Slayers
Slayers
INSPIRATIONS:
Blades in the Dark, Bloodborne, Castlevania, Destiny,
Dishonored, Tombstone, The Liminanas.
CREATED AND PUBLISHED BY GILA RPGS If you are interested in making your
GILARPGS.COM own content for Slayers, see the
GILARPGS.ITCH.IO CREATOR KIT AT GILARPGS.ITCH.IO
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C REAT ED BY
SPENCER CAMPBELL
TAB L E OF CONT E N TS
03 WHAT IS SLAYERS?
07 RULE OF 4+
10 COMBAT
16 CHARACTER CREATION
18 BLADE
20 GUNSLINGER
22 ARCANIST
26 TACTICIAN
28 THE CITY
37 THE DISTRICTS
38 SLAYERS ROW
40 WYCH WOOD
42 LIBRARIUM
44 UNDERGROUND
46 CHOMATIC BAZAAR
48 AGORA
50 THE WHARF
52 MONSTERS
56 GM SECTION
59 THE HUNT
70 REPUTATION
74 BESTIARY
90 CHARCTER SHEETS
94 RULES REFERENCE
WHAT IS SLAYERS?
Slayers is a tabletop
roleplaying game (RPG) of
monster hunters for hire.
Slayers wander a haunted
city, cursed long ago to
expand towards the horizon
forever, with
neighborhoods appearing
and dissolving overnight.
Slayers clean out the
monsters that infest the
alleyways and shadows, and
those that the city seems to
be manifesting on its own.
The world of Slayers is just
on the cusp of an industrial
revolution, with new
technology clashing with
the arcane ways of old.
It's slay
or be slain.
Better get to work.
03
Slayers is a rules-lite system for fast action and exciting
combat. In order to do this, the classes have been designed
with asymmetry front and center. At its core, this game uses
a resolution mechanic called the Rule of 4+ for everything,
but how each class approaches this mechanic in combat is
quite different.
ASYMMETRY?
04 WHAT IS SLAYERS?
THE SETTING
WHAT IS SLAYERS? 05
WHAT DO YOU NEED?
Someone will need to have read this book so they know the
core rules. There is a rules reference sheet that will be
helpful for everyone to have handy (page 92).
Each player will need a set of polyhedral dice (d4, d6, d8,
d10, d12), and a character sheet of the class they’ve chosen.
You can find the character sheets and reference sheet
online at gilarpgs.itch.io/slayers.
CYCLE OF PLAY
Slayers takes place in cycles called Hunts. At the beginning of
a Hunt, the GM introduces the Slayers to what they’re hired
to kill and where in The City the Hunt will take place. The
Slayers do some investigatory work to figure out the details
of what is going on, and how to best take down their target.
Then, the hunt begins. After hunting their target, the Slayers
reflect, take advancements, and prepare for their next job.
06 WHAT IS SLAYERS?
Rule of 4+
There is one rule that applies to any and all dice rolls: a 4 or
higher (4+) is a Hit. This rule applies for any roll, in or out of
combat. Conversely, any result that’s less than 4 is a Miss.
RULE OF 4+ 07
SKILLS
Skills are also used during combat, and are resolved the
same way as described above when used during a fight (page
10). NPCs never make skill rolls. Instead, their actions and
reactions outside of combat are determined by the fiction,
and the results of a Slayer’s rolls.
08 RULE OF 4+
SKILL LIST
Below is the list of skills each Slayer has, along with some
examples of their use. If there is ever a question of what skill
is being used, discuss it as a group. All Slayers have access to
every skill; they are just better at some than others. This is
reflected in the size of the die they have in that skill.
RULE OF 4+ 09
Combat
THEATER OF THE MIND
Combat in Slayers uses the theater of the mind, meaning
many decisions in combat are made based on what makes
sense in terms of the fiction, rather than mechanically
tracking things like movement speed. You don’t need a map,
but feel free to use one if you find it helpful for tracking
where everyone is during a fight.
RELATIVE DISTANCE
Distance is determined abstractly. The terms distance and
range are used interchangeably in this rulebook.
START OF COMBAT
Before the combat begins, every Slayer has a Ready action
that they take to get prepared for the fight. Each class has a
unique Ready action. Once every Slayer has resolved their
Ready action, we establish the turn order.
10 COMBAT
TURN ORDER
COMBAT 11
ATTACK
To attack, Slayers use their class’s unique attack action.
When attacking, regardless of the class, any dice that roll a 4+
are Hits for each class. For everything about Attack actions,
see the classes on page 16.
Example: The Blade Attack action rolls 1d6. If they Hit, they
roll another d6, and continue doing until they roll a Miss.
QUICK
SKILL
To use a skill, declare what you want and what skill you’re
using to the GM. If they say it’s feasible, roll the skill’s
assigned die, with any result of a 4+ being a Hit.
12 COMBAT
Here are some examples of skill rolls being used in combat:
ADVANTAGE DISADVANTAGE
Ambushing someone Being ambushed
Target is distracted Immobilized, slowed,
Using Brawl to knock or distracted
them down first Attacking from a great
distance
COMBAT 13
DAMAGE, HEALING, AND DEATH
Most attack actions deal damage depending on the number
of Hits. If an effect or ability gives a character a bonus to
damage, it increases (or decreases) the number of damage
per Hit. Damage is subtracted from Hit Points (HP). When
not in combat, a Slayer can rest for a day to heal back to full
HP. Slayer’s can also be healed using spells, gear, or
negotiating healing services from someone.
If a Slayer takes any damage while they are downed, they die.
14 COMBAT
GEAR AND CURRENCY
Here are some items that Slayers may bargain for, or try to
acquire to help them with their job:
Climbing gear
16 CHARACTER CREATION
ADVANCING YOUR SLAYER
What about this Hunt will stick with you for quite some time?
CHARACTER CREATION 17
Blade
The Blade is an expert fighter
who carves their way across
the battlefield with graceful
lethality. Moving at a near
supernatural speed, Blades are
able to hit their foes again and
again, tearing them to shreds
before they even have a chance to
react. Blades change their fighting
stances on the fly to adapt to the
ever-shifting fight.
STARTING STATS
HP: 10
SPEED: D8
WEAPON DICE: 1D6
DAMAGE PER HIT: 2
18 BLADE
QUICK ACTION - STANCE
Blades use fighting stances during a fight, allowing them to
always keep an edge in the fight. You may change your
fighting stance. Effects work until you use another Quick
Action to change your stance.
Flow: After you kill a monster, you may take a free Move action.
Parry: Monsters need a 5+ to Hit you instead of 4+.
Slay: +1 damage per Hit, but monsters deal +1 damage per Hit.
BASIC ADVANCES
SHREWD: The first roll of your attack always has Advantage.
EXPERT ADVANCES
HACK, MEET SLASH: Increase Weapon Dice to 2d6.
BLADE 19
Gunslinger
While most wield knives or flintlock firearms
into battle, the Gunslinger has access to an
incredibly rare weapon: the six-shooter
revolver. These weapons are specially
crafted, and each Gunslinger has a
special connection with their
six-shooter as they carve runes
into it to their liking. A
Gunslinger can spray lead and
bring down the worst The City
has to offer. These dangerous
weapons mean most avoid
interacting with Gunslingers,
and many ‘Slingers lead lives
as drifters and Slayers.
STARTING STATS
HP: 8
SPEED: D6
DAMAGE PER HIT: 2
20 GUNSLINGER
QUICK ACTION - RELOAD
A trained ‘Slinger knows just the right moment to lay down
their guard and prepare their weapon. You may reload up to
two bullets into any empty chambers.
BASIC ADVANCES
TRICKY: Use two Skills when using the Skill action instead of one.
EXPERT ADVANCES
LIGHT ‘EM UP: You can choose more than one target when you
Spray Lead. Choose how many dice for each before rolling.
GUN WHISPERER: Carve a rune into your gun. [Can be taken 3 times.]
RUNES
Arcane magic that only the Gunslinger understands, it imbues their gun with
great power. When you carve a rune into your gun, choose a rune from the
following list and write it on a chamber that doesn’t yet have a rune. Any bullet
fired from that chamber has the additional effect of the rune. A chamber can
only hold one rune, and once a chamber has a rune, it cannot be undone.
STARTING STATS
HP: 6
SPEED: D6
KNOWN SPELLS: CHOOSE 4
22 ARCANIST
After casting a spell, compare the highest rolled die to your
current corruption score. If your corruption score is higher
than your highest rolled dice, roll on the Bane table (see
below) and reset your corruption to 0.
At the end of combat, reset corruption to 0.
QUICK ACTION - PURGE CORRUPTION
Arcane buildup must be cast from the body, or else it will
destroy you. Roll 1d8. On a Hit, remove 1 point of corruption,
on a Miss remove none.
BASIC ADVANCES
LEARN: Add a spell to your Known Spells. [Can be taken 2 times.]
EXPERT ADVANCES
HIT THE BOOKS: Add a spell to your Known Spells.
[Can be taken 2 times.]
EVEN BETTER: Enhance a spell, permanently gaining the
Enhance effect whenever it is cast. [Can be taken 2 times.]
MY FINAL FORM: Roll 1d8 when you Cast a Spell instead of 1d6.
Bane Table
1 — -1 on next Skill roll
2 — Next Cast Spell is with Disadvantage
3 — Can’t use Move action next turn
4 — Can’t use Quick action next turn
5 — Can only take 1 action next turn
6 — Take damage equal to corruption
ARCANIST 23
Arcanist Spells
CORRUPTING TOUCH
The corruption inside you leaps from your hands to those you touch.
Base Effect: Target is infected by your corruption. Every time you
cast a spell after this, the infected target takes 1 damage. Effect lasts
until the target or you are Downed.
Range: Engaged.
Boost: Every time you cast a spell, the infected target takes damage
equal to your Corruption score.
Enhance: When the target dies, immediately choose another target
within Near range to gain Corrupting Touch’s effect.
CORRUPTING WAVE
The corruption inside you erupts out, lashing out at all around you.
Base Effect: Everyone within Engaged and Near range, including
allies, takes damage equal to your current Corruption score.
Range: Engaged and Near.
Boost: Damage is doubled.
Enhance: Allies only take 1 damage from the effect.
ENERGY BOLT
Cast a bolt of raw energy, crackling with power.
Base Effect: Fire a bolt of energy at a target, dealing 2 damage per Hit.
Range: Near and Far.
Boost: +1 to damage per Hit.
Enhance: Base effect damage is now 3 damage per Hit.
FEAR CLOUD
Plant the worst fears into the minds of your foes and watch them panic.
Base Effect: Target and anyone at Engaged with them always make a
Move action away from you until the start of your next turn.
Range: Near.
Boost: Those affected are paralyzed and take 1 fewer Actions on their
next turn instead of fleeing.
Enhance: Fear Cloud now works at any range.
24 ARCANIST
HEX
You always have just the right trick to weaken your foes and make them
vulnerable.
Base Effect: Choose 1 effect. Effect lasts until the end of the target’s
next turn.
Haze: Target must roll 5+ to Hit.
Lock Up: Target cannot Move.
Betray: Target attacks nearest fellow enemy.
Range: Any.
Boost: Effects last 2 turns.
Enhance: Choose 2 effects instead.
MEND
Though corrupting, your power can mend those you care about, for a cost.
Base Effect: Target heals for 1d6 HP per Hit. This can also revive a
downed character.
Range: Any.
Boost: 2d6 HP per Hit.
Enhance: If you heal a character for at least 4 HP, you may also
remove one corruption from yourself.
SIPHON
Drain the life force directly from your foes, and make it your own.
Base Effect: Target loses 2 HP and you heal 2 HP.
Range: Engaged.
Boost: Heal all of your lost HP and inflict that amount in damage
to target.
Enhance: Base effects increased +1.
TEMPORAL SHIFT
Breaking time is dangerous, but you know how to give it a little nudge.
Base Effect: Choose 1 effect.
Slow: Target takes 1 fewer action during their next turn.
Haste: Target takes 1 more action during their next turn.
Range: Near and Far.
Boost: Affects 2 actions normally instead of 1.
Enhance: Slayers may do the same action twice when affected by
Temporal Shift.
ARCANIST 25
Tactician
Tacticians read a battlefield like a
scholar reads a book. They use
their expertise in tactics and
leadership to coordinate the
efforts of Slayers. Without
them, Slayers are just chaotic
killers, or so the Tacticians
believe. While their fighting
days may be behind them (or
never really began), the
Tactician ensures that their
allies move strategically
while their enemies falter.
STARTING STATS
HP: 8
SPEED: D4
26 TACTICIAN
QUICK ACTION - ISSUE ORDERS
Choose another Slayer within Near range. That Slayer may
immediately make a Skill or Quick action for free.
BASIC ADVANCES
PREP: Add 1d6 to your Strategy Pool. [Can be taken 3 times.]
AMBUSH: You and your allies all roll Speed with Advantage.
EXPERT ADVANCES
NO QUARTER: When using Issue Orders, ally Slayers may
make an Attack action.
DEAD LEAD: Ally Gunslingers reload 3 bullets instead of 2.
TACTICIAN 27
The City
This place lost its name a long time ago. But that’s okay, the
name’s nothing compared to what’s happening here.
28
At some point in its history, The City was cursed to sprawl,
never ending. The walls and borders are ever-shifting. New
districts in The City pop up overnight, suddenly made
manifest and already inhabited. Conversely, some districts
disappear, mourned at first, though memory of their
existence is quick to fade. There are a number of theories
about what is happening in The City:
All of these are probably true to some extent, but as The City
grew and new inhabitants started walking its streets, the name
and history became less and less important, then becoming
impossible to track. So today, we just call it The City.
THE CITY 29
TECHNOLOGY AND CULTURE
30 THE CITY
FACTIONS OF THE CITY
FAITH
THE CITY 31
TRAVEL AND NEWS
The Wanderers are one of the oldest guilds in The City, and
that is apparent in the fact that you can find them in literally
every district. Even in the new districts, the Wanderers are
the first to welcome the newcomers to The City, and to set up
one of their famous taverns.
32 THE CITY
ORDER
THE CITY 33
Building The City
DISTRICTS
The City is ever-expanding, and there doesn’t seem to be any
sign of it stopping any time soon. A district is an abstract unit
of space, meant to describe an area of The City which shares
a number of features. Think of the neighborhoods that make
up where you live, and you’ve got an idea of what districts
are. Each district is made up of the following parts:
DESCRIPTION
Including appearance, it’s role in The City, what is typically
found there, and other important cultural touchstones.
Districts can be very different from one another, so don’t
worry if the tone of one district doesn’t match its neighbor.
KEY LOCATIONS
Three or more locations that are important to the district.
These don’t have to be locations that the Slayers might visit,
but they help keep the theme of the district clear and present.
RUMORS
These are the opportunities that the Slayers can follow up
on in the district. Typically each rumor is the start of its
own Hunt, though you may string rumors together to show
a more sizable issue.
34 THE CITY
These three are needed for every district, but you should also
consider what makes the district unique. What kind of food is
served, what do houses look like, what’s in fashion? Cultural
norms shifting between districts adds to the unique nature of
The City, and these are questions the group should answer
together, rather than the GM deciding all of this ahead of time.
Another big aspect of what makes a district is the people.
Who’s inside it? Let’s consider factions.
CREATING FACTIONS
While we’ve seen some of the factions of The City, there are an
innumerable amount of them. Designing a faction of The City
is a group activity, though the GM may want to create a few
factions on their own if they intend to use them
antagonistically or as a surprise. What goes into a faction?
PURPOSE
Why does this faction exist? Is the purpose overt, or is it
hidden behind another message or action?
PEOPLE
Who makes up the faction? Who is attracted to its purpose,
and who is repulsed? How do the people of the district feel
about them?
ACTIONS
When Slayers, or the general public see the faction out and
about, what should they expect to see? Some factions want
a strong presence, and take action to the streets. Others
prefer that you don’t know they’ve done anything at all
until it’s too late.
THE CITY 35
Now that we have a sense of the places and people inside
them, what happens when we step back and try to see
everything as a whole?
MAPPING
You may also choose to use a more abstract map. Given the
fact that The City shifts so much, you may adopt that into
your map such that no district is ever in a set place. Write the
names of districts on cards or pieces of paper, shuffle them
before play, and lay them out to show what The City looks
like at that moment. This certainly leans into the weirdness
of The City, but isn’t always the best approach if your players
prefer having a more concrete setting. Work together as a
table to decide what method of mapping works best for your
campaign!
36 THE CITY
THE
DISTRICTS
37
The district of Slayers Row is aptly named because it is where
most Slayers end up between jobs. Rest and relaxation can be
found, as well as leads for your next hunt. The streets are
cobbled and crowded, and most of the buildings are
mismatched when compared side by side. But this is part of
the charm of the Row. You’ll see little presence of most
factions, as the Slayers hold sway over the district, even if it is
in an unofficial capacity. Slayers are typically willing to help
keep the peace in return for having a district to call home.
38 SLAYER’S ROW
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
SLAY A WHILE: Popular inn for Slayers. This is the go-to location for
finding legitimate and illegitimate work. A bounty board up front
holds jobs that are above board, the private rooms in back hold the
more lucrative, but less legal jobs.
RuMoRs
Slayers have been appearing dead in the streets and alleys. Slayers
die all the time given their line of work, but this is unusual because
it’s happening in Slayers Row. When found, the bodies always
have a grinning smile on their now-dead face.
Some Slayers have been flashing more coin than usual, most after
leaving the Fleshmarket. The type of coin is unlike anything you’ve
seen in the Row. Something to worry about, or to cash in on?
40 WHYCH WOOD
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
WYCH WALK: A maze-like forest in the center of the district. Walks
through it tend to feel longer than they actually are. There is no better
place to understand the Wych Woods, because locals say the forest of
the Walk reflects the current mood and stability of the district, as if the
trees can sense it.
LUNAR BRIDGE: Largest bridge in the district, though its shape and
size varies with the lunar cycle. At full moon, there is no better way to
travel across the district. But as the moon wanes in the sky, your
options become more limited, and more dangerous.
RuMoRs
The Lunar Bridge hasn’t been matching up with the cycle of the
moon lately. It’s become random, and a bridge that randomly
changes its shape is rather dangerous.
42 LIBRARIUM
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
THE OMPHALOS: The dead center of the district, almost impossible to
reach through mundane means.
THE TOMES: These elder librarians know the best ways through the
stacks. Only five exist, but if you find one they may be able to take you to
the Omphalos.
THE FIFTH: The only Tome that has never been seen. Whispers of The
Fifth are increasing, the only Tome that can truly get you to The
Omphalos without becoming lost in the stacks forever
THE SPINE OF ST. GALLEN: The primary location of the Children of St.
Gallen, a holy order that cares for the district's many tomes and scrolls.
RuMoRs
A caretaker swears something climbed out of a book and ate their
companion, but the book is gone and the companion is missing.
There may be clues left in the companion’s recovered journal.
It is said Agrav Dean cares not for The Omphalos, but desires the
Tome that leads there. Maybe there are ancient scraps that can
lead you to it.
A new faction has left its mark on the Librarium, stealing the
pages of books and leaving behind an inky stain in the shape of a
wolf. The pages seemed random at first, but some believe a
pattern is emerging.
LIBRARIUM 43
Not all districts welcome visitors. Some don’t even want you
to know they exist. The Underground exists below the
cobblestone streets of The City. Down there, old technology
buried deep clashes with the new tech from the surface.
Small houses that serve as both domiciles and back alley
shops dot the surface. It is dark, rusted, old, but some of the
most lucrative illegal markets can be found there. If you can
find your way in, and the local criminal organizations allow
it, you might find yourself in a world of shady opportunities.
44 UNDERGROUND
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
ROSIE’S INN: Will house almost anyone who walks through the
doors. They have a “special” deal for folks who are interested in
getting fitted with magitech during their stay.
GUFFIN HOUSE OF TRADE: Not only a shop, but the go-to black
market auction house. A local mob runs the place, and they have no
problem ripping off rich tourists and locals alike.
THE ZOO: One of the few places in The City that actively tries to tame
monsters. Not for any righteous reason, but because they sell for a
steep price. Who doesn’t want a pet werewolf, or a troll bodyguard?
GRACE EVERSTEN: A local teen who has a habit of spying on all
sorts of conversations. She knows more than most around here.
POLLY AND ANDI: Run a shop that specializes in the sale and
repair of rare tech. Great for repairs, but also in trouble with the
local gangs that are sabotaging their wares.
KALAVEEN CRIRI: Old and snarky, but owns three market stalls
selling whatever she can get her hands on. You don’t get that kind of
real estate without a connection, Guffin House connection.
TOMOUS NIK: Tradesman of information rather than goods.
Tomous can help you get a lay of the land, or know what is really
going on. But be careful, he’s loyal to coin over anything else.
RuMoRs
The Zoo has become more popular topside, and now people are
trying to bring back more “tamed” monsters. What does that mean
for a Slayer?
Monsters native to the Underground have been attacking every other
night. They are being systematic, and are trying to target something.
One of the mobs is using monsters to kidnap rich people from the
topside. Screams can be heard from under Rosie’s floors at night.
Some think the monsters just have rich taste, others think they make
good lab rats for new magitech.
Someone with a vendetta let the Zoo loose and now everyone is
running for cover. Grace might know something about it, since she
spends lots of time there.
UNDERGROUND 45
The Chromatic Bazaar is a dizzying and colorful district
where you can buy all things alchemical. Merchants,
alchemists, artists, and more wander the tents looking for
valuable components and ingredients, whatever will allow
them to unravel their next great discovery. The Bazaar is cut
up by a series of canals, whose colorful waters allow for quick
and easy movement around the district, so long as you keep
on the Skippers’ good side. Enjoy the Bazaar, you’re sure to
find the unexpected!
46 CHROMATIC BAZAAR
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
FORTUNA FOUNTAIN: A fountain with four statues, each pouring
out different colored liquids into a pool below. The liquids change
to match what is currently being brewed in the bazaar that week.
COLOR WHEEL: Local watering hole that sells everything other
than water. A custom among Skippers is to “spin the wheel”, and try
to consume every drink on the menu in one evening.
THE FACET: A shop that sells goods focused on the art of
transforming states of matter. Their expertise is a slow drip process
that changes innocuous inks into valuable gems.
SKIPPERS: They travel, maintain, and keep record of the changes to
the canals. It is said they know all the hidden waterways and that for
a price they can get you anywhere, as long as there is water.
CARNIVAL: A group of performers and miscreants. Some say they
are the deadly Harlequins, using the performances as a cover for the
various crimes they commit.
PHILOSOPHERS: The only way to join this alchemist guild is by
invitation. In order to get their attention, you need to not only be
creative, but dangerous. The last person to get an invite turned lead
into gold, or so they say.
RED ROGER: Red Roger looks different every time you meet them,
but you know them from their trademark red eyes.
ABBAS: One of the leading Philosophers, and rumors swirl about
his supposed immortality. He categorizes things as useful, and
useless. Pray he finds you useful.
RuMoRs
Red Roger is a collective, and one that trades in deals rather than
coin. Recently someone made a bad trade with Red Roger and
needs help getting out of the debt.
Something is growing in the canals. The most worrying rumors are
of creatures made of the chemical waters of the canals.
The Facet is a place of miracles. It's said you can enter one way and
come out a truer version of yourself. A local alchemist wants you to
go in their place to see what their secret is, and is willing to pay for it.
CHROMATIC BAZAAR 47
Agora is one of the oldest districts in The City. Structures like
the Colosseum and Amphitheater hint to what life in The
City was like long ago. Today, they stand strong, and as a
central part of a district filled with beautiful gardens, houses
made of expertly carved stone, and a populace that
understands the importance of enjoying life. Many in The
City will go to Agora at least once in their lives, to catch a
show or watch the spectacular games of strength and skill.
48 AGORA
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
COLOSSEUM: Built ages ago, but incredibly well maintained.
Regularly hosts competitions of skill. You’ll find locals and Slayers
alike taking part, hoping to win glory, fame, and of course, coin.
THREE-HEADED HYDRA: The go-to tavern for celebration and
revelry after the games at the Colosseum. Gets its name from the triplets
that run the place. Make sure to wear your team’s colors when you visit!
THE TITAN: A local legend, and repeat winner of the games at the
Colosseum. They have never lost a match, ever. They especially like to
challenge Slayers when they visit the Agora.
RuMoRs
The Colosseum is running a special event, for only Slayers to compete
in. Fame, adoration, and a huge pile of coin are just a few games away.
Rumors swirl and dramas on the Amphitheater stage tell of the
haunted gardens of the district, and caution anyone thinking to visit
them at night. Most think these are entertaining ghost stories, but you
suspect they are founded on some truth.
Witnesses have reported that the Titan always visits the Bathhouses
before entering the games. Pre-game ritual, or is there something
going on here?
AGORA 49
Hundreds of platforms, tied together with rope bridges, rise
and fall with the dark waters below them. The Wharf is a sea
in the middle of The City, but the water has been blanketed
by industrious sailors, traders, and more who have made a
home for themselves. The smell of sea water is mixed with
the sound of shanties being sung. A rising tide lifts all ships
in the Wharf, and that means opportunity for you if you can
get your sea legs under you.
50 THE WHARF
KeY LoCaTiOnS, FaCtIoNs, AnD NpCs
THE DIVE: Closely guarded locations where brave souls swim into
the abyss below the floating platforms, in search for long lost treasures.
MOLESKINE’S CABARET: There’s always a performance happening
at the cabaret. Retired sailors put on their finest clothes and take in a
show, while back room deals exchange treasure, secrets, and more.
LIEUTENANT’S LIGHTHOUSE: A towering structure in the middle of
the district. It stands obsolete now that the sea has been covered in
floating platforms. Even still, the light has never gone out.
THE RISING TIDE: A “mansion”, made up of a number of platforms
bound and stacked on top of one another. Few people are allowed in
or even around the place. It is said to house the former pirate lords
who once ruled the sea below your feet.
BROKEN SAILS: A group of former sailors, long since retired from that
line of work generations ago. They’ve managed to repurpose those
talents into becoming the premier smuggling operation in The City.
CAPTAIN “STERLING”: Leads the Broken Sails. Puts forward the
image of a legitimate member of the district. People who piss off the
Captain tend to get found at the bottom of a Dive.
DOCKMASTER: One of a handful of people who can find you an
actual functioning ship among all the debris that makes up the Wharf.
THE TRIGGER: A gun maker of the highest caliber. While they
haven’t figured out how to make a Gunslinger revolver, some of their
weapons are getting dangerously close.
RuMoRs
The Lighthouse light went out last night, for the first time anyone
alive can remember happening. In the dark, the monsters of the deep
have returned to the surface.
The last five people to go on a dive haven’t come back. It’s dangerous
work, sure, but it’s never been this bad. Something is down there, and
the people of the Wharf want Slayers to deal with it.
THE WHARF 51
Monsters
Monster is a catchall
term for anyone that the
Slayers decide to fight.
Usually these are beasts and
creatures, but humans can be
pretty monstrous too. Here
is an example monster:
PASSIVE:
Feed Me: Once a Creep has dealt damage to a Slayer, it makes all of its
attacks against that Slayer with Advantage.
ACTIONS: 1 + MOVE
Wrap: 1d8. Near. Target Slayer takes 1 fewer action their next turn.
Venom: 1d6. Engaged. 1 damage per Hit. The Slayer loses 1 HP whenever
they miss an attack action the rest of combat.
REACTION:
Strangle: If an Engaged Slayer is hit by Wrap, make a Venom attack
against them.
52 MONSTERS
HP
The amount of damage a monster can take. When a monster
reaches 0 HP, they are dead.
SPEED
Unlike Slayers, monsters do not roll to determine their place in
the turn order. Instead, they each have a set Speed value.
ACTIONS
Monsters may make a number of actions per turn equal to the
number listed next to Actions. They may also make one move
action, which does not count towards their number of
allowed actions.
PASSIVES
Some monsters have ongoing effects, called Passives. These
don’t need to be activated, but instead are always present, or
present when certain conditions are met.
REACTIONS
A monster may also have one or more Reactions available to
them. These are actions that they can take outside of their turn,
though a monster may only use one Reaction during a round.
CREATING MONSTERS
You’ll find a number of monsters to use in the Bestiary at the
back of this book (starting on page 74). But you’ll probably
want to start making your own Monsters too! Consider the
following when making a monster.
54 MONSTERS
Regardless of how many actions they can take, most
monsters have around three actions they are able to choose
from, including passive effects and reactions. Any more than
that and combat starts to slow down as the GM considers all
their options.
MONSTERS 55
GM Section
THE CITY
The City, the setting of Slayers, is cursed to expand forever. The
walls and borders shift with time as districts pop up with new
ways of life, and new opportunities for Slayers. Because of that,
it’s impossible for me to tell you what The City looks like. Even
if I gave you a list of all the districts, how they are oriented at
one table would and should differ from another table.
RULE OF 4+
The intent behind the 4+ Hit system is to move the rolling
part of roleplaying along quickly and easily. Whenever
anyone needs to roll, they just need to count the number of
Hits to determine if they were successful, or how much
damage they deal.
56 GM SECTION
ASYMMETRY
The inspiration behind Slayers is to allow players to truly
feel different from one another when they choose their class.
Each class approaches combat differently, but they are all
united by the Rule of 4+. Regardless of if a Slayer is using
exploding dice (as the Blade), resource management (as the
Gunslinger or Tactician), or push your luck (as the Arcanist),
they all ultimately want to roll 4+.
BALANCE
There is no combat balancing in Slayers. There are no magic
numbers that tell you what a fair fight is, and what is going to
be a bloodbath. That’s because these are monster hunters
doing very dangerous work. The monsters aren’t going to
fight fair, they’re monsters. The Slayers will ultimately
become quite powerful themselves, but there are big beasts
out in the world that can crush them, and that’s okay. Don’t
kill them to prove a point, but if you signal to them the
dangers of situations so they can make informed decisions,
you’ll have more interesting monster hunts, rather than
recklessly running into situations that end in death.
GM SECTION 57
RULES-LITE
You’ll notice that Slayers has more structure in some parts
than others. This is to intentionally provide room for
interpretation in the game. Money, gear, and healing have
guidelines for you to work with, but not much more than
that. That’s because those aren’t what make Slayers the game
that it is. Slayers is about hunting monsters, and highlighting
what makes each class feel “cool.” Shopping for +1 armor is
not cool. You know what is cool? Watching a Blade combo 5
attack dice in a row and cutting down the Clockwork Killer in
a single turn. Or begging the Arcanist to hold back from
boosting another spell, because surely they can’t take that
much more corruption. Play to get to those situations, and
don’t worry so much about paying for room and board.
58 GM SECTION
The
Hunt
It doesn’t take long for Slayers to
find out that any district they
visit has a monster problem.
Sometimes the locals gather
together resources to hire
Slayers, other times the rumors
and legends of a neighborhood
are too good to pass up. Either
way, when the Slayers agree to
deal with a monster problem,
they go on a Hunt.
THE HUNT 59
DESIGNING A HUNT
Slayers is played in cycles called Hunts, in which the
Slayers enter a district of the City and are tasked to find a
monster by a local NPC or faction. Sometimes a Hunt is
more than simply monster-killing. Slayers may find
themselves at the center of even greater trouble, such as
faction wars, arcane rituals, and more.
MONSTERS
Consider which district the Hunt will take place in when
choosing your monsters. How would they fit into the
environment? Make changes to the monsters to fit the
Hunt! Whatever the Slayers are hunting, you’ll want to put
some other monsters in their way. Intelligent monsters
usually have some underlings protecting them. Even
primitive beasts will keep the company of others, either as
protection, companions, or food.
LOCATIONS
While a Hunt takes place in a district, that can be a pretty
large area to cover. A list of locations that the Slayers may
visit in order to either find, or learn about the monster
keeps the Hunt focused. You’ll need at least the location or
lair of the target, and then consider other locations that are
along the way to the lair. Hunts involve a good deal of
investigation. Make locations where the Slayers can learn
about the monster, it’s actions, intents, and maybe even its
weaknesses.
FACTIONS
There are always some factions that are interested or
involved in the Slayers’ work. Consider the attitudes and
purpose of each of the factions in the district when
deciding who would hire the Slayers, and who might want
to see them stopped. Monsters are fun to hunt, but they
become interesting to fight when your players realize
there is something bigger happening in the background.
60 THE HUNT
NON-COMBAT
While Slayers is a game about monster fighting, the entire
session does not have to be filled with one combat encounter
after another. In fact, the Slayers should probably do some
investigating of the district and monster before they charge
in to fight it. Making the monster difficult to find, or resistant
to their tactics unless they prepare is one way to emphasize
non-combat play. You can also play NPCs and factions
against each other, each wanting the Slayers to do something
different about the monster “problem.”
NUMBERS
Slayers is not designed with combat balance in mind. The
more monsters you throw at the Slayers, the more likely they
are to die. You’ll learn the limits of the Slayers through play,
and that’s why it is important to include multiple encounters
at multiple locations. Start with some easy fights in the
beginning to gauge the Slayer's power, then start to crank it
up as the Hunt goes on.
EXAMPLE HUNTS
On the following pages you’ll find three example Hunts.
These Hunts are designed with a three act structure so that
you can comfortably pace your session and keep things going
forward. You aren’t required to follow this structure when
playing them, or when designing your own Hunts. Instead,
use these examples as opportunities to see how different
types of Hunts might play out.
THE HUNT 61
Lord of the (Un)dead
The Barrows is a district of the City that has been cordoned off,
isolated from the city. Whoever made the order hasn’t said
anything, but there are good people who still live inside those walls.
Interesting thing about this quarantine is that nobody seems to be
trying to get out, but some people are trying to break in. Those who
do, don’t come back out. You’ve been hired to investigate the
Barrows, figure out what is going on, and deal with it if possible.
PASSIVE:
Adapt: After reaching half HP, increase all damage dealt by the Wight by +1.
ACTIONS: 2 + MOVE
Conflicts: Slayers will run into a number of undead hordes, some more
dangerous than others. Who they choose to fight is up to them. They
need leads to find Drauzhal one way or another. Use the Corpse Giant,
Ghouls, Psykers, and Skeletons stats below to create the undead hordes.
ACTIONS: 2 + MOVE
REACTION:
Explode: When Corpse Giant dies, it explodes, dealing 2 damage to
anyone at Engaged or Near range.
PASSIVE:
Chew: Heal 1 HP whenever this Ghoul damages a Slayer.
ACTIONS: 2 + MOVE
Putrid Claw: 1d8. Engaged. 2 damage per Hit and Slayer’s next attack
action is made with Disadvantage.
Leap: Jump onto a Slayer at Near range. Slayer makes an Agile roll,
taking 2 damage on a Miss, and 0 damage on a Hit.
PASSIVE:
Maintain: Whenever a Psyker takes damage, roll 1d6. On a Miss, the next ally
in the turn order will go feral, attacking the nearest character, allies included.
ACTIONS: 1 + MOVE
Provoke: Choose a Near ally to make a free action.
Accelerate: All Near allies have +1 to their Speed. Lasts until Psyker’s
next turn.
Regain: Regain control over all Near feral allies.
PASSIVES:
Swarm: When there are 3 or more Skeletons Engaged with a Slayer, the
Skeletons each have Advantage.
Horde: As long as there are 4 or more Skeletons in play, damage of Claw
is increased by +1.
ACTIONS: 1 + MOVE
Claw: 1d6. Engaged. 1 damage per Hit.
At the start of each round after the first, the following occurs:
1 Skeleton enters the fight
1 Psyker is sacrificed, increasing Drauzhal’s Power Level by +1
REACTION:
Reincarnate: Requires 5 PL. When a Slayer dies, bring them back to life,
under Drauzhal’s control.
The Slayers may visit the Sigil of Valiance. If they do, they are
greeted with open arms by the third-in-command, Lord
captain Cilia Auburn. Cilia is very confident and boastful,
laughing at anything rude the players may say. She tells the
Slayers that she’s had eyes on an abandoned amphitheater at
the edge of the district. She’s seen shady people there, and
the sigil that’s been burned on church doors can be found
scratched into the aisles of the seats.
ACTIONS: 1 + MOVE
Slice: 1d6. Engaged. 1 damage per Hit, +1 if they attack from behind.
Fight Dirty: 1d6. Engaged. Attacks against Slayer are with Advantage
until the end of the target's next turn.
REACTION:
ACTIONS: 2 + MOVE
REACTION:
Confusion: 1d6. Near. Slayer must attack the nearest character on their
next turn.
Cleave: 2d6. Engaged and Near. 2 damage per hit, and +1 damage for
every 5 damage taken. Targets up to two Slayers.
Yur’s Ferality: Until the end of the Agent’s next turn, the damage it takes
and deals are increased by +2.
Crush: 1d8. Engaged. 1 damage per Hit. In addition, the Agent holds the
Slayer. The Slayer is unable to move or attack until they escape, and the
Agent can use an action to deal 2 damage to the held Slayer. To escape,
the Slayer must Hit on an Agile or Brawn roll.
ACTIONS: 1 + MOVE
Slice: 1d6. Engaged. 1 damage per Hit, +1 if they attack from behind.
Fight Dirty: 1d6. Engaged. Attacks against Slayer are made with Advantage
until the end of the target's next turn.
REACTION:
REPUTATION 71
ACT 2: TINSELTOWN TOUR
Right as the Slayers enter Opaline, the sun beats down on them,
greeting them with warm rays. The people are smiling, waving at the
newcomers as they wander down the boardwalk. Performers busk,
playing instruments, dancing and singing, waiting for their big break.
A large image of the celebrity seen earlier in the article is plastered on
a billboard towering over the district. Her name, Autumn Moonstar, is
drawn in big bold letters underneath her face.
When the Slayers arrive at the talent agency, Illusion, they are
introduced to one of the executives there. During the meeting, the
executive lists off all the great things the agency has done. Upon a
quick inspection, the Slayers may notice a few things:
A ravens’ mask and cloak peeking out from under the desk.
A book on a table nearby labeled “DEVASTATION.” Inside are the
instructions for building a god.
There are a few head shots of aspiring actors, including one of the
missing brother. If confronted, the executive will brush it off.
Conflicts: It’s sunset when the Slayers leave Illusion. Upon exiting the
front door, they will come face-to-face with a group of Doctors. They
attack, trying to drag the Slayers away into the sewers. After the battle,
the Slayers will find the Doctors escaping underground, through a
manhole cover.
PASSIVE:
Fester: Every Slayer within Near range takes 1 damage at the start of
their turn.
ACTIONS: 1 + MOVE
Transfusion: 1d6. Engaged. 2 damage per Hit and gain that much HP.
Inject: Engaged. Target gets +1 to Speed. Any actions they take next turn
are with Advantage.
72 REPUTATION
ACT 3: MEETING WITH DEVASTATION
Down in the sewers the Slayers find several Doctors chanting
around a large ceremonial table, alongside the celebrity, Autumn
Moonstar. On the table lies five bodies, drained of life. Doctors
finish their chant, creating a portal for the god, Devastation to
pass through. Made of a patchwork of skin and teeth, it only
knows one thing: to feed.
PASSIVE:
Shape Flesh: At the start of Devastation’s turn, choose one Passive
action for the round.
Shell: -1 to all damage taken
Swift: Make 2 Move actions per turn instead of 1
Stretch: Treat Slayers at Near range as Engaged
ACTIONS: 2 + MOVE
Gnash: 1d8. Engaged and Near. Target Slayer can’t take an attack action
next turn.
Consume: Devours one of the 5 prepared corpses. Gains Speed +1 and
HP +3.
Tenderize: 2d10. Engaged. 2 damage per Hit. Can target two Slayers at
once.
Spasm: 2d8. Engaged. 1 damage per Hit to everyone at Engaged range.
REPUTATION 73
Bestiary
PASSIVES:
Toll: If a Slayer makes a Streets roll greater than the Troll’s current HP,
it will stop fighting and bargain with the Slayers instead.
Enrage: Whenever Alley Troll takes more than 3 damage at once, their
Speed is increased by 1.
ACTIONS: 3 + MOVE
74 BESTIARY
BANDIT HP: 3 SPEED: 3
Wearing little more than rags and carrying small blades, they are
dangerous in large numbers.
ACTIONS: 1 + MOVE
Slice: 1d6. Engaged. 1 damage per Hit, +1 if they attack from behind.
Fight Dirty: 1d6. Engaged. Attacks against Slayer are with Advantage
until the end of the target's next turn.
REACTION:
ACTIONS: 1 + MOVE
Stab: 1d6. Engaged. 2 damage per Hit.
Rally: Until the end of the Leader’s next turn, +1 to attack rolls or damage
of all Bandits.
REACTION:
PASSIVE:
Blink: Whenever Blink Dog takes damage they Move to their attacker
and Claw them.
ACTIONS: 1 + MOVE
Claw: 1d6. Engaged. 1 damage per Hit.
Pull: 1d6. Engaged. Blink Dog and Slayer teleport to a Near or Far location.
BESTIARY 75
BONE PRIEST HP: 9 SPEED: 5
After making a pact with the powers beyond, these “priests” speak for
their followers: the bones beneath our feet.
ACTIONS: 2 + MOVE
Summon: Raise a Skeleton (page 85) from the ground. It may act this
round at the end of the turn order.
Ache: Near. Target Slayer’s bones ache with pain. Any actions they take
during their next turn are with Disadvantage.
Shatter: Near. Target Skeleton explodes into pieces, dealing damage
equal to its current HP to anyone at Engaged range.
PASSIVE:
Spring: Can make two Move actions each turn instead of one.
ACTIONS: 2 + MOVE
Wind Up: Next turn, take no actions, reactions, or moves. Each turn after
that, the Clockwork Killer may take 3 actions per turn for the rest of
combat.
Shrapnel: 2d6. Near. 2 damage per Hit to Slayer, and anyone at Engaged
range of the Slayer.
Cut Open: 1d8. Engaged. 2 damage per Hit, or 3 damage if Slayer is at
half HP or less.
REACTION:
Adapt: After Clockwork Killer takes damage, the next incoming attack is
made with Disadvantage.
76 BESTIARY
CORPSE GIANT HP: 12 SPEED: 2
An abomination of corpses stitched together. Who would have made
such a thing?
ACTIONS: 2 + MOVE
REACTION:
Explode: When Corpse Giant dies, it explodes, dealing 2 damage to
anyone at Engaged or Near range.
PASSIVE:
Feed Me: Once a Creep has dealt damage to a Slayer, it makes all of its
attacks against that Slayer with Advantage.
ACTIONS: 1 + MOVE
Wrap: 1d8. Near. Target Slayer takes 1 fewer action their next turn.
Venom: 1d6. Engaged. 1 damage per Hit. The Slayer loses 1 HP whenever
they miss an attack action the rest of combat.
REACTION:
Strangle: If an Engaged Slayer is hit by Wrap, make a Venom attack
against them.
BESTIARY 77
“DOCTOR” HP: 8 SPEED: 6
The sound of flapping wings can always be heard before a Doctor
arrives in their cloaks and masks. They treat a disease they believe
everyone in The City has.
PASSIVE:
Fester: Every Slayer within Near range takes 1 damage at the start of
their turn.
ACTIONS: 1 + MOVE
Transfusion: 1d6. Engaged. 2 damage per Hit and gain that much HP.
Inject: Engaged. Target gets +1 to Speed. Any actions they take next turn
are with Advantage.
PASSIVE:
Mad Predictions: All Slayers within Near range of the Doom Prophet
make their attack actions with Disadvantage
REACTION:
Come to Pass: When Doom Prophet has 3 or less HP, the end times
arrive. If they are alive at the start of their next turn, they explode and
deal 5 damage to everyone within Near range.
78 BESTIARY
DRYAD HP: 3 SPEED: 3
At first glance they seem like any other person, until you step on their
turf and they show the monster hidden beneath. Highly territorial
creatures that will claim a part of a district as their turf, and defend it
with their lives.
PASSIVE:
Sanctuary: Dryads protect a chosen place within a district. As long as
they are in that place, they can’t take more than 1 damage per Hit.
ACTIONS: 1 + MOVE
“Nature’s” Wrath: 1d6. Summon a manifestation of the nature of the
district. Choose an effect:
1 damage to everyone within Near range of Dryad
Heal 1 HP to everyone within Near range of Dryad
Everyone within Near range of Dryad can’t move
REACTION:
Gather: When a Dryad dies, roll 1d4. On a Hit, another Dryad joins the
combat.
PASSIVES:
Light the Pyre: Anytime Flame Hand takes damage, they light the
ground beneath their attacker with fire.
By Fire Be Forged: As long as Flame Hand is standing in fire, they heal 1
HP at the start of their turn.
ACTIONS: 2 + MOVE
Gout of Flame: 1d6. 1 damage per Hit to every Slayer within Near range.
Engulf: 1d4. Engaged. On Hit, target is lit on fire and takes 2 damage at
the start their turn for the rest of combat. A successful Agile or Mend roll
ends this effect.
REACTION:
Scorn: When Flame Hand takes damage from a Slayer within Engaged
range, that Slayer takes 1 damage.
BESTIARY 79
Gargoyle HP: 10 SPEED: 4
Massive creatures made of stone, shaped as monsters and warriors. Said
to be the natural guardians of The City as it continues its expansion
across our world.
ACTIONS: 2 + MOVE
REACTIONS:
Smash: When a Slayer at Engaged range misses an attack, deal 1 damage.
Enrage: When at 5 HP or less, increase Speed by +2.
PASSIVE:
Incorporeal: Attacks from physical weapons only deal 1 damage per Hit.
ACTIONS: 1 + MOVE
Haunt: 1d6. Engaged and Near. Enter the body of a Slayer. That Slayer
takes 1 damage at the start of each turn until Ghost is ejected with a
Mend roll.
Chill: 1d8. Engaged. 1 damage per Hit and Slayer can’t move during their
next turn.
PASSIVE:
Chew: Heal 1 HP whenever this Ghoul damages a Slayer.
ACTIONS: 2 + MOVE
Putrid Claw: 1d8. Engaged. 2 damage per Hit and Slayer’s next attack
action is made with Disadvantage.
Leap: Jump onto a Slayer at Near range. Slayer makes an Agile roll,
taking 2 damage on a Miss, and 0 damage on a Hit.
80 BESTIARY
GIANT SPIDER HP: 10 SPEED: 4
Each spider has markings unique to the district they call home. They
spin their webs in the alleys and sewers of The City waiting to catch
dinner, or a Slayer.
PASSIVE:
Venomous: Any Slayer damaged by the Giant Spider takes 1 damage at
the end of their turn. Effect ends with a Mend roll.
ACTIONS: 1 + MOVE
Bite: 2d6. Engaged. 1 damage per Hit.
Ensnare: All Slayers at Near range make an Agile roll. On a Miss, they
can’t move during their next turn. Effect ends with a Brawn roll.
REACTION:
Flee: If the Giant Spider takes more than 3 damage in one hit, reduce the
damage by 1 and take a free Move action.
SPECIAL:
The goblins should have one unique action that is themed to the district.
PASSIVE:
Mischief: As long as there are more Goblins than Slayers, Goblins may
take their turn at any time during the turn order.
ACTIONS: 1 + MOVE
Prod: 1d4. Engaged. 1 damage per Hit.
Snare: 1d6. Near. Slayer becomes entangled. Their next attack action is
made with Disadvantage.
BESTIARY 81
Harlequin HP: 4 SPEED: 7
These masked traveling performers tell stories of the many histories of
The City. It’s all a front to distract from the murdering and stealing they
do when they visit your district.
PASSIVE:
Troupe: If there is another Harlequin within Near range, this Harlequin
takes 1 extra Move.
ACTIONS: 1 + MOVE
Stage Fight: 1d6. Engaged. 1 damage per Hit.
Curtain Call: 1d4. Engaged. On a Hit, target Slayer with 2 HP or fewer is
dead.
REACTION:
Tumble: After taking damage, Harlequin immediately makes a Move
action.
ACTIONS: 2 + MOVE
Wych Shackles: 1d6. Engaged. Slayer can’t use any spells until
Inquisitor is killed.
Terrify: 1d6. Near. All Slayers must make a Move action away from the
Inquisitor on their next turn.
Shoot: 1d6. Near and Far. 1 damage per Hit.
Slice: 1d6. Engaged. 2 damage per Hit.
82 BESTIARY
Plague Hound HP: 5 SPEED: 6
Laughing hounds, said to be agents of a plague god forgotten by The City.
PASSIVE:
Pack: Hounds can take two Move actions as long as they can see another
Hound.
ACTIONS: 1 + MOVE
Chomp: 1d6. Engaged. 1 damage per Hit. Slayer makes their next action
with Disadvantage
Bile Bark: Near. Slayer and everyone at Engaged range with them make
an Agile roll. On a Miss, they take 1 damage and decrease Speed by 1.
PASSIVE:
Maintain: Whenever a Psyker takes damage, roll 1d6. On a Miss, the next ally
in the turnorder will go feral, attacking the nearest character, allies included.
ACTIONS: 1 + MOVE
Provoke: Choose a Near ally to make a free action.
Accelerate: All Near allies have +1 to their Speed. Lasts until Psyker’s
next turn.
Regain: Regain control over all Near feral allies.
ACTIONS: 0
Clobber: 1d6. Engaged. 1 damage per Hit.
REACTION:
Last Dance: When a Puppet dies, it explodes. All Near Slayers make an
Agile roll, taking 1 damage on a Miss.
BESTIARY 83
PUPPETEER HP: 9 SPEED: 5
Dolls rise to dance to the tune only the Puppeteer can hear. Oh you can’t
hear it? Here, hold this string for just a minute…
SPECIAL:
Puppeteer takes no actions. They may make one reaction per round for
each Puppet (pg.83) they have.
PASSIVE:
Adapt: After the Runebeast takes damage, the next incoming attack is
made with Disadvantage.
ACTIONS: 2 + MOVE
Gore: 1d8. Engaged. 2 damage per Hit and Slayer is knocked back to
Near range.
Trample: Make a Move action. Anyone Engaged with Runebeast makes
an Agile roll. On a Hit, take 1 damage, on a Miss, take 3 damage.
Amplify: Runebeast remains still. All actions against it until its next
turn are with Advantage. On its next turn, Runebeast takes 4 actions and
can use the same action multiple times.
84 BESTIARY
SKELETON HP: 3 SPEED: 2
Appearing in hordes, skeletons are weak on their own but work together
to swarm their foes.
PASSIVES:
Swarm: When there are 3 or more Skeletons Engaged with a Slayer, the
Skeletons each have Advantage.
Horde: As long as there are 4 or more Skeletons in play, damage of Claw
is increased by +1.
ACTIONS: 1 + MOVE
Claw: 1d6. Engaged. 1 damage per Hit.
ACTIONS: 1 + MOVE
Peck: 1d6. Engaged. 1 damage per Hit.
Glare: 1d6. Near. Target makes all actions with Disadvantage as long as
Strawman can see them.
REACTION:
Scamper: After taking damage, Strawman may make a free Move.
ACTIONS: 1 + MOVE
Rewind: 1d4. Decrease the Speed of all Near Slayers by 2.
Pause: 1d8. Near and Far. Target Slayer can only take 1 action during
their next turn.
Fast Forward: Near. Ally takes one additional action during their next
turn.
REACTION:
Paradox: The first time the Temporal Arcanist would die, they
immediately take 1 more turn with 2 actions, then die.
BESTIARY 85
VAMPIRE HP: 11 SPEED: 7
When a foul parasite burrows into someone’s mind, it changes them
into a monster. A blood sucking, murderous, monster.
ACTIONS: 2 + MOVE
Thrall: 1d4. Near and Far. On a Hit, Slayer makes a Negotiate skill roll. If
the Negotiate roll is a Miss, the Slayer’s next turn is made by the GM
instead of the player.
Drain: 1d8. Engaged. Damage target for 2 HP and Vampire heals 2 HP.
Bite & Tear: 2d8. Engaged. 2 damage per Hit.
REACTION:
Deathless: When a Vampire dies, they burst into mist or a flock of bats.
They will regain their form in their coffin in 1 day.
PASSIVE:
Adapt: After reaching half HP, increase all damage dealt by the Wight by +1.
ACTIONS: 2 + MOVE
86 BESTIARY
Wraith Mage HP: 12 SPEED: 3
Some mages refuse death, instead cursing spirits to inhabit a set of
armor, so that they may continue their arcane practices.
ACTIONS: 2 + MOVE
REACTION:
Counter: 1d4. Near. Spell being cast by Slayer has no effect.
PASSIVE:
Huge: Anyone at Near range is considered Engaged.
ACTIONS: 2 + MOVE
Coil: 2d10. Engaged. 2 damage per Hit. Can target two Slayers at once.
Acid: 1d8. Near. Slayer and anyone within Engaged range of them takes
1 damage, and 1 damage at the start of each of their turns until the end
of combat.
Destroy: Destroy the ground of an Engaged location. Everyone on it
must make an Agile roll or take 4 damage.
REACTION:
Devour: 1d6. If a Slayer reaches 3 HP or less and is Engaged with Wyrm,
it will eat and kill them.
BESTIARY 87
Blade IT’S SLAY OR BE SLAIN.
NAME
STYLE
NAME
STYLE
AGILE 1
ATTACK ACTION - 6 2
SPRAY LEAD
BRAWN 5 3
4
When you Spray Lead, choose
DECEIVE RUNES
a Near or Far monster and
pick up as many bullets as you
HUNT 1
would like to. You may use
bullets from any chamber 2
MEND that you have loaded. Each
bullet that Hits deals your 3
NEGOTIATE Damage. Bullets that have
4
been rolled are spent and are
STEALTH not available until you use a 5
Quick Action to Reload.
6
STREETS
NAME
STYLE
NAME
STYLE
SKILLS:
Roll skill die, as well as the skill die of any assisting Slayer.
When rolling more than 1 die, keep the higher.
ADVANTAGE:
Roll each die twice and keep the higher result.
DISADVANTAGE:
Roll each die twice and keep the lower result.
94 RULES REFERENCE
COMBAT
READY ACTION:
All Slayers have a Ready action they take before
combat begins.
TURN ORDER:
Each PC rolls their Speed die. Monsters use Speed scores.
ROUND:
Player or monster with the highest Speed result begins.
Round ends after the turn of the player or monster with the
lowest Speed result.
TURN:
Slayers may take up to two actions during their turn, as well
as a free Move. They may make any combination of these
actions, in any order they like, but may not do an action twice.
MOVE:
Go from one relative distance to the next (e.g. Near to Far,
Engaged to Near, etc.).
ATTACK:
How the Slayer deals Harm to enemies.
QUICK:
A utility action that supports the Slayer's role in combat.
SKILL:
Skill rolls in combat resolve the same way as out of combat,
and may provide a bonus effect.
RULES REFERENCE 95
Monster HuntING in a Cursed City.
Better get to work.