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The_Slayer

Nightbound rpg

Uploaded by

Robert Arndt
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
11 views

The_Slayer

Nightbound rpg

Uploaded by

Robert Arndt
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

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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8 1
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.

◊ Who’s your prey?

Once you have taken all previous

Bonds: advancements you can choose from


the following list:
◊ +1 to any trait (Max +3).
Bond +1: no bonus ◊ +1 to any trait (Max +3).
Bond +2: remove an additional level of Guilt when using the Ask ◊ Advance a basic move.
for Forgiveness move.
Bond +3: when using the Bond for the Ask for Forgiveness move,
◊ Advance a basic move.
also remove a scar. ◊ Change playbook (keep moves and
advances already unlocked).

PCs: Once you have taken all the


advancements from both lists try
The PC on your left witnessed to Break the cycle.
what happened that night. Ask
them of a detail you forgot,
then mark a bond with them.

XP:

2 7
The slayer The slayer
Moves from other Playbooks: Bonds:

NPCs: Create and describe 2 NPCs


you have formed a bond with.
Then tick 2 boxes for one
and one box for the other.

1. Someone who trades


information with you about
your prey.

2. Someone who’s trying to


protect you from yourself.

Add 1 on one of the following:


Faith Influence Experience Rage

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.

Moves: On a 6- choose 1 but you’ll be taken


by surprise. The MC will tell you what
happens at the right time.
You start with: Checkmate: When on a hunt, you can
spend time laying a trap. Describe how
you prepare it but keep the details
Deadly Instruments: Sworn enemy: When you dispatch a of the trap to yourself, then roll
You’ve got a stash of weapons and creature belonging to your favourite Predator’s Eyes: When you can see the +Experience. On a 10+ hold 2, on a 7-9
tools that give you an edge over your prey type you reduce your value of effects of a creature passage, you can hold 1, on a 6- still hold 1 but the
prey. When you use them to get ready Guilt by 1. spend time investigating the scene. creature holds 1 on you.
for a hunt roll +Experience. When you do it roll +Experience. On
a 10+ hold 3, on a 7-9 hold 2, on a • When you are the target of the creature
◊ On a 10+ describe 3 special 6- hold 1 but the creature holds 1 on you can spend a hold to:
qualities. you. • Describe how you avoid consequences.
◊ On a 7-9 describe 2 special • Describe how you’re pushing the
qualities. You can spend holds at any time before creature into a corner.
◊ On a 6- describe 1 special quality, the end of the session to: • Describe how you counter attack it.
but the MC also describes 1 flaw. • Declare a creature’s weakness. • Describe how you exploit a weakness of
Anyone who exploits it takes +1 the creature.
Additionally, when you Let the rage Next against it.
out on someone using your tools you • Declare what’s its favourite
take +1 Next. When the session ends hunting ground, you know where
you lose them, but you can get new it’s going. Passepartout: You’re in possession of
ones at the start of the next session. • Declare what’s its favourite fake documents like warrants, badges
hiding place, you know how to etc. You can use these documents to
ambush it. gain access to almost any place you
want, but close examination or if
shown multiple times could blow your
cover.

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