Slayers - Characters

Excession

Infohazard
Original poster
FOLKLORE MEMBER
Invitation Status
  1. Look for groups
Posting Speed
  1. 1-3 posts per day
Writing Levels
  1. Advanced
  2. Adaptable
Preferred Character Gender
  1. Male
Genres
Horror, fantasy, sci-fi.
Signup:
Attributes

Strength: - 1
Dexterity: - 1
Fitness: - 1
Intellect: - 1
Intuition: - 1
Willpower: - 1
Bearing: - 1
Guile: - 1
Composure: - 1
- - -
Physical
Awareness:
Athletics: -
Defence: -
Melee: -
Ranged: -
Stealth: -
Unarmed: -

Mental
Academics: -
Administration: -
Artisan: -
Craft: -
Investigation: -
Lore: -
Medicine: -
Survival: -

Social
Animal Handling: -
Empathy: -
Language: -
Mingling: -
Perform: -
Persuasion: -
Subterfuge: -
- - -
Familiarity/Social: -

Knowledge/Mental: -

Training/Physical: -
- - -
Offence: Melee: -
Defend Rating: -
Speed: -
Offence: Unarmed: -
Soak: -
Combat Pool: -
Magic Resist: -

Slayer Perks
 
Slayer Perks



  • Freelancers have an institution they call the Book. One is kept, stitched and glued and tied together, in taverns or churches in dozens of towns across the land. Freelancers, on arriving in town, usually check the Book - it'll have information on local monsters and tales, recent discoveries by other Freelancers, even calls for aid. It's not all true, and often ciphered, but an actual Freelancer knows what's what. May also, in bigger towns, contain recommendations of places to stay or eat. Freelancers receive a bonus die to Social rolls when dealing with peasants.


    Daredevil - Increases in Rank with Willpower + any two physical skills of your choosing.

    Freelancers seem supernaturally fortunate, and impressively reckless. When making a dangerous roll, especially an attack roll, the Freelancer can reduce their Willpower by 1 for 8 hours and add Daredevil Ranks as bonus dice. A Freelancer can also 'dedicate' a Rank to a specific purpose, such as Determined - reroll 1 failed Daredevil Die or Lucky - Daredevil 11s roll up like 12s.


    Mark of the Hero


    Every Freelancer seems to get their hands on a relic weapon at some point. Comes with diving into terrible ruins and attracting the attentions of otherworldly forces. There are five kinds of relic weapon or item - they can be tools, such as an adjustable frame and collection of lenses that allow the wearer to perceive supermundane phenomena, or a suit of ensorcelled armour.


    The Legend: This weapon has attracted the attention of the Fair Folk. It has a name, and a history, and they tell stories of it in their delicate castles of spun glass and crushed bone. The main advantage of this weapon, initially, is that it deals full damage to Fair Folk who know of it and full damage to most other supernaturally resistant creatures.

    Learning the name of the weapon unlocks more power - bragging about it to the Fair Folk will imbue it with new features, but the cost is attracting their interest. How it is used, and stories told about it, can change how it works. Use enchanted or Fae weapons as a template, but discuss the legend and powers of this weapon with the Historian to find what works for you and the story you want your character to live.

    Mechanically, the power of the weapon should be tied to the Rank of this Perk - whether that be die bonuses, weapon bonuses, or utility effects.


    The Relic: This weapon was forged in the sorcerous fires of the Magocracy. It's a beautiful piece of craftsmanship and a damn fine weapon all by itself - but it's also enchanted.

    The value of the enchantment is as if crafted by a Logos 4 Magus, but it can never become more powerful, effectively locking this Perk at 3 in exchange for a reliable, potent weapon.


    The Living: This weapon is also a Magocracy relic, but it comes in one of two flavours - sentient, or advancing.

    Sentient weapons can be wilful and contentious, being like an especially frustrated NPC in their own right. They effectively learn their powers; at first a magic, talking sword might be exceptional at putting undead to rest, but the intelligence within might learn to command or even raise the dead - in a way shackled to the wielder, of course.

    Advancing weapons might have a very powerful effect, but require a ritual to recharge, and have extra effects that are unlocked through ritual methods or use. For example, an axe might gain bonus effects by being permitted to feed on the ghosts of the recently slain.


    The Token: This weapon is a gift from the Fair Folk, and is therefore a trap. But even if a Freelancer knows this, they might use it out of desperation or a self-assured sense of their own ability to resist. It will usually be quite powerful, but the Patron can rescind its power as they please if the Freelancer is not playing ball. The other downside is that enemies or even friends of the Fae responsible will wonder what makes you significant, and their attentions should never be welcome. Tokens are powerful, but their effects tend to be as weird as their makers.


    The Tainted: This weapon will be your doom. Most Freelancers will not believe it, but it is. Many Freelancers using this weapon accept that eventually, they will succumb to the Demonic Taint that fuels the relic - and that then they must be the last monster they slay. Demonic weapons grow more powerful with time, but so does their risk of Taint.

    Indeed, they can even Taint enemies struck by them. In order to use the more advanced powers granted by a Tainted weapon, the Freelancer must roll Willpower difficulty 6+Rank. Failure causes them to accumulate 5 Taint points. At 100 Points, they mechanically cease to count as Freelancers and become Diabolists.


  • Rings - Increase with Fitness + Lore

    Alchemists possess five magical organs, called Ivarice's Rings. They encircle major arteries and filter harmful substances from the bloodstream, including magic. These allow Alchemists to safely ingest their Elixirs, but they take time to mature and grow fit for the purpose. Each Rank in Rings indicates the Rating of Elixirs that can be safely consumed.


    Runes - Increases with Lore, Craft. and Artisan

    The art of speaking the Runes is lost. If it can be done, one would have to find a Magocracy era teacher who knows how to speak them.

    Runes are a magical language handed down the alchemist Bloodline. Some Alchemists choose to become Runesmiths, and spend much of their time crafting tools for their brethren by inscribing Runes on objects, imbuing them with minor magical effect which are activated by

    Runes require a roll of Dexterity/Artisan (Inscription) with a minimum of three successes and at least 1 hour invested

    Recipes - Increases with Lore + Alchemy

    To produce any Recipe, roll Intellect/Academics until you have accumulated as many successes as the Rating of the Recipe. Overflow successes become extra doses. You will always get at least 1 dose. Each Roll is 30 minutes of brewing, dissecting, distilling, sublimating, and so on....

    There are three ways a new Recipe comes about:

    1. The Alchemist rolls Intellect/Academics or Intuition/Academics to devise an alternate ingredient for an existing Recipe. Double the number of substituted Ingredients and add 1 hour to production time to make due with less OR increase the rarity of the Ingredient to increase the number of doses by 1.


    2. The Alchemist rolls Intellect/Academics to experiment on a new ingredient. They can uncover up to three potential properties, and must then figure out what to combine with them. Work with your Historian to devise an appropriate new Recipe and effect.


    3. The Alchemist declares that they want an Elixir to achieve an effect. They must roll Intellect + Lore to determine what ingredients, creatures, or plants have properties in common with the desired effect (ex. I want an Elixir of speed; dust-devils are fast). The player is free to name existing ingredients they feel will be conducive to this end and then experiment with them with Intellect/Academics. Successes = potency of effect.

    At each Rank, an Alchemist receives one Recipe at the current Rank, and one additional Recipe at the preceding Ranks. At Rank 3, an Alchemist will have one Rank 3, two Rank 2s, and three Rank 1s. New recipes can be devised with practice, at risk of wasting ingredients, and reliable ones can be bought with XP.

  • Binding - Increases with Willpower and Lore

    With this Perk, a Spiritseer can bind a Spirit to a task and item. It is how Laman Spirit-weapons are made. They are limited to the Rank x2 in Bindings, and they can only Bind Spirits of Noema equal to the Rank of this Perk. Noema 1 Spirits are mindless things, easily cowed and commanded.

    A Spirit must first be beaten into submission or persuaded to obey. Then the Spiritseer rolls Willpower + Binding vs. Willpower + Noema, difficulty set by their Lore skill. The Spirit is bound symbolically to a fetish of some kind, which must be appropriately fashioned for the Spirit in question; a Death Spirit is most easily bound to a skull or knucklebone, for example.

    The Bound Spirit can either be for a Task or Weapon. Since controlling a powerful Spirit is difficult, the Spiritseer rarely gives away any Spirit Weapon rated above 1, like those detailed in the core - unless he wants to cause trouble to the new owner. Task Spirits can be unleashed to fulfill their given task; healing a person, doing battle, whatever. It then goes free.


    Spirit Weapon


    Spirits are wilful, selfish things, and often not very bright. The least Spirit bound into a weapon by a Spiritseer is a dumb, servile thing. However, with time, a wielder can instill some loyalty in the Bound Spirit while making it stronger, so there is little to no risk of it rebelling.

    Generally, assume that a Spirit Weapon is largely indestructible, as the Spirit endeavours to repair its 'home', Optionally, the Spirit can be coaxed into a new weapon if the old is damaged, or if the wielder feels like a change. If you choose to have the weapon breakable, then the Spirit might elect to posses the nearest weapon - and if that is an enemy weapon, seek to hinder them.

    It is possible for stronger Spirits to leave a fragment of themselves in the a weapon they leave - this means the process of empowering starts over, but the weapon is not lost, at least.


    Bonding

    A Spiritseer uses this Perk to devour a weakened Spirit (one whose Gossamer reserves are spent), and gain traits from it. They must roll Willpower + Bonding, difficulty set by Lore. They will always take on the Spirit's highest-rated Aspect and are limited to a number of Aspects equal to Willpower + Bonding, and may have have Aspects rated as high as Bonding x2.

    Aspects provide a permanent power, typically with a die value equal to the strength of the Aspect. They invariably come with tells, such as a tail, glowing eyes, or a corona of ephemeral fire. They may also be direct damage attacks, Combat Enhancers, or utility powers opened by the physical changes wrought.

    For example, a Spiritseer who has consumed a Noema 3 Water Spirit will have Aspect: Water 3. This guarantees they cannot drowned nor be discomfited by water, nor go thirsty. They will be able to produce or influence water; freezing it, boiling it, moving it through the air by will alone. Finally, they may simply part and reform around weapons, like striking water.

    If they wish, the Spiritseer can choose to reduce a new Aspect to 1, and transfer the remaining points to an existing Aspect

  • Eotran Monks abide by a strict moral doctrine, but given their unusual faith, this incorporates some less rational methods. As they increase their Ranks of Martial Arts and Enlightenment, they must abide by more strictures of their faith.

    First; protect the weak and innocent.

    Second; own no earthly wealth

    Third; wear no armour but thy faith

    Fourth; submit to the greater understanding

    Fifth; admit no defeat


    Enlightenment


    Monks bear tattoos and speak prayers that protect them, that empower them. They are a conduit, however - mere possession is insufficient; a fault in understanding, a failure to uphold the tenets of the Faith, renders them as so much ornamentation.


    Tattoos

    Flowing scriptural prayers to the Gods, their names and symbols, which provide various benefits to the faithful. A Monk may have Enlightenment x2 in Tattoos. By having two tattoos dedicated to a specific deity, the Monk may choose to take Principle of [Deity] which raises the bonus from the previous associated Tattoos to +2

    Martial Arts is a lot of content; ask for info if you're playing a monk.

  • Relics

    1st Rank: A Sigillium Sanguis. The Sigillium is a small amulet composed of a wooden ring studded with eleven tiny gemstones, and suspended in the centre a glass cylinder with a needle protruding from the bottom.

    By taking a sample of blood, the Sigillium will glow and indicate if the subject is a Magus or Demonically tainted.


    2nd Rank: Robe of Warding, +1 Dodge. Compatible with armour

    Zakha Dusz: Null Maul, a hammer enchanted to be unaffected by magic


    Zakha Maleficarum: Lion Brass Gauntlet Blade, stats as per a standard Longsword with bonus damage to Demons..


    3rd Rank: Cloak of Alacrity, +2 Speed

    Zakha Dusz: Aegis of Spellward, providing +2 to all Magic Resistance rolls


    Zakha Maleficarum: Lion Brass Hammer, as per a one-handed hammer. Bonus damage vs. Demons.


    4th Rank:

    Zakha Dusz: Mantle of Protection, increasing the difficulty of all Magic rolls near the Inquisitor by 1.

    Zakha Maleficarum: Lion Brass Demonhammer, as per the Greathammer.


    5th Bar: Darksteel armour of Warding, +2 Dodge, stats as per Half-Plate.


    Command

    An Inquisitor has access to resources far beyond the bulk of Slayers. By order of the Inquisition, an Inquisitor can demand lodgings, a stipend, reinforcements, and the support of local authorities. Furthermore, an Inquisitor will always have a support staff of some kind - primarily trainee Inquisitors.

    Each Rank in this Perk grants a stipend of 1 Silver per week. This may need to be collected, but can be demanded from any Church or Noble as long as a receipt is provided by which they can be reimbursed (though you are encouraged to thank the Nobles for their generous donation and make no reference to repayment). It entitles you to a tithe of five able bodied fighting men per Rank, but the equipment and quality of these men will vary by location. It entitles you to secure lodgings and grants you leave to detain any person suspected of heresy.


    Your bodyguards are also covered by this Perk, and you get one bodyguard per Rank.

    Assign each bodyguard a field: Lore, Larceny, Medicine, Craft, Ranging. These bodyguards can be commanded to assist the Inquisitor or a fellow Slayer, giving them a +2 die bonus on appropriate rolls. In the event the roll fails, the bodyguard will suffer the consequences rather than the player character.

    Bodyguards can also be sacrificed to spare the Inquisitor a fatal blow. They can also be sacrificed to guarantee a success on one roll during an extended confrontation, heist, infiltration, kidnapping, or assassination. However, bodyguards who participate without dying receive 1 Skill Point. Sacrificing them too much will also lead to inquiries by the High Inquisitors

  • Bloodhunters gain +1 to Physical Attributes just by consuming Vampire blood. However, they require at least 2 Blood Points per month, or they will go into withdrawal. They will suffer a cumulative -1 die to all rolls until they get their fix. This caps at -4, when they then lose the bonus Attribute points.


    Dhampir Physiology

    In addition to meeting the pre-requisities of Fitness and Willpower, each Rank in this Perk is granted by eating the heart of a Vampire.


    1st Rank

    Red eyes, pointed ears, and minor Clan features often accompany this Rank. Senses are sharpened, adding +2 dice to Investigation or Awareness rolls based on sight, sound, or scent.

    Additionally, the Bloodhunter gains Blood Sympathy, applying their Rank in Dhampir Physiology as a penalty to attack rolls made against them by Vampires of a Clan they have consumed.


    2nd Rank

    The Bloodhunter gains natural weapons, in the form of claws, which add +2 Damage to unarmed strikes with 1 Penetration. The primary benefit of this, compared to a more innately damaging mundane weapon, is that it deals full damage to supernatural foes. It can also add +2 dice to climbing rolls, thanks to the extra grip.


    3rd Rank

    The Bloodhunter gains a point of Soak, and +5 Condition. Their skin and musculature visibly changes, gaining fur, or chitin, or scales.


    4th Rank

    This Rank provides a unique benefit based on Clan, and grants a Blood Pool of 4. This allows the Bloodhunter to spend stolen Vampire Blood stored in their body to add dice to use of Vestigial Sorceries.

    Loxite: Regenerate 1 Condition per hour, OR add Ranks of Dhampir Physiology as dice to Stealth rolls.

    Ithim: Gain wings fit for gliding, OR add +2 dice to any climbing or jumping related rolls.

    Yaundae: Become immune to mundane poisons OR the ability to breath underwater.

    Wahran: Determine Soak by higher of Strength or Fitness OR gain a tail that increases difficulty to be knocked down, and can be used for a 2CP attack.

    Gorite: Reduce fire damage by Ranks in Dhampir Physiology OR gain 5 Condition.

    Uthar: Immunity to Plague OR Perceive and speak to Ghosts.


    5th Rank

    Each heart eaten from now on adds +1 Attribute Point to any one of the Clan's Primary Attributes and increase Blood Pool by 1. At 8 hearts, the Bloodhunter will fall into hibernation and awake as a deranged mongrel Vampire, their body tearing itself apart and reforming as the blood of the Clans within them fights for dominance. If the Bloodhunter consumed only one Clan, they will awake as a Stalker or Brute accordingly.


    Vestigial Sorceries


    Gain a point in a chosen, Clan-appropriate Sorcery on eating a heart.

    Vampiric Sorceries often function like the Patterns of Magic, but in more limited and sometimes stranger ways.

    Sorceries are activated by rolling Willpower + [Sorcery], without cost. Any Sorcery which requires Blood to activate cannot be used by a Bloodhunter without a Blood Pool. If the Bloodhunter has a Blood Pool, they can choose to spend Blood in order to add more dice to this roll. If used in Combat, activating a Sorcery reduces CP by 5 - [Rank] for the round.

    Always consider a point in a Sorcery to be one point higher than an equivalent Logos when determining the power of effects.