exercises akin to Oriental meditation. The magestalker knows how to relax, clear his mind, focus by using the spell's words like a mantra, draw on his P.P.E., know exactly how much will be needed and what effect the magic will have. He can manipulate mystic energies with an ease and speed that belies the years of study, practice and concentration it took to master the mystic arts. Base Skill: 80%+3% per level of experience.
4. Sense Magic: Magestalkers are attuned to the forces of magic. Most magic, magical items, or magic forces can be detected. Range: 120 feet plus 10 feet per level of experience.
5. Recognize Magic & Enchantment:
Recognize enchantment: Just as a doctor can recognize flu symptoms and disease, the wizard can recognize the influence of magic that charms, hypnotizes, or otherwise causes mind control (including trances, domination, compulsion, quest, etc.). This ability also includes identifying magic sickness, curses, the effects of faerie food and faerie magic, and supernatural or magic possession. Illusions, metamorphosis, and psionic powers do not count as enchantment. Base Skill: 35%+5% per level of experience.
Recognize magic: The wizard has a certain percentage chance to recognize a magic item by shape, inscription, magic symbols or intuition (gut feeling). It's important to understand that while the character may know something has magical properties, he does not know what powers the item may have or how to use it. Base Skill: 20%+5% per level of experience.
6. Initial Spell Knowledge: Because the Magestalkers studies magic used to police spell casting, they learn how to cast spells certain spells. At first level the magestalker starts off with See The Invisible, See Aura, Sense Evil, Detect Concealment, Extinguish Fire, Fear, Armor of Ithan, Negate Poison/Toxin, Paralysis: Lesser, Carpet of Adhesion, Magic Net and Seal. At each new additional level of experience, roll on the Shortcut to Gaining New Spells table on page 151 of HU2.
7. Read/Acquire Magic: Through intense study of scrolls or books of magic lore, Magestalkers can attempt to learn a new spell or ritual. Once the spell has been deciphered, the Magestalker can attempt to cast it. Casting a new spell in this fashion requires and additional roll against the caster's skill. Base Skill: 30%+5% per level of experience.
Attribute Requirements: I.Q. and P.S. 10
Starting Age: 22
Base S.D.C.: 15
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Two Years of College or equivalent.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Magestalker skill program (New). In addition, select three (3) Police skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any six (6)
Money: $5000
Income: Base pay as a Magestalker is $650 per week.
Level Advancement Bonuses: Receive one new Secondary skill at 2nd, 4th, 6th, 9th, and 13th levels.
Social Contacts: Magestalkers are usually well connected to other police agencies,. The character has a 33% chance of locating a former friend, acquaintance, or Magestalker in one of these groups. In addition most cops have dealt with criminals and crime organizations and can find an informant, major criminal spell casters or former convicted felon (25% chance). Major police or other law enforcement agencies have a 20% chance of identifying the character and spell casters have a 15% chance of identifying the character.
Magestalker Skill Program
Crime Scene Investigation or Investigation (+15%)
Tracking or Stalk & Capture (+15%)
Select two (2) Lore skills from the following list, with a +10% bonus for each: Demons & Monsters, Entities & Ghosts, Faerie & Creatures of Magic, Geomancy/Lines of Power, Magic, Magic Arcane, Mythology, Paranormal & Psionics, Religion, and Superstitions.
Take one (1) Weapon Proficiency from the following list: W.P. Knife (for claw attacks and/or staking vampires), W.P. Axe (for decapitating monsters), W.P. Crossbow (for shooting wooden bolts, or silver-tipped quarrels), W.P. Flamethrower (ironically, usually useful against all types of undead), W.P. Grenade (sometimes monsters need a lot of killing), W.P. Black Powder (sometimes older weapons work better), W.P. Energy Rifle , W.P. Energy Pistol (both for miscellaneous weapons that might be used), W.P. Dart Pistol (for those annoying "capture the monster" missions), and W.P. Shotgun (generally useful).

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