The Spirit Slayer


The Spirit Slayer is a Discipline from a far away land, dedicated to destroying Horrors, spirits, and other creatures from planes other than this one. The Spirit Slayer also seeks to purify the corruption caused by these entities by attempting to act as a filter for such taints.
Important Attributes: Perception, Willpower, and Toughness
Racial Restrictions: None
Karma Ritual: The Spirit Slayer's Karma Ritual affords him/her a special use of the Astral Sight talent. The Spirit Slayer focuses on the Astral Plane and gradually perceives it over a period of ten minutes. Once fully aware of movement in that plane, the Spirit Slayer slowly scans the surrounding area, marking any movement he/she perceives. Observing no movement means receiving two fewer Karma points; observing only usual(non-spirit, non-Horror) movement means receiving one fewer Karma point. To this end, the ritual is often performed near a likely observation point or at least an area with an unrestricted view. Any spirit or entity observed is committed to memory. The Ritual ends after the Spirit Slayer has fully viewed the area around him-/herself, whether or not any movements were observed.
Artisan Skills: Weapon Rune Carving, Rune Carving

FIRST CIRCLE
Talents

Astral Sight(D)
Karma Ritual
Lion Heart
Melee Weapons(D)
Spirit Talk(D)
Wood Skin

SECOND CIRCLE
Talents

Durability (6/5)
Heal Animal Servant(D)
Poison Resistance

THIRD CIRCLE
Talents

*Astral Pierce(D)
Spirit Hold(D)

FOURTH CIRCLE
Karma:
The Spirit Slayer may spend a Karma point on a Toughness/Recovery Test.
Talents

*Heal(D)
Thread Weaving (Life Weaving)(D)

FIFTH CIRCLE
Spell Defense:
Increase the Spirit Slayer's Spell Defense by 1.
Talents

Earth Skin
Life Check(D)

SIXTH CIRCLE
Physical Defense:
Increase the Spirit Slayer's Physical Defense by 1.
Talents

Endure Cold
True Sight(D)

SEVENTH CIRCLE
Recovery Test:
The Spirit Slayer gains an additional Recovery Test per day.
Talents

*Purify(D)
Steel Thought

EIGHTH CIRCLE
Spell Defense:
Increase the Spirit Slayer's Spell Defense by 1.
Talents

*Dampen Aura(D)
Metal Ward

NINTH CIRCLE
Karma:
The Spirit Slayer may spend a Karma point on a Willpower or Perception Test.
Talents

Life Sight
Matrix Strike
*Soul_Cleave(D)

TENTH CIRCLE
Spell Defense:
Increase the Spirit Slayer's Spell Defense by 1.
Social Defense: Increase the Spirit Slayer's Social Defense by 1.
Talents

*Alleviate(D)
Willforce
ELEVENTH CIRCLE
Recovery Test:
The Spirit Slayer gains an additional Recovery Test per day.
Initiative: Increase the Spirit Slayer's Initiative dice by 1.
Talents
Detect Influence
Stone Skin

TWELTH CIRCLE
Initiative:
Increase the Spirit Slayer's Initiative dice by 1.
Karma: The Spirit Slayer may spend a Karma point on any damage test versus a Spirit, Entity, Horror, or Horror Construct. Talents

Defense
Vitality(D)

THIRTEENTH CIRCLE
Resurrect:
For the cost of four permanent points of damage, a Spirit Slayer may meditate for one day to make a Toughness test on a deceased character, absorbing the damage. The Spirit Slayer must be in contact with the character's body for the full day and the Toughness test must reduce the damage to the character until it is under the death rating, including damage from decomposition. Each test costs the four damage points, which may be shared if between the Spirit Slayer and the character if the character is revived and so chooses.
Physical Defense: Increase the Spirit Slayer's Physical Defense by 1.
Talents

Lion Spirit
Shield Beater

FOURTEENTH CIRCLE
Physical Defense:
Increase the Spirit Slayer's Physical Defense by 2.
Initiative: Increase the Spirit Slayer's Initiative dice by 1.
Talents

Ethereal Weapon
*Lifeforce(D)

FIFTEENTH CIRCLE
Horror Duel:
Shouting a challenge to a Horror, the Spirit Slayer can engage in a special Astral Duel called a Horror Duel. The Horror may not use Skin Shift, Damage Shift, or any abilities that target the Spirit Slayer's physical body during the duration of the duel. To end the duel one combatant must fall unconscious or perish, the Horror must be banished, or the Horror must make a Willpower test resulting in an excellent success against the result of Astral Duel.
Karma: Increase the Spirit Slayer's maximum Karma points by 40.
Talents

*Astral Duel(D)
Earth Armor
(D) denotes Discipline Talents
* denotes New Talents, shown below

TALENTS
Astral Pierce

Step Number: Rank + Perception Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: None
Discipline Talent Use: Spirit Slayer
Astral Pierce allows a character to strike creatures and entities with Astral images. The character's weapon passes into Astral Space, disappearing in a colored flame. The Astral Pierce is made against the target's Spell Defense. On success, damage is rolled using the character's willpower(or applicable talent) step plus a magical weapon's step or only those steps magically granted(as in Forge Blade, Improve Blade, etc).

Heal

Step Number: Rank + Toughness Step
Action: Yes
Requires Karma: No
Skill Use: No
Strain: None
Discipline Talent Use: Thaumaturge, Spirit Slayer
Heal allows the character to heal another name-giver. The character spends one of his/her own Recovery Tests to use the talent, reducing the target name-giver's damage by the result of the Heal test, as with the Heal Animal Servant Talent.

Purify

Step Number: Rank + Willpower Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: None
Discipline Talent Use: Spirit Slayer
Purify allows a character to take a curse, taint, or other ailment afflicting another name-giver upon him-/herself. A Purify test is made against the Spell Defense of the ailment or entity causing the ailment(whichever applies). The character may then make a test to resist the ailment as if he/she were the initial target using an applicable talent or the applicable attribute step/defense number plus a bonus equal to his/her Rank in Purify. Purify may be used on a variety of harmful effects, including diseases, poisons, and any effects that are not socially-induced(charisma-based) such as magically-induced fear.

Dampen Aura

Step Number: Rank + Perception Step
Action: No
Requires Karma: No
Skill Use: No
Strain: None(2, see below)
Discipline Talent Use: Spirit Slayer
Dampen Aura adds its Rank to a character's Spell Defense against detection by magic or otherworldly means. A character with Dampen Aura is harder to detect and/or target by spirit or Horror magic, or other Astral-based abilities. By taking two strain, a character may make a Dampen Aura test in an attempt to temporarily increase his/her Spell Defense further against such abilities. The Dampen Aura test result becomes the character's new Spell Defense against Astral magics/detection(whether it is higher than the character's already boosted Spell Defense or not) for Rank minutes. Another Dampen Aura test may not be made until the effects of the previous have dissipated.

Soul Cleave

Step Number: Rank + Willpower Step + 4
Action: No
Requires Karma: No
Skill Use: No
Strain: 1
Discipline Talent Use: Spirit Slayer
The Soul Cleave talent allows a character to deal a greater amount of damage using the Astral Pierce talent. The character's weapon wails as it passes into Astral Space and anyone or anything perceiving the weapon sees only a searing white hot line of flame if it contacts the target. The character substitutes the Soul Cleave Step for Willpower for the damage test. After a successful Astral Pierce and Soul Cleave, the target may take no further action for the current round and suffers a step penalty equal to the character's Soul Cleave Rank to all abilities the following round.

Alleviate

Step Number: Rank + Toughness Step
Action: No
Requires Karma: No
Skill Use: No
Strain: None
Discipline Talent Use: Spirit Slayer
After a successful Purify test, a Spirit Slayer may make an Alleviate test to reduce the target's damage by as much as the test result. The Spirit Slayer chooses how much damage to absorb. If the Spirit Slayer absorbs a multiple of his/her wound threshold, he/she may choose to absorb wounds as well, limited to a number of wounds equal to the amount of damage absorbed divided by the wound threshold or rank, whichever is less.

Lifeforce

Step Number: Rank + Toughness Step
Action: No
Requires Karma: No
Skill Use: No
Strain: None
Discipline Talent Use: Spirit Slayer
When undisturbed and meditating on wholeness, the Spirit Slayer may use Lifeforce in place of toughness when making a Recovery Test. If the test is an excellent success against the Spirit Slayer's wound threshold, one wound is also healed.

Astral Duel

Step Number: Rank + Willpower Step
Action: Yes
Requires Karma: Yes
Skill Use: No
Strain: None
Discipline Talent Use: Spirit Slayer
When engaging any creature with an astral image, including purely astral entities, the Spirit Slayer may make an Astral Duel test against the target's Spell Defense to force it to engage in an astral combat. An astral form of the Spirit Slayer is visible in the astral plane, duplicating the actions taken during the course of the duel. All talents used during this period affect the target's astral form. Astral Pierce, Matrix Strike, and any other talents targeting the astral plane are not necessary. If a target is wounded, it may not take any actions for the rest of the round. An extraordinary success on a damage test against a Horror's Willpower step banishes it. The Spirit Slayer may only engage one opponent at a time and may not choose to disengage. The astral duel ends if one of the combatants is knocked unconscious or perishes, the target is banished, or the target makes a successful Willpower test against the Astral Duel test result.


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