Slayers Quick Start
Slayers Quick Start
Slayers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Rule of 4+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Wych Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Monsters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Lord of the (Un)dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Bestiary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Character Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Rules Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
What is This?
This is a quickstart ruleset for the Slayers �PG. With it, you can try
out the game, play a few sessions, and see if it’s for you. Included:
• Rules of play
• 4 classes, with rules to play them for ~5 levels
• Example district, with prompts and inspiration for play
• Full Hunt, so you don’t need to prep in order to get playing
• Example monsters for you to slay
If you want the full book, you can buy it on gilarpgs.com. In it you
will find expanded rules of play, more on each class, a huge amount of
lore and setting material, plus two more full Hunts, seven districts,
and over 30 monsters!
3
Rule of 4
There is one rule that applies to any and all dice roll: a 4+ is a Hit.
This rule applies for any roll, in or out of combat. Conversely, any die
that is less than 4 is a Miss.
Slayers takes place between two different modes: combat and non
combat. While not in combat, Slayers and the GM resolve most
actions and conflict through roleplaying. The dice are only picked up
once a Slayer is attempting an action where there is a chance for
failure, and the consequences of that failure have weight to them.
Whenever a Slayer attempts such an action, they make a roll.
Skills
If you aren’t attacking something, you’re probably making a skill roll.
Determine what skill is appropriate for the action, and then roll the
skill’s assigned die. A 4+ is a Hit, and the action succeeds. Anything
else is a Miss; the intended action fails, and the GM introduces a
complication or consequence.
Skills are also used during combat, and are resolved the same way as
described above when used during a fight. NPCs never make skill
rolls. Instead, their actions and reactions outside of combat are
determined by the fiction, and the Slayer’s rolls.
Below is the list of skills each Slayer has, along with some examples
of their use. All Slayers have access to every skill; they are
just better at some than others.
5
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 may 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.
» Engaged: Within melee range, a couple steps away.
» Near: A short sprint away.
» Far: Anything beyond Near.
If there is ever a question of how far two things are from one another,
ask the GM.
Turn Order
When combat begins, all combatants must determine their place in
the turn order. Each Slayer rolls their class’s Speed die. Monsters have
set Speed scores, and so don’t roll. If a Slayer is tied with a monster,
the Slayer acts first. If two Slayers are tied, they decide who will go
first. Combat in Slayers is made of rounds and turns.
7
Combat Actions
A Slayer may take up to two actions during their turn. They may
make any combination of these actions, in any order they like, but
may not do an action twice (unless an ability or advance allows it).
Move
Moving from one distance from a target or location to another.
This can mean moving closer (e.g. Near to Engaged) or further away
(e.g. Near to Far).
Attack
When attacking a monster, a Slayer will use their class’s unique
attack action. No matter the class, when attacking, any dice that
roll a 4+ are Hits.
Quick
Each class has a quick action that is designed specifically for them.
Skill
A Slayer may use a skill to help change their position in the fight, or
gain insight or an advantage. Before making such a roll, the Slayer
should declare what they want, and the GM will let them know if it
is feasible. In some instances this may afford them a bonus on a
future roll based on the success of the skill roll. In others, they have
positioned themselves to accomplish something they weren’t able to
before. Here are some examples of skill rolls being used in combat:
8
Advantage, & Disadvantage
If a character has positioned themselves so that they have the edge on
a combatant, they may roll with Advantage. Whenever a character
has Advantage, roll all dice twice, keeping the higher result. If a
character is in a really bad position, they roll with Disadvantage.
When a character has Disadvantage, roll all dice twice, keeping the
lower result. If someone has both Advantage and Disadvantage at the
same time, the effects are canceled.
9
Character Creation
Ready to hunt some monsters? Let’s make a Slayer.
1. Choose your class.
2. Set one skill as d10, two skills as d8, and all others as d6.
3. Select two Basic Advances to start with.
4. Record your starting stats based on your class and advances
you have taken.
5. Name and describe yourself. Why did you become a Slayer?
Where were you trained, if you were trained at all?
How long have you been doing this? Will it ever end?
11
Blade
Starting Stats
HP: 10
Speed: d8
Weapon Dice: 1d6
Damage: 2
12
Basic Advances
Ô Shrewd: The first roll of your attack is always with Advantage.
13
Gunslinger
Starting Stats
HP: 8
Speed: d6
Trigger Limit: 4
Damage: 1
Attack Action
Spray Lead
At the start of combat place 6d6
in front of you, representing the
bullets in your gun. When you Spray
Lead, choose a Near or Far monster
and pick up as many bullets as you
would like to fire, up to your Trigger
Limit. You may use bullets from any
chamber that you have loaded. Each
bullet that Hits deals your Damage.
Bullets that have been rolled are
spent, and are not available until
you reload.
14
Basic Advances
Ô Ô Spin: Increase Trigger Limit +1.
Ô Ô Ô Forge: Carve a rune into your gun.
Ô Draw: Increase Speed to d8.
Ô Prepared: Bullets fired from a fully loaded gun are rolled with
Advantage.
Runes
When you carve a rune into your gun, choose a rune from the list
below and write it on a chamber that doesn’t have one yet. 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.
15
Arcanist
Starting Stats
HP: 6
Speed: d4
Known Spells: Choose 3
16
Basic Advances
Ô Ô Learn: Add a spell to your Known Spells.
Ô Ô Excel: Advance a spell, permanently gaining the
Advance effect.
17
Arcanist Spells
Corrupt
Base Effect: Target is infected by your corruption. Every time
you cast a spell, the infected target takes 1 damage. Lasts until the
target or you are dead.
Range: Engaged.
Boost: The damage is equal to your current corruption instead.
Advance: When target dies, immediately choose another target
within Near range.
Energy Bolt
Base Effect: Fire a bolt of energy at a target. 2 damage per Hit.
Range: Near & Far.
Boost: +1 to damage per Hit.
Advance: Base effect damage is now 3 damage per Hit.
Erupt
Base Effect: Everyone within Near range of you, including allies,
takes damage equal to your current corruption.
Range: Engaged & Near.
Boost: Damage is doubled.
Advance: Allies only take 1 damage from the effect.
Fear Cloud
Base Effect: Target and anyone at Engaged with them fear you,
and 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 Action on
their next turn instead of fleeing.
Advance: Fear Cloud now works at any range.
18
Hex
Base Effect: Choose 1 effect per Hit. Effect lasts until the end of
the target’s next turn.
• Target must roll 5+ to Hit
• Target cannot Move
• Target attacks nearest ally
Range: Any.
Boost: Effects last 2 turns.
Advance: Choose 2 effects instead.
Mend
Base Effect: Target heals for 1d6 HP per Hit. This can also
stabilize a dying character.
Range: Any.
Boost: 2d6 HP per Hit.
Advance: If you heal a character for at least 4 HP, you may also
remove one corruption from yourself.
Siphon
Base Effect: Target loses 2 HP and you gain 1.
Range: Engaged.
Boost: Gain all lost HP and target loses the same amount.
Advance: Base effects increased +1.
Temporal Shift
Base Effect: If target is a monster, they take 1 fewer action their
next turn. If they are a Slayer, they take 1 more action next turn.
Range: Near & Far.
Boost: Affects 2 actions normally instead of 1.
Advance: Slayers may do the same action twice when affected by
Temporal Shift.
19
Tactician
Starting Stats
HP: 7
Speed: d8
20
Basic Advances
Ô Ô Ô Prep: Add 1d6 to your Strategy Pool before rolling it.
Ô Weaken: You may roll d4s in place of any number of d6s in your
Strategy Pool.
Ô Shift: After the turn order is determined, you may change any
two characters’ Speeds to any dice values in your Strategy Pool.
Ô Rally: When a monster is killed, roll 1d6 and add it to your Pool.
Ô Ambush: You and your allies roll their Speed with Advantage.
21
Wych Wood
The unofficial district of many wyches (arcanists, psykers, occultists, etc.)
in The City, and certainly the highest population of them in a single
place. The district gets its name from the homes of the locals are stacked
upon one another, branching out like trees. The Wych Wood is one of the
more vertical districts in the city, and it's important you watch your step,
because it is a terribly long fall to the bottom. If the fall doesn’t kill you,
the beasts below will...
Key Locations
1. 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.
2. Weird Way: Back alley string of shops with some of the strangest
goods a Slayer could need. They like Slayers, since Slayers have unique
needs and their own unique items to sell. You’ll find the Wyching Hour
here, a particularly popular bar among the locals.
3. 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.
4. Starry Night: A popular wych club. The ceiling is enchanted to create
the illusion of an open star-filled sky. Celestial auguries can be bought if
you know the right person. Drugs can be bought even if you’re a stranger.
5. Celeste Manor: Home of the Celeste family. A small private forest
surrounds the estate. Though they are usually a reclusive bunch, they
throw some really out of this world parties, if you’re into wych stuff.
Rumors
1. 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.
2. Locals have reported the sensation of being watched while doing their
daily stroll through the Walk. It didn’t seem like a big deal until a local
man came out of the woods with three slashes across his chest and his
skin had gone as pale as the moon.
3. The Celeste family is throwing a huge party to celebrate their
youngest’s 10th birthday. Everyone is going to be there. Which means
Inquisitors will be too, and they are no fun at a party full of wyches.
28
Monsters
Monsters 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:
Creep
HP: 5
Turn: 3
Actions (1)
Feed Me: (O). Once a Creep has hurt a Slayer,
it makes all of its attacks with Advantage.
Wrap: (A). 1d8. Near. Target Slayer takes 1
fewer action their next turn.
Venom: (A). 1d6. Engaged. 1 damage per Hit.
The Slayer loses 1 HP whenever they miss an
attack action.
Strangle: (R). If an Engaged Slayer is
affected by Wrap, make a Venom attack
against them.
Actions are specific to the monster, and noted with an (A). Some
actions do not require a roll. If a roll is needed, the dice used will be
the first thing listed, and the Rule of 4 always applies: actions of
monsters count a roll of 4+ as a Hit, which will trigger the action’s
effects. Required distance for actions is also included when
applicable.
39
Act 2: Exploring the Barrows
The streets of the Barrows are poorly lit. The lamp system hasn’t
been well-maintained since the quarantine started. Most streets are
dark, though a number of homes still have light behind drawn
curtains and shuttered windows. Nobody is likely to help the slayers,
or even talk with them. There are roaming bands of undead,
attacking anyone in sight. The Slayers need to figure out what
Drauzhal is doing, and where to find him to get to Act 3.
After the first round, at the start of each round, the following occurs:
Drauzhal
HP: 18
Turn: 6
Power Level (PL): As Drauzhal sacrifices more psykers, his
PL goes up. This directly affects his spells, and allows him to
take more actions.
Actions: 1 + 1 for every 2 Power levels
Energy Bolt: (A) 2d8. 1 damage per Hit.
Age: (A) Target’s Speed decreases -1; they age 1 year per PL.
Ensorcel: (A) Slayer rolls Tactics. On a Miss, skip their next
turn.
Sap: (A) 1d3 HP drained from Near targets, including undead.
Regains that much. Number of targets equal to PL.
Reincarnate: (R) Requires 5 PL. When a Slayer dies, bring
them back to life, under Drauzhal’s control.
41
Bestiary
Bandit Corpse Giant
Wearing little more than rags An abomination of corpses
and carrying small blades, they stitched together. Who would
are dangerous in large numbers. have made such a thing?
HP: 3 HP: 12
Turn: 3 Turn: 2
Actions (1) Actions (2)
Slice: (A). 1d6. Engaged. 1 Smash: (A). 1d10. Engaged. 3
damage per Hit, +1 if they attack damage per Hit.
from behind. Devour: (A). Engaged. Consume
Fight Dirty: (A). 1d6. Engaged. anyone, ally or enemy, with 3 HP
Attacks against Slayer are with or less. Regain that much HP.
Advantage until the end of Explode: (R). When Corpse
target’s next turn. Giant dies, it explodes, dealing 2
Desperation: (R). If brought to damage to anyone at Engaged or
1 HP, immediately Slice a Slayer Near range.
that is at Engaged range.
48
Ghoul Psyker
Craven beasts that devour dead Use their innate powers to create
flesh, and whose poison can slow an army of thralls that follow
the quickest Slayer. their every command.
HP: 7 HP: 5
Turn: 6 Turn: 5
Actions (2) Actions (1)
Chew: (O). Whenever Ghoul Maintain: (O). Whenever
damages a Slayer, it heals 1 HP. Psyker takes damage, they must
Putrid Claw: (A). 1d8. Engaged. roll 1d6. If they roll a Miss, the
2 damage per Hit and Slayer’s next ally in the order will go
next attack action is with feral, attacking the nearest
Disadvantage. character, allies included.
Leap: (A). Jump onto Slayer at Provoke: (A). Choose a Near
Near range. Slayer makes an ally to make a free action.
Agile roll, taking 2 damage on a Accelerate: (A). All Near allies
Miss. have +1 to their Speed. Lasts
until Psyker’s next turn.
Regain: (R). Regain control over
Plague Hound all Near feral allies.
Laughing hounds, said to be
agents of a plague god forgotten
by The City.
HP: 5 Skeleton
Turn: 6 Appearing in hordes, skeletons
Actions (1) are weak on their own but work
Pack: (O). Hounds can take two together to swarm their foes.
Move actions as long as they can HP: 3
see another Hound. Turn: 2
Chomp: (A). 1d6. Engaged. 1 Actions (1)
damage per Hit. Slayer makes Swarm: (O). When there are 3
their next action with or more Skeletons Engaged with
Disadvantage a Slayer, they have Advantage.
Bark Bile: (A). Near. Slayer and Horde: (O). As long as there are
everyone at Engaged range with 4 or more Skeletons, damage of
them make an Agile roll. On a Claw is increased +1.
Miss, they take 1 damage and Claw: (A). 1d6. Engaged. 1
decrease Speed by 1. damage per Hit.
Troll Wight
City trolls have skin like stones, Highly intelligent undead. They
and are the protectors of the have a sentience of their own,
spider web of alleys that make and typically work for those who
up each district. Older trolls are will help them with their plans.
bigger, meaner, and charge more HP: 10
to walk their streets. Turn: 5
HP: 17 Actions (2)
Turn: 4 Slash: (A). 2d8. Engaged. 1
Actions (3) damage per Hit.
Toll: (O). 1d6. If a Slayer makes a Poison Knives: (A). 1d6. Near.
Streets roll greater than the All Slayers take 1 damage at the
Troll’s current HP, it will stop start of their turn until the end
fighting and bargain with the a successful Mend roll.
Slayers instead. Adapt: (O). After reaching half
Enrage: (O). Whenever Troll HP, increase all damage dealt by
takes more than 3 damage at Wight +1.
once, their Speed is increased +1.
Club: (A). 2d8. Engaged. 2
damage per Hit.
Bellow: (A). 1d6. All Slayers at
Near range take 1 fewer action
during their next turn.
Gate: (A). Create a 15 foot tall
wall of stone between any two
walls within sight.
Blade
Name Style
Agile
Attack Action - Combo
Brawn Choose a monster at Engaged range and roll your Weapon
Dice. Any dice that are a Hit trigger a combo, and you roll
Deceive another attack die. You continue to combo until you no
longer roll a Hit. Add up the number of Hits, with each Hit
Hunt dealing your Damage.
Mend
Quick Action - Stance
Negotiate You may change your fighting stance. Any effects from
your stance will remain until you use another quick action
Stealth to change your stance.
· Flow: After you kill a monster, you may take a free Move
Streets action.
· Parry: Monsters need a 5+ to Hit you instead of 4+.
Study · Slay: +1 damage per Hit, but take +1 damage from enemy
Hits.
Tactics
Agile
Attack Action - Spray Lead
1
Brawn At the start of combat place 6d6 in 6 2
front of you, representing the bullets
Deceive in your gun. When you Spray Lead, 5 3
choose a Near or Far monster and
pick up as many bullets as you would
4
Hunt
like to fire, up to your Trigger Limit.
You may use bullets from any
Mend chamber that you have loaded. Each
Runes
bullet that Hits deals your Damage.
Negotiate Bullets that have been rolled are 1 4
spent, and are not available until you
Stealth reload. 2 5
3 6
Streets
Corruption
HP - Current/Maximum Speed
Agile
Attack Action - Cast Spell
Brawn Choose a Known Spell and roll 1d6 to cast it. On a Hit, resolve
the spell’s effect. On a Miss, the spell fails. In either case, mark
1 point of corruption after resolving the roll. You can boost the
Deceive spell, adding d6 to the roll, but also increasing the corruption
by 1. After resolving a spell, compare the highest rolled die to
Hunt your current corruption. If you have more corruption, roll on
the Bane table and reset your corruption. Corruption is always
Mend reset at the end of combat.
HP - Current/Maximum Speed
Agile
Passive Action - Strategy Pool
Brawn
Before the turn order is determined, roll a number of d6 equal
to your Tactics skill die size. These form your Strategy Pool.
Deceive During combat, you can replace a die rolled by either an ally
or an enemy with any of your Strategy Pool dice. Once that
Hunt die has been used, it is discarded for the remainder of combat.
This does not count as an action and is done during other
combatant's turns.
Mend
Negotiate
Strategy Pool Attack Action - Slash/Shoot
Stealth
Roll 1d6 against an Engaged or
Near target. On Hit, deal 1 damage.
Streets
Combat
Turn Order: PCs rolls their Speed. Monsters use flat scores.
Round: Begins with the highest Speed and ends after the turn
of the lowest Speed.
Turn: A PC may take up to two actions during their turn.
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: Unique to class.
Quick: Unique to class.
Skill: Works as a normal skill roll. May provide a bonus effect.
Advantage: Roll attack dice twice and keep the higher results.
Disadvantage: Roll attack dice twice and keep the lower
results.
Death: If a PC is brought to 0 HP, they are dying. One attempt
at stabilizing them is allowed. If successful, they remain at 0
HP until the end of the fight. If failed, they are dead.
60