TEXT: SLAYERS
  SLAYERS
  By Spencer Campbell
  
  Table of Contents
  What is Slayers?
  1
  Rule of 4+
  3
  Combat
  5
  Classes
  9
  GM Section
  19
  The Hunt
  23
  Example District
  25
  Example Hunt
  26
  Monsters
  31
  Rules Reference
  39
  SLAYERS
  Special thanks to:
  My incredibly supportive partner, Kate.
  Clover, whose constant need to go potty really
  slowed the creation of this game.
  And of course, you.
  Writing, layout, and design: Spencer Campbell
  Playtesters: Mike Rieman, Jordan Devenport, Mike Sater, Colin
  Iwanski, Zach Melton.
  Readers:Twitter users: @BENZORD @boyzierpg @TalesbyBob
  @TuckeyLuke @JonathanDersch
  Cover Art: Adobe Stock Artist Warmtail
  Interior Art:
  - Adobe Stock Artist:Warmtail.
  - Freepik Premium
  gilarpgs.itch.io
  gilarpgs.com
  @
  By Spencer Campbell
  
  SLAYERS
  What is Slayers?
  Slayers is a tabletop RPG in which the players take on the role of
  Slayers: mercenaries and monster hunters for hire.The game
  takes place in a haunted ever-expanding city, set in a world just
  on the cusp of an industrial revolution. Slayers help clean out the
  city’s dark secrets that make their way in from the wilds beyond
  the city limits, as well as from within.
  The goal of Slayers is a rules-lite system for fast action, and
  exciting combat. In order to create interesting combat, the
  classes have been designed to be very asymmetrical from one
  another. At its core, this game uses a resolution mechanic called
  the Rule of 4+ for all actions, but how each class approaches this
  mechanic in combat is quite different.
  Asymmetry?
  What do I mean by asymmetrical? Asymmetry in an RPG to me
  means that each class feels different than the others.They
  approach the game with a different method, and the mechanics
  should then represent that difference.
  For example, the Blade, is designed to simulate stylish and fast
  sword fighting, and so they use exploding dice to create huge
  combos of attacks.The Gunslinger however, has to manage a
  pool of 6 bullets during combat, deciding when and how many to
  spend on a given attack, and when is the right time to reload.
  Despite these being two different approaches, they both are
  resolved using the Rule of 4+.
  The Setting
  Slayers takes place in The City, a haunted urban sprawl that
  takes that idea very seriously.The City spreads on forever, with
  no obvious borders. Districts and neighborhoods emerge as if
  The City willed them into existence. As such,The City is a
  cosmopolitan place, filled with people of all backgrounds and
  creeds. Unfortunately,The City also has a monster problem.
  Whether these creatures existed beyond the walls and were
  absorbed in, were always here, or made manifest by the arcane
  foundation of The City is unknown.What is clear though, is that
  the Slayers have their work cut out for them.You can find more
  about the setting in The City sourcebook, which will be released
  on gilarpgs.itch.io.
  What DoYou Need?
  To play Slayers, you’re going to need at least two people to play.
  Some players will be Slayers, and one will be the GM.This book
  assumes you are familiar and comfortable with the concepts of
  player characters and Gms. Once you’ve got your players, time to
  gather the materials.
  Someone will need to have read this book so they know the core
  rules.There is a rules reference sheet (page 39) that will be
  helpful for everyone to have handy. Each player will need a set of
  polyhedral dice (d4, d6, d8, d10, d12), and a character sheet of
  the class they’ve chosen.
  Rules for each class, including character creation and
  advancement, can be found later in this book.You can find the
  character sheets online at gilarpgs.itch.io. Players should be
  familiar with their class’s rules before sitting down to play.This is
  especially important given the asymmetry of Slayers!
  Play Cycle of Slayers
  Slayers takes place in cycles called Hunts. At the beginning of a
  Hunt, the GM will introduce the Slayers to what they have been
  hired to kill and where in The City the Hunt will take place.
  After successfully hunting their target, the Slayers will reflect,
  advance their characters, and prepare for their next job.
  1
  2
  
  Rule of 4+
  In Slayers, there is one rule that applies
  no matter how many dice you are
  rolling or what size they are: a roll of a
  4+ is a Hit.This rule applies for any
  roll, in or out of combat. Most actions
  require just 1 Hit in order to succeed,
  though more difficult situations may
  call for multiple hits. 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 actions and conflict
  through roleplaying.The dice are only
  picked up once a Slayer has decided
  they are attempting an action where
  there is a chance for failure, and the
  consequences of that failure have
  weight to them.Whenever a Slayer
  makes such an action, they make a roll.
  Skills
  If you aren’t attacking something, you’re probably making a skill
  roll. After determining what skill is appropriate for the action (see
  list below), roll the skill’s assigned die. Slayers can assist one
  another with actions when appropriate, adding a die equal to the
  helping player’s skill die size.The helping ally will suffer any
  consequences along with you.Whenever you roll more than one
  dice for a skill roll, use the highest roll. 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
  are determined by the Slayer’s rolls.
  Skill List
  Below is the list of skills each Slayer has, along with some
  examples of their use.The examples are by no means an
  exhaustive list. If there is ever a question of what skill is being
  used, discuss it as a table.
  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. More on skill dice and improving your skills can be
  found in character creation later in the book.
  Agile: Dodging, leaping, even cart rolling.
  Brawn: Physical work, powering through, intimidating.
  Deceive: Lying, tricking, distracting.
  Hunt: Hunting, tracking, monster knowledge.
  Mend:Warding death, stabilizing wounds, medical training.
  Negotiate: Persuading, diplomacy, compelling.
  Stealth: Blending in, keeping quiet, sleight of hand.
  Streets: Social circles, navigating the city, purchasing power.
  Study: Perception, reading a scene or person, doing research.
  Tactics: Strategic intel, preparing for a foe, reacting to a battle.
  Weight
  Failure with weight
  means that something
  in the fiction will
  happen if an action
  fails.When an action
  fails, move the story
  forward with the
  consequence, and
  provide a new
  opportunity for the
  Slayers to address.
  Just saying “It doesn’t
  happen” isn’t very fun
  or interesting!
  3
  4
  
  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
  such as movement speed.
  Relative Distance
  Movement and distance aren’t measured in detail. Instead,
  distance is determined abstractly.
  •
  Engaged:Within melee range, an arm’s length 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 flat turn order values, and so don’t roll. If a Slayer
  is tied with a monster, the Slayer acts first. If two Slayers are tied,
  they may decide who will go first. Combat in Slayers is made of
  rounds and turns.
  Round vs.Turn
  A round begins with the character highest in the turn order, and
  ends after the character lowest in the order completes their turn.
  Slayers keep their turn order between rounds, unless an action
  by a Slayer or monster would change that order. A turn is when a
  character acts during the turn order.
  Only one roll is used to create the turn order. However, some
  abilities and actions allow characters to change theirs or other
  combatant's place.The GM will keep track of the turn order
  throughout the combat.
  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 says
  otherwise).
  Move
  Moving from one range 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
  result in a 4+ are Hits. Misses don’t create a consequence or
  complication, they just don’t deal damage.
  Quick
  Each class has a quick action that is designed for that specific
  class.
  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:
  •
  Using a Brawn roll to push away a monster that is holding
  onto you or an ally.
  •
  Tactics to gain insight in how the monster works, perhaps
  learning its HP or what some of its actions are.
  •
  After Stealthily moving into shadows before launching an
  attack, the GM decides the Slayer should attack with
  advantage.
  •
  Compel may convince a desperate foe to back down, but it
  might also fall on deaf ears.
  5
  6
  
  Attacking, Advantage, & Disadvantage
  If a character has positioned themselves in such a way that they
  have the edge on a combatant, they may roll with Advantage.
  Whenever a character has Advantage, roll each die in the attack
  twice, keeping the higher of the two. If a character is in a really
  bad position, they roll with Disadvantage.When a character has
  Disadvantage, roll each die in the attack twice, keeping the lower
  of the two.
  Slayers and GMs should work together to decide when a
  character has Advantage or Disadvantage. Here are some
  examples of when you might have either:
  Advantage
  Ambushing someone
  Target is distracted
  Using Brawl to knock them
  down first
  Disadvantage
  Being ambushed
  Immobilized, slowed, or
  distracted
  Being attacked from a great
  distance away
  Damage, Healing, & Death
  Every attack action deals damage depending on the number of
  Hits. Damage is subtracted from the target’s HP. When not in
  combat, a Slayer will heal back to full HP after resting a day.
  Slayer’s can also be healed using spells, gear, or negotiating
  healing services from someone.
  If a monster’s HP is reduced to 0, they are dead or defeated.
  When a Slayer’s HP drops to 0, they are approaching death, and
  will die if not tended to. Slayers can be stabilized and saved from
  death, though this can only be attempted once. If it fails, they
  have died. A dying Slayer is stabilized with a successful Mend
  roll from an ally. Any spell or gear that would restore HP can be
  used to stabilize as well. A stabilized Slayer remains at 0 HP until
  the end of the fight, and then is restored to 1 HP.
  Gear & Currency
  Slayers don’t keep a detailed inventory of everything they have
  on them.We assume they keep their weapons with them, and
  enough currency to last a day for food and shelter. Anything that
  they want beyond that, they will need to negotiate for. If there is
  a question on whether a Slayer can afford something, they can
  roll Streets.
  There is no shopping for better equipment either. A Slayer is
  bound to their weapon, and would only get another if they lost
  theirs. As such, you won’t find an extensive shopping table in this
  book. Below you will find some items that Slayers may bargain
  for, or try to acquire to help them with their job:
  •
  Healing salves, ointments, and tinctures
  •
  Climbing gear
  •
  A spell from a local hedgemage
  •
  Clothing that is fire-resistant
  •
  Food or bait for a monster
  •
  Service from a local, such as a courier, spy,
  or healer
  Skills
  Advantage and Disadvantage are only for combat.
  However, some GMs may want to include them as
  part of skill rolls outside of combat. If you do, the
  Slayers will be even more effective during their hunts.
  Decide what best fits the tone and style of your table!
  7
  8
  
  Classes
  Below you will find a brief description of each class followed by
  the rules for character creation. Also included in this book are
  character sheets for each class, and a list of advances that can be
  taken in order to improve your Slayer with time.
  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 both their weapons and fighting technique on the fly to
  adapt to the ever-shifting battlefield.
  Gunslinger
  While most wield blades or flintlock pistols and rifles 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 tinker and customize it to their liking.These dangerous
  weapons mean most keep their distance from Gunslingers, and
  many ‘Slingers lead lives as drifters and Slayers.
  Arcanist
  The Arcanist is a spell casting Slayer, whose power comes from a
  source that is slowly destroying them.The Arcanist’s mind and
  body are taxed as the corruption from their power source drains
  them. Use your spells too much though, and the corruption will
  create chaos in your plans.
  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.
  Character Creation
  Slayers go through many of the same steps during character
  creation. Here you will find the rules for creating your character.
  1. Choose your class.
  2. Set one skill as a d10, two skills as d8, and all other as d6.
  3. Select two basic advances to start with.
  1. If you are an Arcanist, you cannot choose to add another
  Known Spell during character creation.
  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?
  AdvancingYour Slayer
  After a successful Hunt, your character
  improves. Before that however, have each
  Slayer reflect on the experience and
  answer at least one of the following
  questions:
  •
  What did you learn about
  yourself this Hunt?
  •
  What did you learn about an
  ally this Hunt?
  •
  Would you have done things
  differently?
  •
  What about this Hunt will stick with you for quite some time?
  Roll 1d6 and increase your total HP. Next, increase one skill
  from d6 to d8. If all of your skills are already at least d8, you may
  instead increase one skill to d10.
  Finally, you may choose an advance. Basic advances may be
  taken at any time, and expert advances may only be taken after
  you have 5 basic advances.
  9
  10
  
  Blade
  Name
  Style
  HP
  Speed
  Weapon Dice
  Damage
  Attack Action - Combo
  Choose a monster at Engaged range and roll your Weapon Dice. Any
  dice that are a Hit trigger a combo, and you roll another attack die.You
  continue to combo until you no longer roll a Hit. Add up the number of
  Hits, and deal damage based on your weapon’s damage.
  Quick Action - Stance
  You may change your fighting stance. Any effects from your stance will
  remain 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 take +1 damage from monster Hits.
  Basic Advances
  Expert Advances
  Agile
  Brawn
  Deceive
  Hunt
  Mend
  Negotiate
  Stealth
  Streets
  Study
  Tactics
  Blade
  Starting Stats
  HP: 10
  Speed: d8
  Weapon Dice: 1d6
  Damage Per Hit: 2
  Basic Advances
  •
  The first roll of your attack is always with Advantage.
  •
  Reroll the first 1 rolled during an attack.
  •
  Parry applies to any allies within Engaged range of you.
  •
  Increase both effects of Slay +1.
  •
  Change Speed die to d10 and always roll it with Advantage.
  •
  Always increase total HP by 5 when advancing, instead of
  rolling.
  •
  If a monster attacks you, your next attack against them is
  made with advantage.
  Expert Advances
  •
  Increase Weapon Dice to 2d6.
  •
  Make a free attack action using Flow.
  •
  Hit on 3+ when attacking.
  •
  When a monster has half HP or less, all of your attacks
  against them are with advantage.
  •
  Hits from attacks with Advantage deal +1 damage each.
  11
  12
  
  Gunslinger
  Name
  Style
  Agile
  Brawn
  Deceive
  Hunt
  Mend
  Negotiate
  Stealth
  Streets
  Study
  Tactics
  HP
  Speed
  Trigger Limit
  Damage
  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 currently have loaded. Each bullet
  that Hits deals damage. Bullets that have been rolled
  are spent, and are not available until you reload.
  Quick Action - Reload
  You may reload up to two bullets into any
  empty chambers.
  Runes
  Basic Advances
  Expert Advances
  4
  5
  6
  1
  2
  3
  1
  2
  3
  4
  5
  6
  Gunslinger
  Starting Stats
  Starting HP: 8
  Speed: d6
  Trigger Limit: 4
  Damage Per Hit: 1
  Basic Advances
  •
  Increase Trigger Limit +1. Can be taken 2 times.
  •
  Carve a rune into your gun. Can be taken 3 times.
  •
  Increase Speed to d8.
  •
  First bullet fired from a fully loaded gun is rolled with
  Advantage.
  •
  Last bullet in the gun deals +2 damage per Hit.
  Expert Advances
  •
  You can choose more than one target when you Sling Lead.
  Choose how many dice for each before rolling.
  •
  Carve a rune into your gun. Can be taken 3 times.
  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.
  •
  Hollowpoint: +2 damage on Hit.
  •
  Blast:Target is pushed back from Near to Far.
  •
  Tar: Deals no damage.Target takes 1 fewer action on their
  next turn.
  •
  Snare: Deals no damage.Target makes their next action with
  disadvantage.
  •
  Bleed: Deals no damage.Target loses 1 HP at the start of
  each of its turns until dead.
  •
  Accurized: Hits on a 3+ instead of a 4+.
  13
  14
  
  Arcanist
  Name
  Style
  HP
  Speed
  Corruption
  Attack Action - Cast Spell
  Choose a Known Spell and roll 1d6 to cast it,
  marking 1 point of corruption after resolving
  the spell’s effect.You can boost a spell, adding
  d6 to the roll, but also increasing the corruption
  by 1. After resolving a spell, compare the
  highest rolled die to your current corruption. If
  you have more corruption, roll on the Bane
  table and reset your corruption. Corruption is
  reset at the end of combat.
  Quick Action - Purge Corruption
  Roll 1d6. On a Hit, remove 1 corruption, on
  a Miss remove none.
  Basic Advances
  Expert Advances
  Known Spells
  d6
  Bane
  1 -1 for next Skill roll
  2 Next spell is with Disadvantage
  3 Can’t use Move action next turn
  4 Can’t use Quick action next turn
  5 Only 1 action next turn
  6 Take damage equal to corruption
  Agile
  Brawn
  Deceive
  Hunt
  Mend
  Negotiate
  Stealth
  Streets
  Study
  Tactics
  Arcanist
  Starting Stats
  HP: 6
  Speed: d4
  Known Spells: Choose 3
  Basic Advances
  •
  Add a spell to your Known Spells. Can be taken 2 times.
  •
  Advance a spell. Can be taken 2 times.
  •
  May reroll your Bane roll. Choose which result to keep.
  •
  You can lose 1 HP instead of taking a point of Corruption.
  •
  When you boost a spell, add 1d8 instead of 1d6.
  Expert Advances
  •
  Add a spell to your Known Spells. Can be taken 2 times.
  •
  Advance a spell. Can be taken 2 times.
  •
  Always roll 1d8 when casting a spell instead of 1d6.
  15
  16
  
  Arcanist Spells
  Arcanist Spells Continued
  Energy Bolt
  Range: Near and Far
  Effect: Choose a target. 1
  damage per Hit.
  Boost: 3 damage per Hit
  Advance: Now deals 2 damage
  per Hit instead of 1.
  Mend
  Range: Any
  Effect: Roll 1d6 for each Hit.
  Target heals HP equal to total.
  This can also stabilize a dying
  character.
  Boost: 2d6 HP per Hit.
  Advance: If you heal for at least
  4 HP, you may also remove one
  corruption from yourself.
  Corrupt
  Range: Engaged
  Effect:The target is affected by
  your corruption. Every time you
  cast a spell, the affected target
  takes 1 damage. Lasts until the
  target or you are dead.
  Boost:Target takes damage
  equal to your current corruption
  instead.
  Advance:When target dies, the
  spell jumps to another target of
  your choice within Near.
  Temporal Shift
  Range: Near and Far
  Effect: If the target is a
  monster, they take 1 fewer
  action their next turn. If the
  target is a Slayer, they take 1
  more action next turn.
  Boost: Affects 2 actions
  normally instead of 1.
  Advance: Slayers may do the
  same action twice when affected
  by Temporal Shift.
  Explode
  Range: Engaged and Near
  Effect: Everyone within Near of
  you, including allies, takes
  damage equal to your current
  corruption.
  Boost: Damage is doubled.
  Advance: Damage includes the
  corruption gained from casting
  this spell, and boosting if
  applicable.
  Hex
  Range: Any
  Effect: Choose 1 effect. Effect
  lasts until the end of the target’s
  next turn.
  •
  Target must roll 5+ to Hit
  •
  Target cannot Move
  •
  Target attacks nearest ally
  Boost: Effect lasts 2 turns.
  Advance: Choose 2 effects
  instead.
  Siphon
  Range: Engaged
  Effect:The target loses 1 HP
  and you gain 1.
  Boost: Gain all lost HP and
  target loses the same amount.
  Advance: Increased to 2 HP at
  base effect instead of 1.
  Fear Cloud
  Range: Near
  Effect: On a Hit, the target and
  anyone at Engaged range of
  them are temporarily afraid of
  you and Move away from you
  until the start of your next turn.
  Boost:Those affected are
  paralyzed and cannot move or
  act instead of fleeing.
  Advance:Target can now be at
  any range.
  17
  18
  
  Tactician
  Name
  Style
  HP
  Speed
  Combat Action - Strategy Pool
  When combat is about to begin, the Tactician
  scans the battlefield and prepares to help their
  allies while hindering their foes. Before any
  actions are taken, the Tactician rolls a number
  of d6 equal to their Tactics skill die size.These
  form the Strategy Pool. During combat, the
  Tactician can replace a die rolled by either an
  ally or an enemy with any of their Strategy Pool
  dice. Once that die has been used, it is
  discarded for the remainder of combat.This
  does not count as an action and is done during
  other combatent’s turns.
  Quick Action - Issue Orders
  Choose another Slayer within Near.That
  Slayer may immediately make a Move or
  Quick action for free.
  Attack Action - Slash or Shoot
  Roll 1d6 against an Engaged or Near target.
  On Hit, deal 1 damage.
  Basic Advances
  Expert Advances
  Strategy Pool
  Agile
  Brawn
  Deceive
  Hunt
  Mend
  Negotiate
  Stealth
  Streets
  Study
  Tactics
  Tactician
  Starting Stats
  HP: 8
  Speed: d4
  The Tactician has a unique type of action: the Combat Action.
  This is an action that can be taken anytime during combat, not
  during the Tactician’s turn.This action represents the Tactician
  helping their allies fight more efficiently, and foil the actions of
  their enemies.
  Basic Advances
  •
  Add 1d6 to your Strategy Pool before rolling it. Can be taken
  3 times.
  •
  You may roll d4s in place of any number of d6s in your
  Strategy Pool.
  •
  You may roll d8s in place of any number of d6s in your
  Strategy Pool.
  •
  Instead of replacing a die, you may add or subtract a Strategy
  Pool dice for a roll.
  •
  When a monster is killed, roll 1d6 and add it to the Pool.
  •
  You and your allies all roll their Speed with Advantage.
  Expert Advances
  •
  When using Issue Command, ally Slayers may make an
  Attack action.
  •
  Ally Gunslingers reload 3 bullets instead of 2.
  •
  Ally Blades make their next attack after changing their stance
  with Advantage.
  •
  Ally Arcanists Hit on a 3+ when using Purge Corruption.
  
  GM Section
  A Note From the Designer
  At its heart, Slayers is meant to create exciting combat, where
  each player feels like they are uniquely contributing to the fight.
  In order to create that feeling, I’d like to talk about the Rule of
  4+, asymmetry, and balance to best describe the goals and
  intentions of this game. After that, I’ll give you some advice on
  monsters and running a session of Slayers, with an example
  adventure you can use as much or as little of as you’d like.
  Honestly Slayers will likely rub against a number of assumptions
  traditional RPG players are used to. But those differences are
  what excite me about the game, and I hope inspire you to think
  about RPGs in a new way. I’ll leave it in your hands, and know
  you’ll make Slayers your own.
  The City
  The City, the setting of Slayers is city 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.You will find
  a full description of The City, including lore, factions, and
  districts to use in The City sourcebook. In the meantime, if
  you’re looking for touchstones, I would recommend Castlevania
  on Netflix, or the city of Doskvol in John Harper’s Blades in the
  Dark RPG.
  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 4+s to determine if
  they were successful, or how much damage they deal.
  The other purpose is to have 1 Hit be enough to succeed on
  most tasks outside of combat. Success is likely for a number of
  actions, especially if the Slayers are using the skills they are
  especially good at and working together.This is good!You aren’t
  looking for them to fail.Their lives are in enough danger fighting
  monsters. But when they do fail, use the opportunities of Misses
  to complicate their lives in meaningful and interesting ways.
  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 very differently, but they are all united
  by the Rule of 4+. Regardless of if a Slayer is using exploding
  dice, resource management, or push your luck, they all ultimately
  want to roll 4+.
  It’s important however, that the players are aware of the rules of
  their class, and how it works.When playing together as a table, it
  is possible that every Slayer is using different combat mechanics
  based on their class.To help keep the game running smoothly,
  remember the Rule of 4+, and impress upon the players that
  they need to know how their character works.You as the GM
  have enough to worry about making the world feel alive and
  frightening, let the players worry about the rules.
  Balance
  There are two aspects of balance to consider when playing
  Slayers.The Slayers vs. Monsters, and Slayers compared to one
  another.The first is relatively easy to handle: 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.They will ultimately become quite powerful
  themselves, but there are big beasts out in the world that can
  crush them, and that’s ok.That’s not to say you should just kill
  them to prove a point. But if you signal to them the dangers of
  situations so they can make informed decisions, you will have
  more interesting monster hunts than recklessly running into
  situations that end in death.
  Classes compared against one another is a whole other issue to
  consider. Are the classes in Slayers perfectly balanced against one
  another? Probably not.There are only so many combat
  simulations and dice math you can run to make sure that’s the
  case.What is more important is perceived balance. If I did my
  job right, the players will feel like they embody their class in
  combat, and that’s way more important.
  19
  20
  
  Creating Monsters
  You will find a number of monsters to use at the back of this
  book. In addition,The City sourcebook will have an expanded
  list of monsters. But you also probably want to start making your
  own monsters. Consider these points when making a monster.
  HP and Turn help set the stage of whether this monster is a
  grunt, or something with a bit more power.The average Slayer is
  going to have a turn order score of about 4, so decide where you
  want this monster to go in the order.
  Most simple monsters will have low HP and Turn, and will only
  do one action on their turn. More dangerous foes will have larger
  HP, faster Turn, and can do multiple actions. Regardless of how
  many actions they can take, most monsters have around three
  actions they are able to choose from, including ongoing effects
  and reactions. Any more than that and combat starts to slow
  down as the GM considers all their options. If you are making a
  big showcase monster, like the boss in the arc of a campaign,
  then it is appropriate to add a few more specialty actions. See
  Drauzhal (page 29) in the example Hunt as an example of a boss
  monster that uses some special actions.
  Ongoing effects can be particular powerful, even on simpler
  monsters because they do not require the monster to use an
  action.This has a big impact on the action economy of a fight.
  Use them sparingly, and in ways that fit the theme or purpose of
  the monster, rather than as a way of buffing them and making
  things harder for the Slayers.
  You might be tempted to use variable damage, especially if you
  come from a system that uses it. But I encourage you to use it
  sparingly. Combat in Slayers is meant to be quick, and an attack
  should just be represented with a roll for Hits, then flat damage
  per Hit. Rolling to Hit, then rolling for damage not only slows
  things down, but makes the damage of monsters unpredictable
  compared to the steady rate coming from the Slayers.
  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. In combat, Monsters function similarly to
  the Slayers, with some exceptions. See an example monster
  below:
  Actions, Reactions, & Ongoing
  Monsters may make a number of actions per turn equal to the
  number in the parentheses.They may also make one move
  action. 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.
  Some monsters have ongoing effects.These do not need to be
  activated, but instead are passive effects that are always present,
  or present when certain conditions are met.They are noted with
  a (O).
  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.
  They are marked with an (R).
  Bandit
  Wearing little more than rags and carrying small blades, they
  are dangerous in large numbers.
  HP: 3
  Turn: 3
  Actions (1)
  •
  Slice: (A). 1d6. 1 damage per Hit, +1 if they attack from
  behind.
  •
  Fight Dirty: (A). 1d6. Attacks against target are at +1
  until the end of their next turn.
  •
  Desperation: (R). If brought to 1 HP, immediately Slice a
  Slayer that is at Engaged range.
  21
  22
  
  The Hunt
  Slayers is played in cycles known as Hunts. A Hunt begins with
  the GM introducing the district of The City that it will take place
  in.
  Districts
  The City is ever-expanding, and there doesn’t seem to be any
  sign of it stopping any time soon. Districts crop up from time to
  time, as if The City willed them into existence. 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. In The City source book, you will find more detailed
  rules for creating your own districts, as well as a number of
  existing districts in The City, and how to build your own version
  of The City with a hexmap.
  In the meantime, if you want to make a district, keep in mind
  that 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 pieces
  of information. Keep in mind that 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 necessarily have to be locations that
  the Hunt will take place in, but it is important to have them
  so that the theme of the district remains 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 multiple rumors
  together to demonstrate a sizable issue.
  After learning about the opportunities available to them, the
  Slayers will choose a rumor to follow up on, and the Hunt
  begins!
  Designing a Hunt
  At the very least, a Hunt needs something to be hunted. As the
  Slayers are monster hunters for hire, that thing is most likely a
  monster or monsters.
  Monsters
  Pick one of the monsters listed at the back of this book, or make
  your own! Whatever the Slayers are hunting, you will want to put
  some other monsters in their way. Intelligent monsters usually
  have some underlings protecting them. Even more primitive
  beasts will keep the company of others, either as protection,
  companions, or food. In order to come up with which monsters
  to use, consider the locations for the Hunt.
  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 will need to visit
  in order to either find, or learn about the will help keep the
  Hunt focused.You will need at least the location or lair of the
  target, and then consider other locations that are along the way
  to the lair. For example, the Slayers are hunting a particularly
  fierce Giant Spider down in the sewer system.The Giant Spider
  will definitely have a webbed nest as a location, but there will be
  rooms and corridors in the sewer that will need to be traversed.
  Plus, whoever hired them probably doesn’t live in the sewers, so
  decide where they are getting the job and make that a location
  too!
  Numbers
  There is no way to balance this, plain and simple.The more
  Monsters you throw at the Slayers, the more likely they are to
  die.You will 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.
  23
  24
  
  Example District - Slayer’s Row
  Slayer’s 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.
  Appearance: Crowded streets, cobblestone roads, mismatched
  buildings.There is little presence of City Guard here, as the
  Slayers are willing to keep the peace in return for having a
  district to call home.
  Key Locations
  •
  The Rat Catcher: Popular inn for Slayers. Go-to location for
  finding legitimate and illegitimate work.
  •
  Fleshmarket:Traders of literal flesh of all kind, including
  monsters. Refine corpses down to their essential parts.
  •
  Blade Academy: Largest independent training hall of sword
  fighters.Training grounds for most Blades.
  Rumors
  •
  Slayers have been appearing dead in the streets and alleys.
  Slayers die all the time in their line of work, but this is
  unusual because it’s happening in Slayer’s Row.
  •
  Some Slayers have been flashing more coin than usual, most
  after leaving the Fleshmarket. Something to worry about, or
  to cash in on?
  •
  There have been multiple reports of businesses in the Row
  being disrupted: deliveries never arriving, patrons no longer
  shopping.Who or what is trying to mess with the district?
  Example Hunt - Lord of the (Un)dead
  The Barrows is a district of the City that has been quarantined
  for a couple weeks.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, get to the bottom of the source of the
  quarantine, and deal with it if possible.
  Premise: A powerful arcanist, Drauzhal, has gotten his hands on
  a crown, now fused to his skull.The Black Crown promised great
  power, and gave it. Drauzhal can now control the undead.The
  Barrows has a number of graveyards in it (hence the name), and
  Drauzhal has begun to raise them. But he can’t control them all,
  and now there are hordes of undead wandering the district.
  Drauzhal is sending out some of his most loyal wights to capture
  individuals with psychic abilities, and is funneling their power
  into a stone that will fit into the Black Crown and give him wider
  ranging control. Stop the wights from getting in, destroy the
  jewel, kill Drauzhal, anything to stop him before he smashes
  those quarantine walls down.
  25
  26
  
  Act 1: Outside the Barrows
  The Slayers will likely want to investigate a little before jumping
  the gates into the Barrows. Not many people know what is going
  on, but they can figure out the following with some questioning:
  •
  The Barrows are a beautiful place and revered by many.
  •
  Inquisitors are in charge of the quarantine as opposed to City
  Guard, which means the threat isn’t mundane.
  •
  People who are getting grabbed come from all walks of life.
  •
  Enough questioning will reveal the psychic theme.
  Conflict: One fight outside the walls is with an intelligent wight,
  taking back an unconscious psyker into the Barrows.
  Wight
  HP: 10
  Turn: 5
  Actions (2)
  •
  Slash: (A) 2d8. 1 damage per Hit.
  •
  Poison Knives: (A) 1d6. Slayer take
  1 damage at the start of their turn
  until a successful Mend action is
  taken.
  •
  Adapt: (O) After reaching half
  HP, increase all damage dealt by
  Wight +1.
  Psyker
  HP: 5
  Turn: 5
  Actions (1)
  •
  Provoke: (A) Choose a Near undead to make a free
  action.
  •
  Accelerate: (A) All Near undead have +1 to their turn
  number. Lasts until Psyker’s next turn.
  •
  Regain: (A) Regain control over all Near feral undead.
  •
  Maintain: (O) Whenever Psyker takes damage, they must
  roll 1d6. If they roll a Miss, the next undead in the order
  will go feral, attacking the nearest creature, undead
  included.
  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.
  Conflicts: Slayers are going to run into a number of 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 Skeletons and Ghouls in this book, as well as
  the monsters below to create threats for the Slayers.
  Corpse Giant
  HP: 12
  Turn: 2
  Actions (2)
  •
  Smash: (A) 1d10 to hit, 3 damage per Hit.
  •
  Devour: (A) Opens its belly mouth and eats someone
  (including allies) with 5 HP or less. Gains that much HP.
  •
  Explode: (R) When Corpse Giant dies, it will explode.
  Anyone Near will take 2 damage.
  27
  28
  
  Act 3: Confront Drauzhal
  Drauzhal can be found in his home, a rather nice place in the
  center of the Barrows. He is currently feeding the energy of
  psykers into the Black Crown.The Slayers can kill Drauzhal, but
  what will they do with the Crown?.
  Conflict:The final fight in Drauzhal’s estate will require multiple
  fronts to be addressed by the Slayers: the undead hordes
  attacking them, dealing with the psykers, and killing Drauzhal.
  At the start of combat, Drauzhal’s forces include the following:
  •
  Drauzhal, Power Level 0.
  •
  10 Psykers to be sacrificed. 1 HP each, no actions during
  combat and any attack on them automatically succeeds.
  •
  4 Skeletons
  After the first round, at the start of each round, the following
  occurs:
  •
  1 Skeleton will arrive.
  •
  1 Psyker is sacrificed, increasing Drauzhal’s Power Level +1.
  Drauzhal
  HP: 20
  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 turn order score decreases -1, then they age
  1 year per PL.
  •
  Ensorcel: (A) Slayer must roll 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.
  29
  30
  
  Monsters
  Here is a small collection of Monsters to use in your Hunts.
  Future releases of Slayers will include more Monsters, including
  some based on specific Hunts. If you want to create your own,
  just make sure to include all the features noted earlier in the
  book!
  Bandit
  Wearing little more than rags and carrying small blades, they are
  dangerous in large numbers.
  HP: 3
  Turn: 3
  Actions (1)
  •
  Slice: (A). 1d6. 1 damage per Hit, +1 if they attack from
  behind.
  •
  Fight Dirty: (A). 1d6. Attacks against target are with
  Advantage until the end of target’s next turn.
  •
  Desperation: (R). If brought to 1 HP, immediately Slice a
  Slayer that is at Engaged range.
  Bandit Leader
  Brandishing a real sword and hardened leather,
  these leaders aren’t above sacrificing their
  underlings if there is money to be made.
  HP: 6
  Turn: 4
  Actions (1)
  •
  Stab: (A). 1d6. 2 damage per Hit.
  •
  Rally: (A). Until the end of the Captain’s
  next turn, increase either attack rolls or
  damage of all Near Bandits +1.
  •
  Order: (R) When a Bandit dies, command
  another to immediately Slice a Slayer
  they are Engaged with.
  31
  Bone Priest
  After making a pact with a powers beyond, these “priests” speak
  for their followers: the bones beneath our feet.
  HP: 8
  Turn: 5
  Actions (1)
  •
  Summon: (A) Raise a Skeleton from the ground. It may act
  this round.
  •
  Ache: (A) Target Near Slayer’s bones ache with pain. Any
  actions they take during their next turn are with
  Disadvantage.
  •
  Shatter: (A) Target Near Skeleton explodes into pieces,
  dealing damage to any Engaged with it equal to current HP.
  32
  
  Gargoyle
  Said to be the natural guardians of The City as it
  continues its expansion across our world.
  HP: 12
  Turn: 4
  Actions (2)
  •
  Swipe: (A) 1d8. 2 damage per Hit.
  •
  Repair: (A) Heal for 1d6 HP and
  take no other actions this round.
  This must be Gargoyle’s first action.
  •
  Smash: (R) When attacked and missed
  by an Engaged Slayer, deal 1 damage
  to them.
  •
  Enrage: (R) When at 6 HP or less,
  increase Turn Order score to 6 for the
  rest of the combat.
  Doctor
  The sound of flapping wings can always
  be heard before a Doctor arrives.They
  administer the latest treatments to a
  disease they believe everyone in The City
  has.
  HP: 10
  Turn: 6
  Actions (1)
  •
  Fester: (O) Anyone Near the Doctor
  at the start of their turn takes 1
  damage.
  •
  Transfusion: (A) 1d6. Deal 2 damage
  per Hit and gain that much HP.
  •
  Treat: (A) Engaged target gets +1 to
  turn order and actions during their
  next turn are with Advantage.
  Ghoul
  Craven beasts that devour dead flesh, and whose poison can slow
  the quickest slayer.
  HP: 8
  Turn: 6
  Actions (2)
  •
  Healing Gnaw: (O) Whenever Ghoul damages a Slayer, heal 1
  HP.
  •
  Poison Claw: (A). 1d8. 2 damage per Hit, and the Slayer’s
  next attack is made with Disadvantage.
  •
  Leap: (A). Leap onto a Near Slayer.They make an Agile roll.
  2 damage on a Miss, no damage on a Hit.
  Corpse Giant
  An abomination of corpses stitched together.Who would have
  made such a thing?
  HP: 12
  Turn: 2
  Actions (2)
  •
  Smash: (A) 1d10 to hit, 3 damage per Hit.
  •
  Devour: (A) Opens its belly mouth and eats someone
  (including allies) with 5 HP or less. Gains that much HP.
  •
  Explode: (R) When Corpse Giant dies, it will explode.
  Anyone Near will take 2 damage.
  33
  34
  
  Militia
  Makeshift protectors of a district, when the City Guard aren’t
  around.
  HP: 4
  Turn: 3
  Actions (1)
  •
  Flank: (O) Soldiers deal +1 damage as long as there are two
  of them attacking the same target
  •
  Stab: (A). 1d6. 1 damage per Hit.
  •
  Defensive Position: (R) When a Soldier is killed, remaining
  Soldiers make a free move action.
  Strawman
  Made of the weakest material, but
  frustrating to fight.
  HP: 5
  Turn: 3
  Actions (1)
  •
  Peck: (A) 1d6. 1 damage per Hit.
  •
  Glare: (A) 1d6. On a Hit, target
  Near Strawman makes all actions
  with Disadvantage as long as
  Strawman can see them.
  •
  Flutter: (R). After taking damage,
  Strawman makes an immediate
  Move action.
  Giant Spider
  Spin their webs in the alleys and sewers of The City. Plenty of
  vermin to catch.
  HP: 12
  Turn: 4
  Actions (1)
  •
  Venomous: (O) Any Slayer damaged by Giant Spider takes 1
  damage at the end of their turn.This effect is ended with a
  successful Mend roll.
  •
  Bite: (A) 2d6. 1 damage per Hit.
  •
  Ensnare: (A) Any Slayers within Near must succeed an Agile
  check or be ensnared. Ensnared Slayers must use one action
  on their turn to free themselves.
  •
  Leap: (R) When taking more 3+ damage, reduce damage by
  1.Then Giant Spider makes an immediate free Move action.
  Lodestone
  A squat stone of crystal. Its color changes based on the spells it
  has absorbed.
  HP: 6
  Turn: 0
  Actions (0)
  •
  Absorb: (O) Whenever a spell is successfully cast Near
  Lodestone, it absorbs the spell, nullifying the effect.
  •
  Explode: (O) When Lodestone absorbs a spell, roll a d6. If
  the roll is equal to or less than the number of spells absorbed,
  Lodestone explodes, dealing damage equal to the number of
  Absorbed spells to everyone Near.
  Runebeast
  Constructed by the runic engineers of the city.Typically a beast
  of burden, they can be used for more dangerous tasks as well.
  HP: 18
  Turn: 3
  Actions (1)
  •
  Adapt: (O) After taking damage, the next attack against
  Runebeast is with Disadvantage.
  •
  Gore: (A) 1d8. 2 damage per Hit and target is knocked back
  to Near range.
  •
  Trample: (A) Make a Move action. Anyone now Engaged
  with Runebeast makes an Agile roll. On a Hit, take 1 damage,
  on a Miss, take 3 damage.
  •
  Amplify: (A) Runebeast sits still. Actions against it until its
  next turn are with Advantage. On its next turn, Runebeast
  takes 3 actions.
  35
  36
  
  Wight
  Highly intelligent undead creatures.They
  have a sentience of their own, and
  typically work for those who will help
  them with their agendas.
  HP: 10
  Turn: 5
  Actions (2)
  •
  Slash: (A) 2d8. 1 damage per
  Hit.
  •
  Poison Knives: (A) 1d6. Slayer
  take 1 damage at the start of
  their turn until a successful
  Mend action is taken.
  •
  Adapt: (O) After reaching half
  HP, increase all damage dealt
  by Wight +1.
  Wraith Mage
  Some mages refuse death, instead cursing spirits to inhabit a set
  of armor, so that they may continue their arcane practices.
  HP: 12
  Turn: 3
  Actions (2)
  •
  Bolt: (A) 1d8. 1 damage per Hit.
  •
  Hex: (A) 1d8. Choose 1 effect. Effect lasts until the end of
  the target’s next turn.
  •
  Target must roll 5+ to Hit
  •
  Target cannot Move
  •
  Target attacks nearest ally
  •
  Sap: (A) All skill rolls from Near enemies are made with
  Disadvantage.
  •
  Counter: (R) 1d6. On a Hit, spell being cast from Near target
  is countered and there is no effect.
  Skeleton
  Appearing in hordes, skeletons are
  weak on their own but work together to
  swarm their living foes.
  HP: 3
  Turn: 2
  Actions (1)
  •
  Swarm: (O) When there are at least
  3 Skeletons Engaged with a Slayer,
  they all roll with Advantage.
  •
  Horde: (O) As long as at least 4
  Skeletons remain, increase damage
  of Claw by +1.
  •
  Claw: (A) 1d6. 1 damage per Hit.
  37
  38
  
  Rules Reference
  Rule of 4+: For all rolls, every die that is 4+ is a Hit, anything
  else is a Miss.
  Skills
  Roll skill die, adding the skill die of any assisting PCs.When
  rolling more than 1 die, keep the higher.
  Agile: Dodging, leaping, even cart rolling.
  Brawn: Physical work, powering through, intimidating.
  Deceive: Lying, tricking, distracting.
  Hunt: Hunting, tracking, monster knowledge.
  Mend:Warding death, stabilizing wounds, medical training.
  Negotiate: Persuading, diplomacy, compelling.
  Stealth: Blending in, keeping quiet, sleight of hand.
  Streets: Social circles, navigating the city, purchasing power.
  Study: Perception, reading a scene or person, doing research.
  Tactics: Strategic intel, preparing for a foe, reacting to a battle.
  Combat
  Turn Order: Each PC rolls their Speed. Monsters use flat
  scores.
  Round: Begins with the highest turn order score and ends after
  the turn of the lowest score.
  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 each attack die twice and keep the higher
  result.
  Disadvantage: Roll each attack die twice and keep the lower
  result.
  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.
  39
  
SOURCE: textdata/thevault/Slayers/Slayers RPG.pdf