"There's also a reason, you see, for the existence of Magical Girls. They kill the Youma that kill the Humans.
We take that cycle a bit further, as we kill the Magical Girls that kill the Youma that kill the Humans..."
---Yoi Kurasaka, "Magical Girl Hunters".
D20 MODERN ADVANCED CLASS:
THE MAGICAL GIRL HUNTER.
There are those who want to be Magical Girls. And then there’s those who want to get rid of them. They are the ‘Magical Girl Hunters’.
They can come from any walk of life, with any kind of tactics: They are the conspiracy theorists who think that the Moon Kingdom is going to try and bring the Great Freeze onto Coreline (or that the TSAB is going to take over the world and turns us into slaves to their Techno-Magical Military-Industrial Complex). They are the people who got hurt by a Magical Girl during the 23 Hours and have declared war onto the entire genre. They could be the Hunters that got sick of Yohko Mano stealing their demon kills. They are the ones that were fired because Saint Tail picked their employers clean. They are the guys who had been hurt by Madoka-ists and want to find a way to put a dozen bullets into their Goddess (preferably in front of them). They could be the guys who just woke up one day hating (or fearing) everything cute.
Whatever the case, they picked up the job (or simply changed their hunting niche) and are now hunting the Magical Girls, and occasionally the Youmas, to make sure that neither side gets too heavy in the power scale-again, for reasons real or imagined.
Although many ‘magical girl hunters’ are simply angry men with guns, the Magical Girl Hunter (notice caps) is a veteran, having gone against the odds and survived, obtaining the knowledge to handle future hunts. In many ways, they treat the Mahou Shoujo as big game-sometimes it takes skill, sometimes it takes brawn, but it always takes guts.
Select this class if you want to be able to take on both the Magical Girls and the Youma on an even field-and not to mention being crazy enough to see the pattern in such a mind-numbing amount of.... well, *cute*.
The fastest path into this Advanced Class is thru a combination of Smart and Dedicated Hero basic classes.
To be a Magical Girl Hunter, the character must fill the following criteria.
Skill: Knowledge (Arcane Lore) 3 ranks.
Talent: Exploit Weakness.
Special: Must have survived combat with a Mahou Shoujo or a Youma.
-Hit Die: 1d8+Con Modifier.
-Action Points: 6+one-half character level, rounded down.
-Class Skills: Craft (Electronic, Mechanical) (Int), Drive (Dex), Intimidate (Cha), Investigate (Wis), Jump (Str), Knowledge (Arcane Lore, Behavioral Sciences, Earth and Life Sciences, Physical Sciences, Popular Culture, Technology) (Int), Listen (Wis), Navigate (Int), Profession (Wis), Research (Int), Spot (Wis), Survival (Wis).
-Skill Points: 5+Int Modifier.
THE MAGICAL GIRL HUNTER
Class Level BAB Fort Save Ref Save Will Save Class Features Def Bonus Rep Bonus
1 +0 +0 +1 +1 Manhunter (1) +1 +0
2 +1 +0 +2 +2 Weapon Focus +1 +0
3 +2 +1 +2 +2 Manhunter (2) +2 +0
4 +3 +1 +2 +2 Profile +2 +0
5 +3 +1 +3 +3 M-Files +3 +1
6 +4 +2 +3 +3 Weapon Specialization +3 +1
7 +5 +2 +4 +4 Occult Knowledge +4 +1
8 +6 +2 +4 +4 Manhunter (3) +4 +1
9 +6 +3 +4 +4 Foxhound +5 +2
10 +7 +3 +5 +5 Manhunter (4) +5 +2
-MANHUNTER: When the Magical Girl Hunter sets his sights on a Magical Girl (or any other target), they just won't stop until finishing her. When taking a job, the Magical Girl Hunter must chose one particular subject (Magical Girl, Youma, whatever). Then he will have +1 on all rolls regarding his prey until he finishes him/her off. If handling a team, he must choose at the moment you take the job a specific member among the Magical Girls of the team.
At Level 2, the Magical Girl Hunter can choose 2 subjects. At level 8, he can choose 3 subjects. At Level 10, he can choose 4 subjects.
-WEAPON FOCUS: The Magical Girl Hunter obtains the Weapon Focus class feature, providing the benefit of the feat of the same name. The Magical Girl Hunter adds +1 to all rolls made using his selected weapon.
-PROFILE: By making a Gather Information check (DC 15) when talking to witnesses of an event, the Magical Girl Hunter compiles a rough mental picture of the suspect. This mental picture provides a physical description, including distinguishing markings and visible mannerisms. Success makes the profile accurate, at least concerning a particular suspect as seen by witnesses. (For this Gather Information check, no money changes hands).
The Magical Girl Hunter can expand the profile by making an Investigate check (DC 15) involving the event’s scene or other evidence linked to the suspect. If successful, the Magical Girl Hunter combines eyewitness accounts with forensic evidence to develop a profile of the suspect’s method of operation. This provides a +2 circumstance bonus on any skill checks made to uncover additional evidence or otherwise locate and capture the suspect.
-M-FILES: Through either gossip with other hunters or personal experience and researches, you possess a large amount of information about many magical girls (be it a computer database, a journal, whatever). When you take a job, upon the first days of investigative job, you make an Investigate roll DC 18. Success means you can relate your current target’s modus operandi with that of another Magical Girl or Youma you have already crossed swords with (or you have heard about) in days past... been there, done that... but this time you can do it better: +2 on all combat rolls against her.
-WEAPON SPECIALIZATION: A Magical Girl Hunter gains Weapon Specialization with the selected Focus weapon. The Magical Girl Hunter gets a +2 bonus on damage rolls with the weapon.
-OCCULT KNOWLEDGE: The Magical Girl Hunter gains a +1 competence bonus per character level on Research and Knowledge (Arcane Lore) checks
-FOXHOUND: Through constant contact with magical girls, you have developed a sort of sixth sense to "sniff" them. Whenever you encounter a not-transformed magical girl, you are entitled to an instinctive Intelligence roll, DC 20 (secretly rolled by the GM). Success means you identify her as a magical girl. Also, you are able to see through their magical disguises: after any encounter with a magical girl, if you ever meet her in her non-magical persona (or an alternate transformation), you are entitled to automatic Spot and Intelligence rolls to recognize her, if looking for her in a crowd or street, the difficulty can go from 20-30 according to the situation and the crowd, and if met face-to-face, the difficulty is a mere 18. The GM is free to adjust the difficulties according to how drastic is the change.