TEXT:  
   
   
   
   THE HACK AND SLASHER 
   
  Human: Lucifel, Azrael, Camael, Raziel, Uriel 
  Elf: Amon, Lucifer, Eblis, Malphas 
  BODY:  Ripped, Scarred, Ruined.  
  EYES:  Demonic, Angelic  
  HAIR:  Horns, Halo, Long 
  SKIN:  Golden, Red, Unusual 
  Max (8+Consitution)        Current 
   Chaotic 
  Upset a balance 
   Evil 
  Wrest control of a situation from someone 
  or something 
   Good 
  Place yourself in harms with selflessly 
   
  Fill in at least one with the name of a companion, or 
  write your own. 
  __________________  was always going to run 
  into me 
  __________________  has seen my black before, 
  and knows something about it I don’t 
   __________________ despises my abilities, I must 
  show them otherwise 
   
   
   
   
   
   
   Elf 
  You are far more at home in the air than 
  on the ground, when Defying Danger by 
  leaping into the sky, take +1 Forward 
   Human 
  You and your weapons are inseparable. 
  Anytime you lose them, they will return to 
  you when you most need them 
   
   
  You can taste the freedom of death 
  and the release of your pacts – 
  when you hit 0 HP roll 2d6. *On a 
  10 you steal back a breath of life, 
  and a part of your soul, from those 
  that snatch at it. *On a 7-9, you 
  must make a new pact with 
  something on the other side to 
  come back. 
   
   
   
   
   
  ALIGNMENT 
   Flurry 
  When you unlease a barrage of ranged 
  attacks at a group of foes roll +DEX.  *On 
  a 10+, you explode into a furious whirl of 
  projectiles and spins, all of your foes are 
  pinned down and you deal damage to one 
  of them.  *On a 7-9, you move like the wind 
  and get a few shots off but your weapons 
  fail you. Your GM will tell you how. Deal 
  Damage to one target. 
   Legacy 
  There is something in your past, a 
  forgotten family member, a rival or unseen 
  foe. When you Miss on Carouse, you may 
  take any of the following choices instead 
  of the ones listed; 
   Your forgotten family member seeks 
  you out 
   A nemesis hears of you 
   A pact, gift or skill comes back to 
  haunt you 
   
   Fate Forged In Fire 
  You duel wield a pair of unusual ranged 
  weapons. They are one of a kind, no one 
  else in the world has a set of these babies. 
  You alone have mastered the tricks and 
  techniques in their usage and incorporated 
  them into your fighting style.  
  How did you get these weapons? 
   
   A gift from the Gods 
   
   A pact with the Demons 
   
   Invented and forged them yourself 
   
  Choose an Enhancement 
   
   Blades and Spikes (Add Melee tag) 
   
   Well Made (-1 Weight) 
   
   High Caliber (+1 Damage) 
   
  Your weapons are 2 Weight, Reload, Far. 
  Describe them below 
   
   
  
   
   
   
  THE HACK AND SLASHER 
  Max Load (6+STR)                   Current 
  You carry; 
  Dungeon Rations (5 uses, ration, 1 weight) 
  Your Weapons 
  Ammo (2 ammo, 0 weight) 
  Choose your weapon: 
   Longsword (Close, 2 weight) 
   Steel Gauntlets (Touch, 1 weight) 
   Axe (Close, 2 weight) 
  Choose your defenses: 
   Leather Undercoat (1 armor, 1 weight) 
   Hardened Leather Jacket (1 armor, 1 weight) 
  Choose one: 
   2 Healing potions (2 weight) 
   Larger sack of ammo (3 ammo 1 weight) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   Bladestorm 
  Your blade is deadly fast, years of training or 
  demonic pacts or gifts from above pay off as 
  you erupt in a furry of swipes, stabs and 
  swings. When you go all out on a foe, roll 
  +DEX.  *On a 10+, you overcome the foes 
  defenses soundly. Inflict a debility of your 
  choice and gain +1 forward to your next attack.  
  *On a 7-9, only inflict a debility. 
   Launch 
  When you try to launch your enemy into the 
  air, roll +DEX.  *On a 10+, Deal Damage and 
  send your foe flying high.  *On a 7-9, Deal 
  Damage, but the foe counters, taking you with 
  them. 
   Steel Rain 
  When you leap into the air and pepper the 
  area with projectiles, roll +DEX.  *On a 10+, 
  you expose enemies from cover and pin those 
  outside of it, your allies take +1 Ongoing to 
  Hack and Slash for a short while.  *On a 7-9, 
  you expose foes, but yourself also. 
   Deepen Pacts 
  Either your existing pact is deepened or your 
  create a new one with the forced of good or 
  evil. You may now consult them for advice 
  through your weapons. Roll+CHA. *On a 10+ 
  the advice you get is truthful and forward. *On 
  a 7-9 the advice you get is muddled or a riddle 
  OR you owe the forces a favour. *On a Miss, 
  you anger the forces you made a pact with. 
   Improved Weapon 
  Pick an extra enhancement for your weapons 
   
   Dash 
  When you make any attempt to move between 
  two foes, as long as you damaged one of them 
  recently, you may sprint to the next without 
  defying danger provided there is ground 
  between them. 
   Smash the State! 
  When you facedown an enemy more powerful 
  than you, and laugh in its face, roll +CHA.  
  *On a 10+, choose 2.  *On a 7-9, choose 1: 
   Take +1 Ongoing on all Damage rolls 
  against them 
   Gain +1 armor against their attacks only 
   Gain +1 Forward on all Defy Danger 
  against that enemy 
   Ammosmith 
  When you spend some time making your own 
  ammo, you make a small sack of ammo (2 
  ammo, 2 weight), roll +DEX.  *On a 10+, Hold 2 
  *On a 7-9, Hold 1. 
   Light ammo (-1 weight) 
   Lots of ammp (+1 ammo) 
   Explosive ammo (+1 damage till empty) 
   Massive ammo (Messy till empty) 
   Ariel Assault 
  When you attack a foe in mid-air, gain +1 
  Ongoing to Hack and Slash while in the air 
   Empty the Clip 
  When you volley, you may spend extra ammo 
  before rolling. For each ammo spent, you may 
  choose an extra target. Roll once and apply 
  damage to all targets 
   
   Air-Dash 
  Replaces: Dash 
  When you make any attempt to move 
  between two foes, as long as you damaged 
  one of them recently, you may sprint to the 
  next without defying danger regardless of 
  terrain. 
   Blast Off! 
  Replaces: Launch 
  When you try to launch your enemy into 
  the air, roll +DEX.  *On a 10+, Deal Damage 
  and send your foe, plus one other 
  character flying high. *On a 7-9, Deal 
  Damage, but the foe counters, taking you 
  with them. 
   Perfected Weapon 
  Requires: Improved Weapon 
  You finish your weapon. Add the final 
  enhancement to it and apply one of the 
  following tags of your choice: Forceful, 
  Damage +1, Throwable, +1 Piercing 
   Improved Flurry 
  Requires: Flurry 
  When you Flurry, *On a 12+, roll damage 
  once and apply it to up to 3 targets 
   Blade Barrage 
  Requires: Bladestorm 
  When you use Bladestorm, your weapon 
  may be considered Reach regardless of its 
  usual range 
   
   Autoloaders 
  You have mastered every facet of your 
  weapons, remove the Reload tag. 
   Hey, Catch! 
  When you focus your attention on one 
  foe, blasting them back with projectile and 
  blade back into the reach of another party 
  member, that party member gains +2 
  Forward. 
   Check this Out! 
  When you draw all attention to yourself 
  with an acrobatic display, you draw all 
  foes not already in melee to yourself. Your 
  ducking and diving grant you +3 armor and 
  your allies gain +1 Forward to their attacks 
  on the distracted foes.  
   
  
SOURCE: textdata/thevault/Dungeon World (PbtA) [multi]/Other Contents/Playbooks/Collections & Packs/Sandy Pug Games Playbooks/Hack And Slasher.pdf