Huntsman (@Hope1)
Contents
Origins
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Abilities
Powers
Enhanced Human Attributes: Huntsman's attributes are above that of an Olympic Level and even Peak Level humans. As such his strength, speed, equilibrium/agility, senses and durability are all heightened.
Additional Senses: Huntsman is capable of seeing in low-light areas just fine. Along with this, his extra senses act like a form of sonar. Being able to paint a mental picture of his environment and navigate easily. He can also sense movement via vibrations in the air. These senses allow him to know every environment he enters, estimate the attributes of prey, and see through illusions.
Electro-Magnetic Manipulation: With this power, Huntsman can manipulate the magnetic charge in his body, allowing him to adhere to any surface.
Skills
Expert Martial Artist: Huntsman received a majority of his training from the subterranean land of "Agharti", the dark counterpart that lies beneath Shamballah. In this area, at the foot of the dark monks that dwell in Agharti, Huntsman learned and mastered some of the most deadly martial arts known to man. Additionally, his earliest hunts led him to even more training opportunities. He has currently mastered Krav Maga, Ninjustu, Muy Thai, Capoeira, and Jeet Kune Do. While having some experience in Bacom and Sambo. Huntsman typically avoids the use of "showy" martial arts techniques, favoring the ones that provide the most practical use.
Master Hunter And Apex Predator: Huntsman is true to his namesake in more ways then one. Being trained to hone his primal senses and abilities, Huntsman can track any form of individual through all terrain for miles. He can use even the smallest details to track and estimate the properties of his prey. Huntsman is widely feared on Monster Island, Africa, and South America due to his habits of hunting any kind of prey he deems of interest. This can range from Manimals, other hunters and creatures, and of course, superheroes.
Weaknesses
Slight Kleptomania: Huntsman seems to suffer from a slight form of kleptomania, as exhibited by his need to remove parts of or items belonging to his victims as trophies. He often will remain by his victims until he collects this trophy to remember the hunt by. This could end up putting him in unnecessary danger and leave him open to attack. He can however resist the urge to steal and/or take items if doing so poses a risk, placing him in a category outside typical kleptomania cases.
Sonics and Bright Lights: Huntsman's senses rely on sound to work correctly, he can be easily stunned by sonic attacks as some frequencies can scramble his senses and cause pain. Additionally, his natural night vision kicks in when in low light areas, if a bright light is suddenly introduced it will blind him for a short time.