The_Slayer
The_Slayer
slayer
The
Notes: The
Name:
Look:
Description:
The supernatural has taken
something important away from you
to the point of forcing you to
dedicate your life to hunting down
and destroying these creatures.
Your mission is clear, to make
them pay at all costs. With your
skills you manage to track them
down and send them back to the
Please remember to print double-sided for best results.
hell where they came from in
the most painful way possible.
Some say you are obsessed with
monsters, maybe they are right
but you don’t care.
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The slayer The slayer
Background: Advancements
◊ The Darkness took everything
away from you. Now you seek From the start you can choose the
revenge. What happened that following advancements:
night? ◊ +1 Experience (Max +3).
◊ +1 Rage (Max +3).
◊ +1 Faith (Max +3).
◊ How long have you been in the ◊ A Move from the Slayer.
city? ◊ A Move from the Slayer.
◊ A Move from the Slayer.
◊ A Move from the Slayer.
◊ A Move from another playbook.
◊ How did you train for revenge? ◊ A Move from another playbook.
XP:
2 7
The slayer The slayer
Moves from other Playbooks: Bonds:
Traits: 0 -1 1 1
Conditions: Scars:
6 3
The slayer The slayer
Gulit: Sin: Moves:
Then choose one:
The hunt is everything. During character creation
Prioritise it over danger choose your sin from the list. Tag your prey: Wards and protections: You’ve learned
You will not be able to change You can choose to tag your prey when the art of crafting protective runes. When
and consequences. When you
you’re hunting it. When you do it, you spend time applying them on clothing
do it, take 1 XP and 1 Guilt. it.
describe how, and from that moment on or objects, roll +Experience. On a 10+
even if it flees or you have to exit choose 3, on a 7-9 choose 2.
Wrath Sloth
the scene you are always able to track
it back. When you tag a prey roll • They ward against physical
When you reach Guilt 4 for the +Rage no matter the result you can consequences.
first time during a session, always track it down. Then on a 10+ • They conceal one’s presence.
mark a Condition related to choose 2, on a 7-9 choose 1. • They wards against mental consequences.
your sin, the MC will tell you • They change one’s appearance.
what it is. When you act upon • The prey doesn’t know it has been • They won’t dispel after the first use.
this Condition, remove it and tagged and lowers its defences.
• You know how to find its lair and On a 6- you still choose 1 but the
take 1 XP. effect is weak or unreliable.
you spot all its defences.
• The prey is still close and easy
to reach. At the start of a new session any
rune created before dispels.
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