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Herne The Hunter (PL12 NPC, Tier 1)

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"Come, friends. Let us hunt."

Power Level: 12 (182PP)

Trade-Offs: -2 Defense / +2 Toughness

In Brief: Biker with delusions of godhood, sowing a trail of destruction with his men.

Alternate Identities: Colin Daniels

Identity: Public

Birthplace: Atlantic City, NJ

Occupation: Outlaw Biker

Affiliations: The Hounds (biker gang)

Family: All dead.

Age: 26 (DoB: May 12, 1984)

Apparent Age: 26

Gender: Male

Ethnicity: Irish-American

Height: 6'2"

Weight: 220 lbs.

Eyes: Green

Hair: Long and black

Description: Herne -- he refuses to go by Colin these days -- stands tall and proud, daring the world to conquer him. He's usually dressed in biker's leathers and denim. He doesn't exactly believe in the merits of personal grooming -- his beard is untamed, and his hair runs halfway down his back. But what stands out most is the horns. Somewhere, Herne found someone willing to graft coral to his skull in the form of stag's horns.

Power Descriptions:

General Category: Psychic (First Generation Mutant)

Emotion Control/Mental Blast - Herne draws out his war horn and blows into it. The sound of the horn carries Herne's psychic influence, either bending their emotions to his will or striking directly at their minds.

Force Field - Bullets, swords, fists -- all bounce off of Herne with a flash of crimson light.

Strike - Herne's sword sparks with psychic energy, helping it to cut like a knife through most obstacles.

History: Colin Daniels grew up on the outskirts of Atlantic City with a single mother and a grudge against the world. Even as a young kid, he had a temper -- not the kind of thing that made him a bully, but more the kind of thing that made the other kids give him a wide berth. Friends were few, and the teachers looked on him with suspicion.

As he grew older, Colin fell in with a local gang of bikers, the Hounds. At first, they told him to get lost, but soon, he began to ingratiate into the group, and eventually became their "mascot." Colin himself was surprised at how easily he'd come to be accepted by the bikers. It was only after he managed to drive a would-be mugger away in mind-blowing panic that he came to realize he was psychic. From then on, things went fairly easy for Colin. When he was of age, he became the "broker" for the gang -- he'd go to the other outfits to "negotiate" with them for control over the various influences in town.

It didn't always go smoothly, however. One day, a deal went sour, and Colin was beaten into unconsciousness by the rival gang. While he was passed out, he had a vision of himself in a strange world under the hills, where hundreds of followers addressed him as "Cernunnos." When he woke, Colin did his research into vision, finding out all he could about the Celtic god.

A few weeks later, Colin told the rest of the gang what they were to do. They were no longer to call him Colin -- now he would be known as Herne the Hunter. They were to remove their stakes from Atlantic City and take to the road, going where they pleased and doing what they wished. They would hunt, drink, and screw until they had their fill, with none of this worry about treasuries and partnerships. Needless to say, there were those who opposed such a plan, but once Herne made examples of them, the rest of the gang fell in line.

Herne and the Hounds have spent the past four years driving up and down the East Coast, tearing down the back roads, challenging midnight drivers to perilous races, and taking whatever they wish. Now, Herne has had another "vision," and has decided to head for the big city...

Personality & Motivation: Herne is wild, untamed and passionate, laughing boastfully and happily sharing meat and mead with his friends. Underneath the wild humor, however, lies the soul of a fanatic -- he knows he is the rebirth of Cernunnos, and that it's his duties to show humans the folly of restraint.

Powers & Tactics: Herne and his men usually stick to their motorcycles, attacking as they drive by with pipes, clubs and swords. When Herne has selected a target, he blows his horn, driving his men into a killing rage. He himself prefers to fight with his sword, but will use his Mental Blast if melee combat seems useless. The only way to actually get him off his motorcycle in combat is to knock him off it.


Delusions of Grandeur -- Herne believes himself a god, and will become enraged at anyone who tries to show that he's really just a powerful psychic.

Loyalty Above All -- Herne considers himself a just and loving god to those who follow him. He will not abandon his fellow gang members, and will bring his vengeance to bear if one of them is taken.

Abilities: 4 + 4 + 4 + 2 + 4 + 6 = 24pp

Str 14 (+2)

Dex 14 (+2)

Con 14 (+2)

Int 12 (+1)

Wis 14 (+2)

Cha 16 (+3)

Combat: 12 + 12 = 24pp

Initiative: +2

Attack: +6 (+12 Melee)

Grapple: +14

Defense: +10 (+6 Base, +4 Dodge Focus), +3 Flat-Footed

Knockback: -1, -12 Impervious Forcefield

Saving Throws: 9 + 4 + 11 = 24pp

Toughness: +14 (+2 Con, +12 Force Field)

Fortitude: +11 (+2 Con, +9)

Reflex: +6 (+2 Dex, +4)

Will: +13 (+2 Wis, +11)

Skills: 56r = 14pp

Craft (Mechanical) 4 (+5)

Diplomacy 4 (+7)

Drive 8 (+10)

Intimidate 8 (+11)

Knowledge (Streetwise) 8 (+9)

Knowledge (Theology/Philosophy) 8 (+9)

Notice 6 (+8)

Sense Motive 6 (+8)

Survival 4 (+6)

Feats: 24PP

All-Out Attack

Attack Focus (Melee) 6

Dodge Focus 4

Equipment 3 (15 EP)


Minions 7 (46/60PP, 10 Minions)

Move-By Action

Power Attack

Leather Jacket [1 ep]

Sword (Damage 3 [Power Feats: Improved Critical, Mighty]) [5ep]

Motorcycle (STR 15, SPD 5, DEF 10, TOU 8, Medium) [9 ep]


Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 10, Wis 10, Cha 12 (+1)

Skills: Craft (mechanical) 4 (+4), Climb 2 (+4), Drive 4 (+5), Intimidate 4 (+5), Knowledge (popular culture) 2 (+2), Knowledge (streetwise) 4 (+4), Knowledge (theology) 4 (+4), Profession (criminal) 4 (+4)

Feats: All-Out Attack, Attack Focus (Melee) 2, Dodge Focus 2, Equipment 3 (15 EP), Improved Initiative, Move-By Action, Power Attack

Equipment: Leather jacket (+1 Toughness), Motorcycle, Club (+2 for Damage)

Combat: Attack +2 (+4 Melee), Damage +2 (punch), +4 (club), Defense +4 (+2 base, +2 Dodge Focus, +1 Flat-Footed), Initiative +5 (+1 Dex, +4 Improved Initiative)

Saving Throws: Toughness +4, Fortitude +6 (3), Reflex +4 (3), Will +0

Abilities 14 + Skills 7 (28r) + Feats 11 + Combat 8 + Saves 6 = 46PP

Powers: 37 + 24 + 11 = 72PP

Emotion Control 12 (Extras: Area Burst, Selective); (Flaws: Sense-Dependent (auditory)); (Power Feats: Alternate Power 1) [[37pp]

AP: Mental Blast 9 (Extras: Area Burst); (Flaws: Sense-Dependent (auditory)) (36 PP)

Force Field 12 (Extras: Impervious) (24 PP)

Strike 10 (Alternate Power: Mighty) (11 PP)

Drawbacks: 0 + 0 + 0 = 0pp

DC Block:

ATTACK      RANGE     SAVE                        EFFECT

Unarmed     Touch     DC17 Toughness (Staged)     Damage

Emotion Control    Perception/Area    DC22 Will      Emotion dependent

Mental Blast       Perception/Area    DC24 Will (Staged)     Damage

Strike       Melee     DC27 Toughness (staged)     Damage

Abilities (24) + Combat (24) + Saving Throws (24) + Skills (14) + Feats (24) + Powers (72) - Drawbacks (0) = 182 Power Points

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