The Slayer
The Slayer
The Slayer
MAKE A LIVING
Fill in the name of one of your companions in at least one:
DRIVE
DAMAGE ARMOR HP
CURRENT
MAX
YOUR MAX HP IS
8 + CONSTITUTION
STRENGTH
STR
- 1 WEAK
DEXTERITY
DEX
SHAKY
CONSTITUTION
CON
SICK
INTELLIGENCE
INT
STUNNED
WISDOM
WIS
CONFUSED
CHARISMA
CHA
SCARRED
STARTING MOVES
Assign these scores to your stats: 1 6 (+2), 1 5 (+1 ), 1 3 (+1 ), 1 2 (+0), 9 (+0), 8 (-1 )
LEVEL
XP
NAME LOOK
ORIGIN
BONDS
d10
- 1 - 1 - 1 - 1 - 1
What drives you to the hunt? Choose one:
Claim a bounty for your work.
Hard Eyes, Dark Eyes, or Burning Eyes
Wild Hair, Bald Head, or Stylish Hat
Lean Body, Scarred Body, or Massive Body
Worn Clothing, Heavy Clothing, or Dark Cloak
Names: Abraham, Alistair, Angel, Anita, Blade, Buffy, Callahan, Dante, Dean,
Faith, Gabriel, Geralt, Helsing, Illidan, Isran, Jamal, Karras, Letho, Lincoln,
Magnus, Nero, Noah, Orion, Ornstein, Rayne, Sigurd, Solomon, Vesemir
PROTECT THE INNOCENT
Destroy a threat to civilization purely for the sake of
others.
IT'S PERSONAL
Revel in the slaying of a hated foe.
MUTATION
Your body has been subjected to harsh alchemical
modification. You are immune to poisons, diseases,
and other forms of physical corruption.
Choose any race, then choose the source of your power:
CURSE
The taint festers inside you - you are closer to the
monsters you hunt than you care to admit. Those that
prey in the night will never prey on you unless
provoked.
PROPHECY
You were chosen from birth, and Fate does not easily
change its mind. When you die, take +2 to your Last
Breath.
MONSTER HUNTER (INT)
When you spend downtime researching or preparing against a particular kind of
enemy, roll +INT. On a 10+, gain 3 Readiness against that enemy. On a 7-9, gain 2.
On a 6-, gain 1.
BESTIARY KNOWLEDGE
You are learned about monsters and how to fight them. Take +1 to Spout Lore
about dangerous creatures. When you first encounter a monster, you may ask the
GM "what is the most effective way to kill this?" and they will answer honestly, or
ask you to answer.
TOOLS OF THE TRADE (INT)
You carry an arsenal of specialist monster-hunting tools - silver bolts, wooden stakes,
lamp oil, tripwires and so on. When you rummage through your arsenal for the
right weapon, roll +INT.
On a 10+, you pull out just the thing, right now. On a 7-9, pick one:
You have it, but it's deep in your pack. You are put in a spot as you try to retrieve it.
You can only get something close, but you retrieve it immediately.
On a 6-, you can't find it right now. You'll have to improvise.
GRISLY TROPHY
When you slay a dangerous creature, you may impart some of its power into a
trophy - a horn, a claw, a skull, or some other body part. For each trophy you take,
choose a nonmagical move from that creature's move list. As long as you wear the
trophy on your person, you may spend 1 Readiness to perform that move.
With ________ at my back, we can take on anything.
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
________ thinks they know true danger. Ha! We'll see.
I owe my life to ________, and will repay them in turn.
I can see the darkness in ________, even if they cannot.
When engaged in battle, you may spend Readiness against an enemy, one-for-one,
on the following:
Attack its weak point - maximise a single damage roll.
Predict its movements - take the 10+ result when Defying Danger.
Take away one of its strengths (a weapon, a position, a dangerous bodypart etc.)
When you gain a level from 2-5, choose from these moves:
ADVANCED MOVES
GEAR
Bastard sword ( close, +1 damage, 2 weight)
Fine rapier (close, precise, 1 weight)
Heavy axe (close, messy, two-handed, 3 weight)
Barbed spear (reach, thrown, near, 2 weight)
Rope dart (thrown, reach, flexible, 1 weight)
Crossbow (near, +1 damage, reload, 2 weight) and quarrels (3 ammo)
New weapon tag: flexible - this weapon can pull, trip, and entangle.
Your Load is 10+STR. You start with studded leather (worn, 1 armor, 1
weight), adventuring gear (5 uses, 1 weight), and a dirk (hand, precise), as
well as your arsenal (2 weight). Choose two other weapons:
Record your Grisly Trophies here (each is 1-weight):
ALCHEMIST (INT)
To battle powerful monsters, you sometimes need an edge. When you brew a
potion to strengthen, augment, or restore, describe what it does. When someone
drinks it, roll +INT. On a hit, it works mostly as intended, though the effects may
not be immediate. On a 7-9, the concoction is also toxic - its imbiber takes -1
ongoing while under its effects. On a 6-, the side effects are not pretty.
SLAYER'S BOUNTY
When you are promised a boon for your services, that promise cannot be broken.
All parties involved are bound to fulfil the letter of the agreement as far as they are
able. If they are not able, you may demand any other price of your choosing.
When you gain a level from 6-10, choose from these moves or the level 2-5 moves:
BONE ARMOR
Ignore the weight of any trophies you wear. While you wear three or more Grisly
Trophies, you gain +1 armor.
SIXTH SENSE
You have some way of detecting unnatural threats around you (a magical
medallion, an innate danger sense, a glowing weapon; describe it). You can sense
the location of dangerous beasts nearby. Neither magic nor monsters can ever
take you by surprise - you always feel their presence before they come upon you,
and you may always make the first move against them.
TOOTH AND NAIL
When you fashion a Grisly Trophy into a weapon, describe it. The weapon has
the close tag, and is the same weight as the trophy used to make it. Choose up to
two of the following, where appropriate (it gains those additional tags):
Fierce creature: messy
Huge creature: reach
Magical creature: ignores armor
Venomous creature: poisoned (that creature's venom), touch
TRAP EXPERT
You are skilled in the crafting of various traps, from those that capture or ensnare,
to those that shred or burn, as well as in deploying them mid-combat. Your arsenal
contains a few. Add the following to the list of Readiness moves for Monster
Hunter:
Lead it into a trap of your own design (describe it).
VETERAN HUNTER
When you successfully Spout Lore about an enemy's abilities, habits, or
weaknesses, gain 1 Readiness against that enemy.
HEDGE MAGE (STR)
Flesh and steel alone are not enough to face the dangers you face. You have trained
yourself in simple, but powerful magics. When you take this move, pick two hexes
from the list below:
Fire : Set something aflame
Force: Move or throw something with great force
Freeze : Hold something firmly in place
Thought: Plant or remove a single thought
When you gesture with your hand and utter a word of power, roll +STR.
On a 10+, your chosen magic takes hold, though you don't know for how long.
On a 7-9, it works, but there is some complication, or you are put in a spot.
On a 6-, magic is fickle: you will regret tampering with what you don't understand.
ARCANE TROPHY
When you fashion a Grisly Trophy from a magical creature, you may choose one
of its magical moves or special qualities if it is even remotely plausible (a freezing
touch, shapechanging, fire breath, a gaze that turns to stone...)
Powerful creature: forceful
Agile creature: flexible
Tough creature: +1 armor
KNOW YOUR ENEMY
You are skilled at exposing your enemy's flaws. When you roll 10+ to Defy Danger
against an enemy, gain 1 Readiness against them.
HEXER ADEPT
Requires: Hedge Mage
You gain all four Hedge Magics.
KNOW YOURSELF
Replaces: Know Your Enemy
You can always find some way to create an advantage in combat: When you roll 7+
to Defy Danger against an enemy, gain 1 Readiness against them.
MUTAGENIC METASTASIS
Requires: Mutagenic Healing
Some would say your alterations have gone too far, but your ability to rapidly
regenerate wounds is astonishing. Whenever you make any move while in combat,
heal 2 HP. When you take any damage from fire or acid, your regeneration ceases
immediately, until you have time to heal that damage by other means.
ALCHEMIC THERAPY
Requires: Alchemist
Through gradual infusions, you have altered your blood to be toxic to others, even to
monsters and the undead. Consuming more than a few drops is sure to be fatal.
RIP AND TEAR
When you tear off part of a creature in mid-combat, you can immediately treat
that part as a Grisly Trophy or fashion it instantly into a weapon (as per Tooth and
Nail, if you have it).
LORD OF BONES
Requires: Bone Armor
While you wear five or more Grisly Trophies, their combined bulk gives you an
additional +1 armor.
EXORCIST
When you set out to lift a curse, enchantment, haunting, or affliction , you may
ask the GM "what will it take to remove or negate this?" and the GM will answer
honestly, or ask you to answer. You are always able to lift such an effect, but it will
require one or more of the following:
Perform a dangerous ritual
Procure a rare component
Slay a powerful monster
Obtain some forbidden knowledge
SLAYER'S PROMISE
Requires: Slayer's Bounty
Your word is a powerful thing. When you make a promise to defeat a significant local
menace, you may demand any price in compensation, no matter how unusual. Once it
is done, if those in power have the means to bestow it unto you, they will.
MASTER OF ARMS
Requires: Tooth and Nail
When you fashion a Grisly Trophy into a weapon, you may choose up to three of
the options on Tooth and Nail instead of two.
MUTAGENIC HEALING
Through experimenting with alchemical substances, you have altered your body
to gradually regenerate wounds. You always begin combat with full HP, so long
as you've had more than a few minutes of downtime to recuperate.