SKills: some cool combat skill when taking em down, Perception (high), assensing (if capable of astral perceiving),sneaking, running (when taking em down didnt work), animal handling(fluff), tracking, survival, intimidation (youve seen some sh#t) and some technical skill like armorer or chemistry to custom create silvered weapons/stakes or allergy/weakness grenades etc.
I think knowledge skills are some of the best tools to create fully fleshed and cool characters, and I think its a shame they are so neglected on these boards.
Knowledge skills: critters, parazoology, infected, dark magic (blood/toxic/insect/dark rituals etc), malevolent spirits (toxic/insect/shadow/demons/shedim etc), monster mythology( all the classical stories from pre-awakened shadowrun time), conspiracy theories, occult cults (wendigo cannibal cults, nosferatu conspiracy circles, shedim abduction operations, toxic fanatics etc.) Hunter network (places where other hunters meet and exchange stories/silver bullets/ whacky theories)
These can either be taken as interest/street(intuition) or academic/professional (logic) as needed. is your character a self taught hunter, then he most likely has parazoology as a street or interest knowledge, with a more practical approach. Is he on the other hand the professor type with a customized shotgun he most likely has more academic/professional source of knowledge.
If you wanna specialize even further just go specifically for knowledge: toxic magic, insect path, nosferatus etc. such a narrow specialization would likely reduce the threshold tremendously, but wouldnt come up very often.
hope that helps- I havent read those novels so I dont know what angle said character might have