Witch Hunter

in: Professions

## Introduction

Witch hunters are those men and women specialized in fighting users of magic and also in hunting down certain types of creatures. Many have a particular target in mind, and are capable of using their extensive training in small arms, alchemy, and mysticism to fight those particular enemies. They are often zealots, and willing to use weapons and methods that most would consider too dangerous to handle.

**Associated Skills:** Willpower, Alchemy, Ranged Attack, Perception

### Passive Benefits

**Dice Passive:** +1 Ritual Knowledge, +2 Willpower, +1 Ranged Attack, +1 Mind

## Abilities

### Witch Hunter’s Chant (Buff)

The witch hunter may chant certain special hymns and words of power which has the ability to disrupt the use of magic around them, providing up to four people some protection against magic. The protection of this chant lasts only a short time. Some have perhaps rightfully pointed out that this chant is itself a form of magic in truth, but witch hunters do not take that assertion well.

* **Target(s):** Up to four targets
* **Dice Modifier(s):** Willpower
* **Duration:** 10 minutes
* **Cooldown:** 2 hours

### Brace of Arms (Attack)

Witch hunters are so thoroughly trained in the use of firearms and ranged weaponry that they can quickly make use of multiple loaded firearms, hand crossbows, or even throwing weapons in a short amount of time, foregoing the need to reload. This allows them to make attacks at up to 4 people within range. Targets up to 4 people at 6 tile range. One hour cooldown, uses Ranged Attack skill

* **Target(s):** Up to four enemies
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 30 minutes.

### Seeing Stone (Special)

The witch hunter may use a special stone with a treated crystal lens for looking through to determine certain limited truths about a creature they are observing. By focusing on them prolongedly and deciphering strange details only noticeable by someone well trained in the art, the witch hunter can reveal whether the target is under the effect of an illusion, if they are a user of magic, and specifically whether they are one of the Marked. This stone is able to be used as much as the hunter desires, though it always takes prolonged observation and concentration within close range to use. This must be used within arm’s length.

* **Target(s):** Single
* **Dice Modifier(s):** Perception
* **Cooldown:** 2 hours

### Restricting Talisman (Special)

Witch hunters carry extremely intricate talismans prepared and tailored for their use that can be used to restrict the ability of another individual or creature to use their magic. By placing this talisman around a victim, usually in a manner that it cannot be easily removed, sphere casters can be rendered nearly unable to use their spells and creatures find their magical abilities denied to them as well. There is no practical way to use one of these talismans in the midst of combat, as they must be meticulously fitted and their powerful effect is fickle if this precision is not shown. Magic sphere users suffer a massive penalty to all casting types while wearing the talisman. The talisman can only retain its potency for up to six hours at a time before it must be left to regain its power. Witch hunters can never maintain more than one talisman. Cannot be used in combat

* **Target(s):** Single
* **Duration:** Up to 6 hours
* **Cooldown:** 24 hours

### Ulbrecht’s Witchfire (Attack)

Named in honor of a famous witch hunter, this concoction of liquid fire is a terrifying blend which sticks to flesh and causes intense burning. Notoriously difficult both to put out and control, the threat of this fire alone is often enough to quell potential resistance to a witch hunter’s demands. It is kept in specially treated glass bottles which shatter easily upon impact, made for throwing. Causes burning of a particularly nasty variety.

* **Target(s):** Single
* **Dice Modifier(s):** Ranged Attack
* **Cooldown:** 2 hours

### Weapon Oils (Buff)

Part of the witch hunter's craft is in preparing and maintaining a number of powerful oils which they can spread over weapons already themselves prepared with a chemical. When combined in the right way, the oil and the chemical combine into a spectacular effect which can allow the Witch Hunter to strike with a number of different special effects as listed below. Witch hunters prepared this method as a means of combating a great number of different supernatural foes with different strengths and weaknesses. These oils can produce their effect for only a brief time.

1. Bleeding Edge: With this oil applied, the witch hunter’s weapon causes excessive blood loss when it scores an opponent.
2. Crackling Blade: This strange alchemy causes a blade to become impossibly charged with the stuff of lightning, arcing for a brief time with energy.
3. Burning Brand: This covers the witch hunter’s weapon briefly in blue-hot fire, with predictable results as it strikes and burns opponents.

* **Target(s):** Self
* **Dice Modifier(s):** Alchemy
* **Duration:** 15 minutes
* **Cooldown:** 1 hour

### Hunter’s Brews (Special/Buff)

Utilizing a strange art taught to only those of the profession, witch hunters are able to brew potions which can help them to resist the powers of a certain sphere of magic for an extended time. These potions are actually stable enough to give to others as well, though the effort and strange means of making them limits the amount of these creations that a single witch hunter can prepare in a given time. These potions can be made to resist any sphere of magic. Only one of these potions can be used on a person at a time, at risk of death. Using even one potion comes at a risk to the user’s body, as these brews can be highly toxic.

* **Ingredients:** Two gems appropriate to the sphere being prepared for, one anodyne. These costs cannot be reduced.
* **Target(s):** Special
* **Dice Modifier(s):** Alchemy
* **Duration:** 4 hours
* **Cooldown:** 48 hours

### Emergency Flask (Cleanse)

Witch hunters often carry a cure-all flask which they can quickly down to help stabilize themselves, causing blood to better clot and dealing with such issues as minor poisons and other effects likely to plague them when fighting with their favored quarry.

* **Target(s):** Self
* **Dice Modifier(s):** Alchemy
* **Cooldown:** 15 minutes

### Indoctrinated Resolve (Special)

Witch hunters go through intense training to instill instinctive responses in themselves. When they would otherwise be stunned or paralyzed by effects magical or mundane, their muscles flare impossibly to life to break themselves free.This is not infallible however, and a witch hunter cannot often break such effects.

* **Target(s):** Self
* **Dice Modifier(s):** Willpower
* **Cooldown:** 1 hour

### Scour (Special/Attack)

By wrapping their restricting talisman around their weapon, a witch hunter can strike a sphere user and potentially strip away one of their protections or magical enhancements along with the impact of the blow. This is not guaranteed, and ultimately results in a contest of the witch hunter’s will against the power of the sphere user’s magic.

* **Target(s):** Single
* **Dice Modifier(s):** Willpower vs Casting
* **Cooldown:** 30 minutes