IRON SLAYERS ----------------------------------------------------------------------------- Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1994, All rights reserved. ----------------------------------------------------------------------------- This series of supplements can be used to expand those available in the Fantasy HERO books from HERO Games, Inc. They can not be used without reference to the the HERO System Rulesbook. This material is a mix of adaptations from other game systems and a original designs. Bob Hall (iceblade@eskimo.com) ----------------------------------------------------------------------------- This political package is primarily intended as a challenge for players, either indirectly as a dangerous cog in the social order, or directly as a threat to a Wizard in the party. (Slayers could also serve for the hunted disadvantage with a Wizard.) An Iron Slayer will never voluntarily join a a party with a Wizard member. ----------------------------------------------------------------------------- The Iron Slayers is a fanatical order of men and women who are ruthlessly dedicated to the eradication of all Wizards and their ilk. This intense resolve, combined with a strict regimen of mystical Ulne training, allows them to tap their enhanced psychic abilities, which they can use to battle Magi on more equal terms. Slayers draw their powers directly from the psychical barrier that separates raw magic from the mundane realms. This ability is quite difficult to channel, however, and misuse will cause the Slayer intense mental anguish. They are so relentlessly dedicated to their cause, however, that they will gladly suffer such brief pains to achieve their ultimate goal. Indeed, such setbacks only serve to rekindle their resolve. Because of their abilities, Iron Slayers are sometimes hired by the wealthy to strike against a Sorcererous foe. However, the Slayers will never knowingly serve a master who is also a Wizard, Instead they are more likely to attack any such would-be employer. Fortunately, Iron Slayers do not seek to terminate all beings with supernatural abilities, and will often seek the aid of the Holy or the naturally adept in their cause. Since they are so few in number and live in constant fear of retribution, Slayers usually hide themselves among the common population. Only when a golden opportunity to rid the world of a Wizard oppressor appears will they band together. Few true Slayers will survive to retirement, but some do come to terms with their obsession and eventually suffer the loss of their abilities. The common symbol of the Slayers is a spike-shaped shard of Cold Iron, with which they often administer the coup de grace. Common Limitations: 1/2 END (+1/4), Requires an EGO Roll (-3/4), 1/2 DCV Concentrate (-1/2), Limitation: Not while using focused magic (-1), OAF Cold Iron (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (-1/2). Because the abilities of the Iron Slayers are not considered magical, normal Magic-affecting spells, such as Dispel or Suppress magic, will have no effect on these powers. Psychic powers can and do affect these abilities, however. Slayer powers usually produce a faint metallic clanging sound when first activated, and leave a tell-tale hint of ozone in the air. The iron focus glows a dull red, and will emit a discernable ringing noise while the effect is being maintained. These powers also leave behind a strong psychic signature after they have expired, which slowly fades over the course of several hours. ------------------------------------------------------------------ PACKAGE DEAL ------------------------------------------------------------------ Fully trained Iron Slayers have enhanced EGO potential due to their Mystical training and the normal candidate selection process. They are trusted members of the Slayer order, which makes them a prime target for any Wizards fearing assassination. Skills and Talents Cost ------------------------------------------------------------ Slayer Power Framework 25 Increased CHAR maxima EGO 23 6 FAM w/ Common Melee Weapons 2 Perk: Contacts w/ Fellow Slayers, 11- 2 KS: Types of Magic 11- 2 PS: Occupation 2 Choose one: Disguise, Shadowing, Stealth, Streetwise 3 ------------------------------------------------------------ Disadvantages ------------------------------------------------------------ Package Bonus (15+) 3 Psych. Limitation: Obsessed with eradicating Wizards 15 Psych. Limitation: Will not associate with Wizards 5 Hunted (Wizards - More Powerful, NCI, 8-, Will Kill) 15 ------------------------------------------------------------ Package Cost 4 ------------------------------------------------------------------ SLAYER POWERS ------------------------------------------------------------------ The following are typical Slayer powers. Many more specialized and exotic powers are known to the true Masters of the order, but few of these are taught to the average Slayer. COLD IRON After successfully striking the Wizard with an iron spike invested with this power, the resulting wound will continue to burn painfully for as long as the Slayer pays the END cost. The Slayer must prepare this power beforehand, then strike while the Iron is hot, so to speak. It will have no effect on any target lacking the skills needed to cast spells. If the Slayer fails his EGO roll, he suffers a psychic backlash. Power: 2d6 EGO Attack (Psychic Energy) Modifiers: Continuous (+1), 1/2 END (+1/4); No effect on non-spell casters (-1), Only when focus does BODY (-1/2), Visible (-1/4), Mental Powers Based on CON (-1/2), Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (4d6 EGO Attack) (-1/2). Active Cost = 45 points. END Cost: 2; Preparation Time: 1/2 phase; Real Cost: 6. DISPEL WIZARDRY Slayers are exceptionally proficient at negating spells cast by Wizards, and this is the power they use to achieve the feat. This power has no effect on Priestly magic, or any spells cast by natural adepts. If the Slayer fails his EGO roll, he suffers from severe dizzyness and loss of coordination. Power: 16d6 Dispel Modifiers: Affects any single magical spell (+1/4); Doesn't work against Priest or Talent spells (-1/4), 1/2 DCV Concentrate while preparing (-1/4), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (6d6 DEX Drain) (-1). Active Cost = 60 points. END Cost: 6; Preparation Time: 1/2 phase; Real Cost: 10. FEIGN DEATH The mystical self-control of the Slayer allows him to slow down his bodily functions to the point where he appears dead. This inactive condition allows him to survive without air for hours at a time. However, the Slayer must retain total concentration and pay the END cost for as long as he maintains this power. If the Slayer fails his EGO roll, he suffers intense fatigue. Power: Invisibility to Mental Senses and Life Detection, no Fringe Modifiers: 1/2 END (+1/4). Active Cost = 62 points. Power: Life Support (No need to sleep or breathe) Modifiers: Linked to Invisible (-1/2). Active Cost = 15 points. Combined: 0 DCV Concentrate throughout (-1), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 STR Drain) (-1/2), Extra time: Full Phase (-1/2). END Cost: 3; Preparation Time: Full phase; Real Cost: 12. FOREWARN Slayers can receive a premonition when wizardry is about to be unleashed against their person. This sensation also allows the Slayer to forecast the nature of the spell with a successful PER roll, and make appropriate preparations. This sense is limited in duration, only allowing a phase in which to forestall the magic. If the Slayer fails his EGO roll, his memory is blocked, making it difficult to recall most facts and make intelligent decisions. Power: Precognition Modifiers: 1/2 END (+1/4); Only to see a phase ahead (-1), Only to sense Wizard spells (-1), No Range (-1/2), Requires EGO Roll to activate (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 10 points in Iron Slayer powers (-1/4), Side Effects (2d6 INT Drain, Recover 1 per minute) (-1/2), Extra time: Full Phase (-1/2). Active Cost = 50 points. END Cost: 2; Preparation Time: Full phase; Real Cost: 7. FREE ACTION This power allows the Slayer to escape from any form of magical bonds or entanglement created by a Wizard. This power is quite ineffective against mundane bonds, such as a rope, net, or gaol. If the Slayer fails his EGO Roll, he suffers from painful cramps in his arms and legs. Power: 6 DEF Tunneling at 1", Closes behind (1 END/5") Modifiers: Armor Piercing (+1/2); Only against magical entangle (-1). Active Cost = 45 points. Power: Contortionist 17- Modifiers: Costs 1/2 END to use (-1/4), Only versus magical bonds (-1), Linked to Tunneling (-1/2). Active Cost = 19 points. Combined: 0 DCV Concentrate throughout (-1), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 STUN Drain, Recover 5/turn) (-1/2), Extra time: Full Phase (-1/2). END Cost: 1+; Preparation Time: 1/2 phase; Real Cost: 9. GAZE REFLECTION The Slayer projects a silvery surface that will reflect any type of Gaze or Magical Light Attack back upon the attacker. The Slayer will need to maneuver the mirror in the appropriate direction, however, or he will suffer the full effects of the attack. If the Slayer fails his EGO roll, he suffers from temporary disruption of his optic nerves. Power: Reflect Missile Attacks back at Attacker, Any Ranged Attack Modifiers: 1/2 END (+1/4), Only versus Magical Gaze or Vision Attacks (-1), Costs END to use (-1/2). Active Cost: 50. Power: Images vs. Sight Group Modifiers: 1/2 END (+1/4), Only to display a 1" mirror surface (-1), Linked to Missile Reflection (-1/2), No Range (-1/2). Active Cost: 25. Combined: Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 Flash to Sight Group) (-1/2). END Cost: 3; Preparation Time: 1/2 phase; Real Cost: 10. IMMUNITY This power protects the Slayer from the effects of any one known spell. To use this power, he must have previously experienced the spell directly, or observed its manifestation and effects. (Such as by means of the Forewarn power.) The protection afforded by this power gradually decreases over the course of several hours, until finally it fades away. If the Slayer fails his EGO Roll, he suffers a mental backlash. Power: 20d6 Dispel Modifiers: Any One Magic Spell (+1/4), Trigger (Selected spell cast on Slayer) (+1/4); Doesn't work against Priest or Talent spells (-1/4), Lose 1d6 Dispel per hour (-1/2), No Range (-1/2), Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 Ego Attack) (-1/2), Extra Time: Full Phase (-1/2). Active Cost: 45. END Cost: (4); Preparation Time: Full phase; Real Cost: 7. IRON WARRIOR The Slayer can reach a heightened state of battle frenzy that allows him to ignore wounds that would stagger a normal being. This power halves the normal STUN damage from any non-mental attack. Once he drops this power, however, the Slayer takes any absorbed STUN damage. Hence he will usually attempt to maintain this power until it is safe to rest. If the Slayer fails his EGO roll, he is mentally stunned. Power: 50% Physical/Energy Resistant Damage Reduction Modifiers: 1/2 END (+1/4); Only versus STUN damage (-1), Takes any absorbed STUN damage once power is dropped (-3/4), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 30 points in Iron Slayer powers (-3/4), Side Effects (3d6 EGO Attack) (-1/2). Active Cost: 75. END Cost: 4; Preparation Time: 1/2 phase; Real Cost: 11. MIND WARD This power protects the Slayer from any spells of the Evil Eye variety, meaning those incantations that manipulate the will of the character. This ward will remain in place as long as the Slayer continues to pay the END cost. If the Slayer fails his EGO Roll, he suffers from a severe anxiety attack, causing his mental defenses to drop and momentarily hampering the execution of his abilities. Power: +30 Mental Defense Modifiers: 1/2 END to use (-1/4), Visible (-1/4), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 10 points in Iron Slayer powers (-1/4), Side Effects (2d6 EGO Drain, Recover 5 per Minute) (-1/2). Active Cost: 30. END Cost: 1; Preparation Time: 0; Real Cost: 6. MISCAST This devious power causes the Wizard to be particularly inept with his spell casting, often bumbling the attempt and suffering the backfire results. The Slayer must be able to target the Wizard, but suffers no penalty from range. If the Slayer fails his EGO roll, he is mentally stunned. Power: 2d6 character points of Magic Skill Drain Modifiers: 1/2 END (+1/4), Ranged (+1/2), No Range Penalty (+1/2), Invisible Power Effects (Only mental) (+3/4); Doesn't work against Religious skills (-1/4), 1/2 DCV Concentrate throughout (-1/2), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 EGO Attack) (-1/2). Active Cost: 60. END Cost: 3; Preparation Time: 0; Real Cost: 11. NULL MAGIC SPHERE The Slayer creates a spherical zone about himself in which most magic spells become unstable and malfunction. After absorbing as many as four spells, the zone finally fades out of existance. This power will terminate whenever the Slayer goes to sleep, or if he should be knocked unconscious. If the Slayer fails his EGO roll, the power fails but he will still believe it to be fully functional. Power: 10d6 Dispel Modifiers: Area Effect (Hex) (+1/2), Any single Magic spell (+1/4), Trigger (Spell goes off in hex) (+1/4); Costs END to activate (-1/4), No Range (-1/2), Four Charges (-1), Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (6d6 Mental Illusions, believes power active) (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 60. END Cost: (6); Preparation Time: Full phase; Real Cost: 8. SCRY DEFLECTOR This ability protects the Slayer or a comrade from detection by any visual scrying magic, including Clairsentience, Enhanced Senses, or visually Triggered spells. However, the deflector will cease to function if the target uses magic employing a focus. If the Slayer fails his EGO roll, he will continue to believe the Deflector is functioning, when in fact it is not. Power: Invisibility vs. Visual Magic, No Fringe Modifiers: 1/2 END (+1/4), Useable by Another at Range (+3/4); Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 30 points in Iron Slayer powers (-3/4), Side Effects (8d6 Mental Illusions) (-1/2), Extra Time: One Minute (-1-1/2). Active Cost = 80. END Cost: 4; Preparation Time: 1/2 phase; Real Cost: 12. SILENT GESTURES The Slayer is able to converse with his fellows without making a sound, allowing them to maneuver stealthily and converse in sound deadened areas. The group must be visible to each other, and employ hand gestures to communicate. If the Slayer fails his EGO roll, his words are slurred, jumbled, and he is unable to speak coherently for a day. Power: Language (Hand Gestures, Completely Fluent, 3) Modifiers: Useable by 64 Others at Range (+2); Gestures throughout (-1/2), Costs END to use (-1/2), Requires EGO Roll (-3/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 10 points in Iron Slayer powers (-1/4), Side Effects (Unable to speak coherently, 1 day) (-1/2). Active Cost = 9. END Cost: 1; Preparation Time: 1/2 phase; Real Cost: 2. TRACK MAGIC This power greatly enhances the senses of the Slayer, allowing him to sense magic anywhere within range. He can also detect any strong magic which has passed his location recently, then follow the lingering traces to its source. If the Slayer fails his EGO roll, he suffers from temporary blindness due to glowing spots before his eyes. Power: Detect Magic, Sense, Range, Tracking Modifiers: Invisible Power Effects (All) (+1); Cost 1/2 END to use (-1/4), Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 Flash versus Sight) (-1/2), Extra Time: Full Phase (-1/2). Active Cost = 40 points. END Cost: 2; Preparation Time: Full phase; Real Cost: 7. TRUE SEEING This power allows the character to see clearly through all but the most powerful and devious illusions, both mental and physical. The Slayer can spot invisible Wizards, see through illusionary darkness, and know images to be mere figments of the imagination. The illusion will still provide a visual distraction, however, making it difficult to see details of what lies beyond. If the Slayer fails his EGO roll, he suffers from temporary blindness due to dancing images before his eyes. Power: Spacial Awareness (Mystical Sense) Modifiers: Only to see through Illusionary magic (-1/2). Active Cost = 25 points. Power: +25 Mental Defense Modifiers: Only versus Mental Illusions (-1/2), Linked to Spacial Awareness (-1/2). Active Cost = 25 points. Combined: Cost 1/2 END to use (-1/4), Requires EGO Roll (-3/4), 1/2 DCV Concentrate (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 Flash versus Sight) (-1/2), Extra Time: Full Phase (-1/2). END Cost: 2; Preparation Time: Full phase; Real Cost: 8. WIZARD HUNTER This is the premiere power of the dedicated Slayer, allowing him to locate and close on his intended victim, then engage him in mortal combat. The power is more effective if the Slayer has already established some familiarity with his target, and he is close to the current abode of the Wizard. Once contact has been established, the Wizard will be made aware of the Slayers attentions, and will no doubt prepare a suitable welcome. It requires steady concentration and a full minute for the Slayer to activate this power. If the Slayer fails his EGO roll, he suffers a mental recoil and is unable make another attempt for several hours or days. Power: 9d6 Mind Scan Modifiers: 1/2 END (+1/4); Only against Wizards (-1/2), Requires EGO Roll (-3/4), 1/2 DCV Concentrate during preparation (-1/4), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 20 points in Iron Slayer powers (-1/2), Side Effects (3d6 Drain Mind Scan, 1/hour) (-1), Extra Time: 1 Minute (-1-1/2). Active Cost = 56 points. END Cost: 3; Preparation Time: 1 Minute; Real Cost: 7. ------------------------------------------------------------------ SLAYER RITUALS ------------------------------------------------------------------ Unlike the common Slayer powers, rituals require a longer period of preparation before the power can be unleashed. The results, of course, are more potent, as is the backlash if the power is improperly used. BANISHMENT This ritual is used to banish a Wizard to an alternate plane where magic does not function, and where his spell casting abilities are fully neutralized, or at least greatly impaired. This ritual is usually performed as an act of mercy toward an unusually benevolent spell caster, as the majority of less scrupulous Wizards are slain immediately. Indeed, there are some Slayers who speculate the Wizard is sent to the plane that best suits his true inner nature. The carefully secured Wizard is surrounded by a 1" radius circle of seven iron blades, all evenly spaced and pointing inward. The Slayer proceeds to summon his powers by ritual bathing, chanting, and meditating for a period of well over an hour. Finally, the gathered power is unleashed and the Wizard is dispatched to the alternate plane. If the Slayer fails his EGO roll, however, he suffers a severe mental shock from which he will not fully recover for many months. Some slayers who fail this ritual have been known to suffer lingering mental trauma that causes them to retire from the order. Power: 12d6 Suppress Modifiers: All Magic (+2), 0 END (+1/2); No Range (-1/2), Independent (-2). Active Cost = 210 points. Power: Extradimensional Travel (Any dimension without magic) Modifiers: Useable Against Others (+1); Linked to Suppress (-1/2), x3 END (-1). Active Cost = 60 points. Combined: Only versus spell caster (-1), Requires EGO Roll (-3/4), 1/2 DCV Concentrate throughout (-1/2), OAF 1" Circle of Seven Iron Knives about target, Immobile (-2), Limitation: Not when using focused magic (-1), Character must have at least 50 points in Iron Slayer powers (-1-1/4), Side Effects (5d6 STUN Drain, Recover 5 per month) (-1/2), Extra Time: One Hour (-1-1/2). END Cost: (18); Preparation Time: 1/2 phase; Real Cost: 23. ERADICATION The darkest wizards possess great magic that allow them to exist beyond death and to continue employing their powers. This ritual will completely eradicate such an abomination, extinguishing both the physical body and life spirit of the being. The fiend is caged in a psychic ward, wracked with unearthly energies, then finally and completely annihilated. It requires an ECV attack to successfully entangle the being. If the Slayer fails his EGO roll, however, he will lose a good part of his life force, requiring many months to fully recover. Power: 6d6 Entangle (ECV to hit) Modifiers: Takes no damage (+1/2). Active Cost = 165 points. Power: 1d6+1 RKA Energy (Annihiliation) Modifiers: Continuous (+1), Penetrating (+1/2); Linked to Entangle (-1/2). Active Cost = 75 points. Combined: Affects Spirits (+1/2), Affects Desolidified (+1/2), 1/2 END (+1/4); Only versus a spell caster (-1), Requires EGO Roll (-3/4), 1/2 DCV Concentrate throughout (-1/2), OAF Cold Iron (-1), Limitation: Not when using focused magic (-1), Character must have at least 60 points in Iron Slayer powers (-1-1/2), Side Effects (4d6 CON Drain, recover 5/month) (-1/2), Extra Time: Full Turn (-1). END Cost: 12/4; Preparation Time: Full Turn; Real Cost: 29.