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Demon-Slayer

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Dungeon Fantasy 20: Slayers · p.6

Open source p.6
250 points

You entered this world remarkably strong of soul. Fortune-tellers have foretold that battling demons is your destiny. You may not agree with that, but you cannot deny that you can sense demons and battle them with unusual proficiency, while they have trouble harming you! And you’re well aware that there’s renown – not to mention wealth – to be had from demon-slaying. That is now your vocation, whether you pursue it out of greed, dreams of glory, religious zeal, or the goodness of your heart.

Attributes: ST 13 [30]; DX 13 [60]; IQ 12 [40]; HT 12 [20].

Secondary Characteristics: Damage /; BL 34 lbs.; HP 13 [0]; Will 14 [10]; Per 12 [0]; FP 12 [0]; Basic Speed 6.00 [-5]; Basic Move 6 [0]. Demon-Slayers Will/Hard Will/Hard 250 points 6 Close to Hell 2 [10]; Demon Sniffer [10]; Go To Hell! [1]; and Higher Purpose 1 (Slay Demons) [5]. • A further 40 points chosen from among ST +1 to +4 [10/level], DX +1 or +2 [20/level], HT +1 to +4 [10/level], FP +1 to +4 [3/level], Will +1 to +6 [5/level], Close to Hell 3-4 [5/level], Combat Reflexes [15], Empathy [15], Extra Attack 1 [25], Fearlessness [2/level] or Unfazeable [15], Fit [5] or Very Fit [15], Gizmos 1-3 [5/level], Hard to Kill [2/level], Hell Vision [15], Heroic Reserves 1-13 [3/level], High Pain Threshold [10], Higher Purpose 2-3 (Slay Demons) [5/level], Iron Soul 1-5 [4/level], Luck [15] or Extraordinary Luck [30], Rapid Healing [5], Resistant to Demonic Powers (+3) or (+8) [3 or 5], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Evil Supernatural Powers (+3) or (+8) [5 or 7], Resistant to Poison (+3) [5], Signature Gear [Varies], Slayer Training [3 or 6/skill], Spirit Empathy [10], Weapon Bond [1], or more demon-slayer perks (p. 6).

Disadvantages: Obsession (Demon- Hunting)† (12) [-10]. • Another -15 points chosen from more severe Obsession, or Bloodlust [-10], Disciplines of Faith (Ritualism or Mysticism) [-5 or -10], Greed [-15], Intolerance (Cults) [-5], Obsession (Slay some specific type of powerful demon) [-5], Unnatural Features 1-5 [-1/level], Vow (Chastity or Vegetarianism) [-5] or (Own no more than horse can carry) [-10], or Weirdness Magnet [-15]. • A further -20 points chosen from the previous list or Callous [-5], Honesty [-10], Loner [-5], No Sense of Humor [-10], Overconfidence [-5], Selfless [-5], Sense of Duty (Adventuring Companions) [-5], Stubbornness [-5], Truthfulness [-5], or Wounded [-5].

Primary Skills: Hidden Lore (Demons) (A) IQ+1 [1]-13‡; Psychology (Demons) (H) IQ+1 [2]-13‡; Physiology (Demons) (H) IQ+1 [8]-13; Exorcism (H) Will [1]-14‡; and Banish and Pentagram, both (H) Will [4]-14. • One of Crossbow or Thrown Weapon (Axe/Mace or Spear), both (E) DX+3 [8]-16; or Bow or Throwing, both (A) DX+2 [8]-15. • One of these two melee skills packages: 1. One of Polearm, Spear, Staff, Two-Handed Axe/Mace, or Two-Handed Sword, all (A) DX+4 [16]-17; or Two-Handed Flail (H) DX+3 [16]-16. 2. One of Axe/Mace, Broadsword, Shortsword, or Spear, all (A) DX+3 [12]-16; or Flail (H) DX+2 [12]-15 – and Shield (E) DX+2 [4]-15. Also roll whenever demons proffer information or a deal. Failure means you assume their every word is a terrible lie – and if nobody else is present, you’ll silence the demon and never speak of the incident! ‡ Includes +2 for Close to Hell. Customization Notes Demon-slayers fall into a few loose categories. A given slayer might have aspects of two or all three – an unregulated profession like this has its oddballs. Pure slayers are fighters. They use advantage points to raise ST, DX, and HT, and for such traits as Combat Reflexes, Extra Attack, High Pain Threshold, and Weapon Bond; if they have slayer-specific abilities, they’re ones directly useful in combat, like Baneful Sacrifice, Heroic Reserves, and Iron Soul. These heroes tend to have severe Obsessions (often balanced by elevated Higher Purpose), alongside Bloodlust, Callous, Loner, and Overconfidence – and too often, Wounded. Most emphasize damage, making Crossbow and swung two-handed weapon skills favorites. Background skills are typical of menat-arms: Armoury, Brawling, Connoisseur (Weapons), Fast- Draw, Intimidation, etc. Demon-Slayers (A) DX [2]-13; Occultism (A) IQ+1 [1]-13‡; Religious Ritual and Theology, both (H) IQ [1]-12‡; Tactics (H) IQ-2 [1]-10; and Thaumatology (VH) IQ-2 [2]-10.

Background Skills: Seven of Brawling, Fast-Draw (any), or Forced Entry, all (E) DX [1]-13; Climbing or Stealth, both (A) DX-1 [1]-12; First Aid or Gesture, both (E) IQ [1]-12; Armoury (any), Connoisseur (Weapons), Hazardous Materials (Magical), Interrogation, Research, or Streetwise, all (A) IQ-1 [1]-11; Hiking (A) HT-1 [1]-11; Intimidation (A) Will-1 [1]-13; Meditation (H) Will-2 [1]-12; Search (A) Per-1 [1]-11; or 1 point to raise any 1-point skill by one level. * Multiplied for self-control number; see p. B120. † Make a self-control roll any time you encounter demons or the hint of an occasion to thwart them – through banishment, combat, exorcism, or just vandalizing an evil altar. Failure means you must immediately try to rid the world of the demons or their artifacts (if they’re present) or accept the quest (if not). 7 and emphasize exorcism and banishment. They improve Will and Close to Hell, and then add advantages like Empathy (to sense who’s possessed), Gizmos (to pull out anti-demon tricks), and Spirit Empathy (to divine demons’ intentions); they’re more likely than most to have Heaven Awaits, too. They use Banish and Pentagram a lot, and so require Heroic Reserves, but if combat is inevitable, they find Holy Touch and Tough Love useful. These worthies lean toward faith-linked disadvantages – Disciplines of Faith, Vows, and nice-guy problems like Honesty, Selfless, Sense of Duty, and Truthfulness – and often acquire Unnatural Features or Weirdness Magnet. Combat skills could be anything, though Throwing for holy water is customary, while background skill points buy Meditation and Research, and improve Exorcism, Hidden Lore, Occultism, Religious Ritual, and Theology. Cult-breakers go after Hell’s mortal power base – demon worshipers – as zealously as they hunt demons. They put advantage points toward Empathy (for finding out who’s in league with The Devil), Hell Vision (for seeing Evil hiding in plain sight), Resistant to Evil Supernatural Powers (for protection against black magic), and Tough Love (mostly because they slay mortals anyway). Disadvantages include Intolerance (Cults) and one or more of Bloodlust, Callous, No Sense of Humor, and Stubbornness. Combat skills are those useful against mortal guards, often Bow, Brawling, Shield, and either Broadsword or Shortsword. Background skills are used to investigate dodgy parts of town: Forced Entry, Interrogation, Search, Stealth, and Streetwise. Given the nature of demons, every demon-slayer should at least consider Hard to Kill, Resistant to Demonic Powers, and either Brave and Fearlessness or Unfazeable. More Higher Purpose never hurts, either. As for anyone who fights a lot, trading the 5 points from quirks for cash for combat gear is valuable (see Chapter 4).