Magic:

 

The Slayer

 

 

     The Slayer is a person through circumstances and various other who knows what reasons have chosen a very specific path in life.  That of hunting and killing the supernatural.  The character is part mage, part warrior, but mostly all hero.  They formally train in the ways of magic and combat, but in a less traditional sense.  They learn the ways of magic, but have not learned to completely control it and are versed in the ways of combat, but have not trained so that combat is there life.  But in a way, they are very dangerous opponents because they have found a way to use both in conjunction with each other.  They even learn the ways to create magic weapons and they do not abandon using firearms.  Most Slayers will encourage its use and production.

     The Slayer is an optional Magic character Power Category and can be used in a “hero” type setting with little or next to no modifications.

 

Step One: The Usual

 

     Attributes: Determine the eight attributes as usual, but it would be a good idea to write them in pencil because they will be altered by other skills and abilities that the Slayer receives.  IQ must be 10, if lower raise it to 10.

     +1D4 to P.E.

     +2D4 to M.E.

     Hit Points: Like normal, P.E. attribute plus 1D6 more per level of experience.

     S.D.C.: Determine the characters S.D.C. last because it will change drastically.  They will have a base of 40 to start.

 

Step Two: Education and Skills

 

     Education and skills for the slayer is pretty specialized, with an emphasis on the paranormal, supernatural and general myth about occult and other mystical topics.  DO NOT roll for education level.  A few preset skill programs will be presented below to represent the characters’ knowledge and specialized skills.

 

Common and General Skills

Pilot: Automobile or Motorcycle (+20%)

Pilot: One of choice (+5%)

Basic Math 98%

Speak, Read and Write Native Language 98%

One addition Language of choice (+20%)

1D4+7 Secondary Skills of choice

 

Supernatural/Paranormal Program

Lore: Monsters/Supernatural (+30%)

Lore: Religion (+25%)

Lore: Magic (+20%)

Two Lore skills of choice (+25%)

Research (+20%)

Anthropology (+10%)

Archeology (+5%)

 

Supernatural Hunting Program

Supernatural Science and Forensics (like Criminal Science and Forensics, only substitute criminals with the supernatural and the like; +25%)

Tracking (+20%)

Land Navigation (+15%)

Hunting

Prowl (+15%)

 

Supernatural Combat Program

Two Physical Skills of Choice (+20%)

Two Ancient Weapons of Choice

Two Modern Weapons of Choice

Hand to Hand: Expert or Brawler (or Basic if Ranged Combat is primary; each stage costs 1 secondary skill)

Ranged Combat: Infantry (or Rogue if Hand to Hand is the primary; each stage will cost 2 secondary skills)

Hand to Hand/Ranged Combat Primary Note: Players will have to pick a primary for their slayer.  One or the other.  If the Primary is Hand to Hand, the slayer will be less adept in Ranged Combat and vice versa.

 

Plus One Scholastic Skill Program (Day Job J)

Equal to Trade School/On the Job Training (+5%)

 

Special Abilities and Skills

 

1.       Recognize Supernatural Guises/Shapeshifters—67% +3% per level: This is part mystical and part formal training.  The character is trained to recognize supernatural creatures, no matter what form they take.  This is based on the principles of knowing all of the most common and basic guises used by various supernatural creatures.  The other part, of this ability, is sort of a 6th sense, that of attunement to mystic forces.

     Whenever the slayer is touched, even brushed, by a demon, supernatural creature or spirit in a different form, they will feel the evil supernatural essence of that creature.  Although, the exact creature will not be known, just by contact, they slayer can tell which one it is, just by looking into the creatures eyes.  Once the slayer has gotten a good look into the creatures’ eyes (one melee action), they will be able to tell the type of creature and around what level of power they are at (within one level).  A failed roll will mean the Slayer knows the creature is a real supernatural creature, but will not know what it is.

2.       Impervious to the Undead: The Slayer is so trained and has been around so much mystic forces that they have grown sort of an “immunity” to magic transformations.  As a result, the character cannot be turned into the undead, nor can they be controlled by them in anyway.

3.       Nightvision & See the Invisible: The Slayers training and discipline in the mystic arts and the train of thought on combat has endowed and developed a natural ability to see in total darkness and a natural ability to see invisible creatures.  The range is limited to as far as the slayer can normally see.  The ability to see the invisible also applies to spirits, ghosts and other beings (i.e., astral travelers, pure energy creatures).

4.       Holy Runes—59%+6% per level: Many Slayers have realized that they will need an arsenal of weapons to aid them in there fight to slay all that prey on humans.  They know that in this modern day of age one cannot carry a whole backpack full of weapons and ammo.  As a result, they have created a special spell/skill that aids them in their crusade against supernatural forces.  This ability is more of a ritual rather than a spell; it will let a slayer enchant a weapon or item with mystical energy and power. 

     The enchantment is temporary, and once they’re made they can be used by any person.  However, a note to keep in mind is that slayers can cancel the enchantment at any time.  Each of the following enchantments will burn 75 P.P.E. and will last 1 hour per level of experience. 

     The process to make these weapons is not that long but it is long.  The slayer will have to make engravings of holy and rune symbols all over the item/weapon (which is where the skill percent comes in); without the proper symbols on the item/weapon, the enchantment will not work!  It usually takes about 1 hour to make all the engravings and symbols.  After the symbols are done, the slayer will need one minute of concentration to execute the mystic energy transfer (75 P.P.E.) while physically touching the item/weapon.  A successfully cast enchantment will mean that the object will turn a certain color (for the duration) and most of the time the symbols will be glowing.  Keep in mind that two (or more) enchantments cannot employ the same object.

     A failed roll, means the engravings and symbols have flaws or imperfections.  Another roll against the skill percent can be made at -10% to correct these problems and will take 5D6 minutes to perfect.  Another failed roll means, the symbols are completely messed up and the slayer must start new.

     A permanent weapon can be made, but it will permanently burn 2D4+4 P.P.E. and will require 500 P.P.E. to cast, so that the energy transfer (permanent P.P.E.) is trapped in the object.

     Below are some common weapons and items that slayers can make, via this spell.  Each will note what it takes to make the item/weapon and how to design it.  It is entirely possible that there are other holy rune items/weapons out there though.

     Final Rest: This enchantment was specifically designed to create a weapon that would enable the slayer to combat and slay Vampires.

  Requirements: Short Sword, if done right it will turn silver.

  Symbols: Blood Red holy symbols.

  Properties & Powers: The weapon will become well balanced (+2 on initiative, +3 to strike and parry).  It will now inflict 3D6+6 damage to anyone (supernatural or not).  However, any vampires cannot regenerate from the swords devastating blow, as long as the sword is within 10 miles of the vampire!  Even, if the vampire can manage to get 10 miles away from the sword, they will heal the damage at the same rate a human normally recovers!

   Sunfire: Sunfire is a blast that works exactly the same way as the spell “Energy Bolt”, but its source of energy is true sun light.  It will only damage those vulnerable to sunlight.

     Nova Stars: Originally, this enchantment was created to weed out supernatural evil.  It was later discovered that it was a great enchantment to use against evil sorcerers and psychics.  Since they do not register as “supernatural”, they can usually evade the slayers’ senses and only take normal damage from the other enchanted things made.  Also, since this enchantment lets the weapon single out “evil” characters, it works great against humans.

  Requirements: Set of 8 metal throwing stars (shurikens).  If done correctly, they will turn a bluish-white color.

  Symbols: Purple holy symbols.

  Properties & Powers: Damage varies according to the victim’s alignment and the residence of supernatural.  Evil supernatural take 2D4x10 damage, selfish supernatural take 1D4x10, evil non-supernatural take 3D6 damage and selfish non-supernatural take 2D4 damage.  Most of the stars damage is due to the stars magical property of exploding upon impact (which will also teleports the star back to the attacker; if the star misses it still explodes and teleports to the wielder).

  Healing: This occurs when the slayer targets a good aligned character with one of the stars. The star will still hit, but instead of exploding it dissipates into pure energy and the energy will heal the character of any pending illness and they will be restored 4D6 SDC and Hit Points (or 8D6 SDC if at full Hit Points). 

     Divine Pain: This enchantment is made so that it can make a weapon that would be able to kill demons and deevils in any form they take.  It will even damage those that are considered “invulnerable”.

  Requirements: Sword (any kind), if done right the sword will turn a tone of dark gray, almost black.

  Symbols: White holy symbols.

  Properties & Powers: The sword will now inflict 4D4+10 damage to Demons and Deevils (even “greater” demons and deevils take that much damage).  This weapon will inflict double damage if a demon/deevil is in a form of pure energy form!  However, this weapon will still do its standard damage (for that weapon type) to any other creatures (if possible).  Those with this weapon are immune to Demon/Deevil horror factors and take ½ damage from there magic!

     Another ability of this weapon is that a slayer can tell the exact demon/deevil they are up against, complete with their strengths and weaknesses!  The slayer will have to look the creature in the eyes for just a moment (one melee action) and the ability will take effect.  This ability gives them a combat and tactical edge.  (Add 50% to Lore: Demons/Deevils, +6 on initiative and +4 to strike, parry and dodge).

     Tranquil Mind: This is a sort of “generic” enchantment in regards to killing specific creatures.  It really doesn’t target any specific creature, it doesn’t even inflict any damage, just enhance the wearer.

  Requirements: Wooden cross or headband, if done correctly the object will turn to cherry oak wood.

  Symbols: Green holy symbols.

  Properties & Powers: Immunity to Horror/Awe Factor, Mind Controls, Possessions, Probes and any ability, spell or psychic power meant to control/constrain a characters mind.  Slayers will find they can automatically see through any supernatural creatures’ guise!  Wearers will remain level headed, calm and their ideas and thoughts will be crystal clear and without mistake (+10% to all skills and +2 on perception).

   Combat Edge: The slayer will also have an edge in combat, because their body and mind will be “one and the same”.  Add +4 on initiative, +2 to strike, parry and dodge.  Add +3 attacks per melee and the character now has automatic dodge!

   Psychic Edge: In addition to the previous; psychic wearers will find their ISP recover ten times as fast and use 50% less ISP when using any of their psychic powers!

     Justice (Insert Weapon Type): Yet another “generic” enchantment, but this enchantment does not target one specific supernatural creature—it targets them all.  It will damage any manner of creature, but it has to be physically solid.

  Requirements: Any weapon, if done correctly the weapon faintly glows and pulsates a “holy aura” (Horror Factor of 16 to evil characters and 11 to selfish!  Good are unaffected).

  Symbols: Holy symbols engraved into the weapon.

  Properties & Powers: Double the normal dice damage rolled for the weapon.  Reduce Critical Strike number range by two.  The wielder is impervious to fire and cold.  Automatically bypasses all AR’s (applies only to natural AR’s of creatures—real world AR’s will still be effective) and if designed as a throwing weapon, it returns when thrown.  It is also perfectly balanced (+5 on initiative, +3 to strike, parry and if designed for it, entangle or throw).

   Capitol Punishment: If dealt a fatal blow by this weapon, the pain of all those the victim hurt, throughout their life, will flood their mind in that instant.  If they were unfortunate enough to be magically resurrected/restored, they will have acquired 2D4+8 random insanities—permanent insanities.  If there wasn’t enough time to save them, their soul will be devoured by the weapon …  In other words, they can never return to the any plane of existence.  This ability works on all, supernatural or not.  However, it doesn’t work on those of good alignment.

     Holy War: Yet another generic enchantment created for those who prefer not to use weapons.  It will give the wearer almost inhuman fighting skill.

  Requirements: Pair of gloves/gauntlets and boots and if cast correctly they will smoke and spark.

  Symbols: Holy symbols embroidered in it.

  Properties & Powers: Gives the wearer Supernatural Strength and Speed.  The character does not fatigue and can damage supernatural creatures by conventional attack!  The wearer’s Hit Points will be doubled and SDC increased times ten!  They will regenerate 1D4 SDC/Hit Points per melee!!!  They also fight with there Hand to Hand skill at level 15!!!  Also, the slayer will get an automatic dodge or parry on all attacks (yes, even sneak attacks).  And yes, this ability will up a characters' combat, if it is a martial art.

   Limitations: When using/wearing these the slayer loses all of their W.P. skills!  So, as long as they wear these items they do not have the ability to use weapons.  If tried, all bonuses turn to penalties when using any weapons!!!  Also, the abilities and bonuses cannot be used on characters of good alignment.

5.       Horror Factor & Reputation: The slayer will have a horror factor towards the supernatural, only.  If the Slayer is well known, the horror factor applies at all times.  However, if a supernatural creature doesn’t know that the slayer is a slayer then they will not need to roll against Horror Factor, until they find out.  The warrior will have a horror factor of 13 to lesser supernatural and 9 to greater supernatural.  This horror factor will grow, as the slayer becomes increasingly known.  Add a bonus of +1 to their Horror Factor at levels 5, 10 and 15.

 

Step Three: Spell Casting & Magic

 

     The Slayer is considered a mage, technically.  However, if you ask them, they will say a warrior, as will most sorcerers. But they will note that they are latent magic practitioners.  A Slayer will never go out of their way to learn a spell, well…at least not the way a true Sorcerer does.  They sort of “take’em as they come”.  They will not have an impressive arsenal of spells, but it will be pretty descent.  They also have limitations about the magic they learn and what is appealing.  They tend to lean towards offensive spells, but will learn and use defense type spells as well.  Mostly, they won’t learn “junk” spells.  In their eyes, these are the spells that “sorcerers should stick to”.

     Generally, slayers will only learn spells that are considered “useful” in tracking, hunting and killing supernatural.  They will also learn spells that would help to save lives, directly.  However, the spells must be ones that will be used regularly, not just once or twice; they must be used frequently or the slayer won’t want to learn it.  So, spells like Fingers of the Wind and Fool’s Gold would be out of the question.  But, spells like Call Lightning and Heal Wounds would definitely be considered.

     The Slayer will start with certain spells, they will be listed below.  Unlike the real Sorcerers, magic to Slayers is limited to incantations.  They don’t want to be slowed down by rituals (with the exception of Holy Runes, which is extremely combat oriented).  So, as a result, the Slayer will not be able to learn any rituals.  Period.  They can only learn spells from levels 1-10, any spell above that level will take too long to cast, and so, they avoid it.

     The Slayer will start with a base P.P.E. of 1D6x10 plus the P.E.  And they will get 1D4+1 P.P.E. per level of experience.  They have a base spell strength of 12 and it will increase by one at levels 9 and 15.  The following spells the Slayer starts with: Globe of Daylight, Turn Dead, Armor of Ithan, Fire Fist, Energy Bolt, Fire Bolt, Sense Evil, Constrain Being, Exorcism and Heal Self.

     The Slayer will have a Spell Translation Skill of 16% +4% per level of experience.  This may seem good in a way, but it is and isn’t.  The margin for error, for learning a new spell is a bit higher—on the “Success or Failure” table, numbers 60-68 is replaced with the following: 60-68 Failure, spell backfires and either does the opposite effect (if it was meant to benefit the Slayer) or targets the Slayer (if it was supposed to be used against someone).  The Slayer will also get to learn either (1-60%) one new spell or two (61-00%), every two levels.

 

Other Stuff

 

     Alignment: Any, but evil aligned characters do not have the ability of Holy Runes.

     Attacks per Melee: Like all Heroes they start with two.  If they want, more they will have to acquire them from boxing.

     Weapons and Armor: All Slayers have a $1D6+4x10,000 budget to spend on weapons and armor.  Keep in mind that Silver plated weapons will cost 10 times more than the price of the weapon type.

     Available Financial Resources: Slayers have $4D6x100 in ready cash.  They will usually own a small sports car or motorcycle—to the year (91% chance).  It is presumed, they have a day job, living quarters and reasonable personal items.