TEXT:  
  Version 5/20/2007 - Page 1 of 2 
  RRiippppeerrss  ––  PPrrooffeessssiioonnaall  EEddggeess  &&  PPoowweerrss  
  A Netbook by Pythagoras (http://www.hardpoints.de) 
   
  Vampire Slayer 
  Vampire Slayers train at confronting vam-
  pires but their powers might also come in 
  handy when fighting other creatures. 
  Apprentice Slayer 
  Requirements: Agility d8+, Notice d6+, 
  Guts d6+ 
  The character gains +2 on all opposed 
  Spirit checks and Spirit-based skill checks 
  made against Vampires. Also, there is a 
  bonus of +2 to avoid infection when bitten. 
  Master Slayer 
  Requirements: Apprentice Slayer, Vet-
  eran 
  The character is well-trained in the art of 
  fighting with a wooden stake. He gains +1 
  on all Fighting and damage rolls with a 
  wooden stake and can throw it as a weapon 
  with a range of 7/14/21. 
  Vampire Slayer Arcane Powers 
  Vampire slayers who have an arcane back-
  ground in magic or miracles can learn the 
  following powers. 
  Wood Explosion 
  Rank: Seasoned 
  Power Points: 3 
  Range: 20 
  Duration: Instantaneous 
  This spell creates a medium burst template 
  of exploding wooden fragments. It deals 
  2d6 damage to all inside that do not make 
  an Agility check. At least 1 pound of wood 
  must be available. If it is lying on the floor, 
  the explosion is centred on it, however, it 
  may be thrown as part of the spell (with 
  Throwing skill and a range of 7/14/21).  
  Sunlight Aura 
  Rank: Seasoned 
  Power Points: 1 
  Range: self 
  Duration: 5 rounds (1/round) 
  This spell creates a small burst template of 
  sunlight centred on the caster. The effect 
  moves around with the caster.  
  Werewolf Hunter 
  Werewolf hunters are experts at battling all 
  kinds of shape changers. 
  Apprentice Hunter 
  Requirements: Agility d8+, Fighting d8+ 
  An apprentice hunter is immune against 
  the abilities Go for the Throat and Howl. 
  Also, with a successful Smarts roll, the 
  hunter can discern one weakness of a shape 
  changer. (The latter effect stacks with the 
  Peasant Lore edge.) 
  Master Hunter 
  Requirements: Apprentice Hunter, Vet-
  eran 
  When a master hunter witnesses a trans-
  formation of a shape changer he makes an 
  Agility check. If successful, the hunter may 
  make an immediate attack on the creature. 
  For this purpose casting a spell that either 
  affects the shape changer or the caster is 
  considered an attack. 
  Werewolf Hunter Arcane Powers 
  Those who have an arcane background in 
  magic or miracles can learn the following 
  powers. 
  Quicksilver Burst 
  Rank: Seasoned 
  Power Points: 5 
  Range: 20 
  Duration: Instantaneous 
  This spell creates a medium burst template 
  of liquid silver droplets. It deals 2d6 dam-
  age to all inside that do not make an Agility 
  
   
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  check and that are allergic to silver. Other 
  creatures are unaffected. 
  Force Change 
  Rank: Seasoned 
  Power Points: 4 
  Range: sight 
  Duration: Instantaneous 
  The caster can force a single shape changer 
  to revert to human form. The target makes 
  an opposed spirit roll to the caster’s Spell-
  casting roll. If successful the target does 
  not change. 
  Malleus Maleficarum 
  You are an expert at fighting spellcasters 
  of all kind. 
  Malleus Apprentice 
  Requirements: Spirit d8+, Arcane Resis-
  tance 
  The cost of casting spells against you is 
  increased by 1. Also, upkeep is increased 
  by 1. This applies to friendly as well as 
  hostile spells. 
  Malleus Master 
  Requirements: Malleus Apprentice, Vet-
  eran 
  Spells cast against you never profit from a 
  raise. This ability affects hostile and 
  friendly spells. 
  Power Sink 
  Requirements: Wild Card, Malleus Mas-
  ter, Veteran 
  On an Ace, you make a spirit check. One 
  enemy spellcaster within line of sight loses 
  that amount of power points immediately. 
  Mentalist 
  The psionic powers are little understood 
  but are the most scientific form of magic. 
  The following special powers have been 
  discovered by mentalists all over the 
  world. 
  Soul Sight 
  Rank: Novice 
  Power Points: 3  
  Range: Smarts x 2 
  Duration: 5 rounds (1/round) 
  The caster is aware of the number of living 
  beings in range. On a raise, he even knows 
  the exact location and can track them while 
  they are in range, even if there is no line of 
  sight. A raise also gives an impression of 
  the general mood and health of the beings. 
  Electromagnetic Aura 
  Rank: Seasoned 
  Power Points: 3  
  Range: self 
  Duration: 2 rounds (1/round) 
  You are surrounded by an aura of blue-
  white electromagnetic energy. Everybody 
  attacking you unarmed or with metallic 
  weapons suffers 1d10 damage (AP 2). 
  Also, you can substitute the d10 for your 
  unarmed damage. 
  Life Force Transfer 
  Rank: Veteran 
  Power Points: 5  
  Range: Touch 
  Duration: Instantaneous 
  You can transfer the wounds of others to 
  yourself. On a success, you remove one 
  wound from your target and add one your-
  self. Each raise allows the transfer of an-
  other wound. 
  Trance of Numbness 
  Rank: Seasoned 
  Power Points: 3  
  Range: Self 
  Duration: 3 rounds (1/round) 
  On a success, you gain the Brawny edge 
  for the duration of the spell and you can 
  ignore the effects of 1 wound. On a raise, 
  you can ignore any wound penalties. 
  
SOURCE: textdata/thevault/Rippers/Rippers Professional Edges & Powers.pdf