Slayer

Master of hunting large and dangerous monsters, Slayers are the first deployed to the frontlines when a threat appears. They specialize in using two-handed weapons as both their offense and defense simultaneously. They excel both in rushing down enemies as well as standing their ground.

K.A.O.S. has an unorthodox method for training Slayers that they feel best fits the personality type that typically picks this path in life, and that’s constantly sending them after bounties for progressively tougher Twilight Scourge beast sightings surrounding cities and settlements. They find that those craving this direction in life grow better from the pressure of battle, learning strategies from each encounter. Because of this, Slayers are stationed at the borders of every civilization.

Slayer is one of the first security Vocations developed by the Ninlei, along with Outrider and Reaver, before gunpowder was even invented. As such, Slayers tend to be traditionalists and don’t really stray from doing things the way they’ve always been done. You could actually call them stubborn in this regard. Even with all the technological upgrades to gear and systems over the generations, they still prefer to armor up and hit things with a big weapon. They enjoy the simpler things in life, don’t they?

Abilities

Unique Constant Ability: Natural Enemy
Unique, Existenscience

While equipped with the Slayer Vocation, characters have increased aggression from Beast-type enemies, and as such, the GM should make a roll to see if their aggression is redirected to a Slayer first if they weren’t going to attack them already. The roll may be hidden, but generally, a coin flip for most non-elite or higher Beasts. It still applies to elite or higher Beasts, but the rates are more to the GM’s discretion.

Unique Command Ability: Leveler
50 TPAOE Enemy, Physics

A wide weapon swing that hits all enemies within reach. It is guaranteed to hit and does 75% of (Weapon Damage) x (Level / 10) to each enemy hit.

Flash Guard
Cost 15 APIntuitive, Conditional, Single Ally, Physics

If an ally character below 50% HP is targeted by an Enemy Attack or damaging Ability within half your Movement, and within your Zone of Attention, roll a fixed 20% CoS to lunge over and take the hit for them at twice your PHD or MD value (depending on the type of damage). You cannot Dodge while guarding.

Fury Stance
Cost 1 AP10 TPIntuitive, Channel, Self, Physics

As a Full Action, shift into an offensive stance lasting until your next turn. Immediately take an Attack Action dealing +100% damage, +200% on Critical Success.

Fury Stance Waltz
Cost 25 APIntuitive, Conditional, Self, Physics

Prerequisite: Fury Stance. If your Attack landed, cause the target to Bleed 10% of their current HP for 5 of their turns.

Fury Stance Toccata
Cost 20 APIntuitive, Conditional, Self, Physics

Prerequisite: Fury Stance. After landing one Attack, roll a fixed 50% CoS to follow up with another Attack with the same modifier as the previous one. Continue this, reducing the CoS by half each time, until you miss (25%/12%/6%/3%/1%)

Guard Stance
Cost 1 AP10 TPIntuitive, Channel, Self, Physics

As a Full Action, shift into a defensive stance lasting until your next turn. When hit by any source of damage before your next turn, roll as if you are going to hit the source of the damage. If Successful, reduce the damage by 75%. If Critically Successful, reduce the damage to 0. You cannot dodge while guarding.

Guard Stance Aria
Cost 5 APIntuitive, Conditional, Self, Physics

Prerequisite: Guard Stance. If your previous Guard Stance roll was Successful, you may also cleanse any Status Effect caused by that same damage source.

Guard Stance Sonata
Cost 5 APIntuitive, Conditional, Self, Physics

Prerequisite: Guard Stance. If your previous Guard Stance roll was Successful, restore 10% maximum TP.

Guard Stance Requiem
Cost 5 APIntuitive, Conditional, Self, Physics

Prerequisite: Guard Stance. If your previous Guard Stance roll was Successful, on your next turn, your next Attack Action of Slayer Ability will do +50% damage. If it was Critically Successful, it will do +150% damage instead.

Guard Stance Fugue
Cost 25 APIntuitive, Conditional, Self, Physics

Prerequisite: Guard Stance Requiem. If your previous Guard Stance roll was Successful, cause the target to Bleed 10% of their current HP for 5 of their turns.

Let Me See Your War Face
Cost 1 AP10 TPIntuitive, Command, AoE Enemy, Physics

The Slayer screams, taunting all enemies in a semicircle in front of you with a radius of WIL meters and a CoS of (PC Intimidation + PC FTH) – Enemy RES to each enemy separately for PC WIL – (Enemy WIL / 2) turns.

AHHHHHHHH!
Cost 10 APIntuitive, Conditional, AoE Enemy, Physics

Prerequisite: Let Me See Your War Face. Any enemy you successfully hit with your taunt does -25% damage while the taunt is active. 

Master Slayer
Cost 20 APLearned*, Constant, Self, Physics

For any Attack made with a two-handed melee Weapon, add your maximum HP value to all Critical Successes.

Monstrous Defense
Cost 5 APIntuitive, Constant, Self, Physics

Add your maximum HP / 5 to your PHD, after multipliers are taken into account.

Steel Resolve
Cost 50 APLearned*, Conditional, Self, Physics

If the character’s HP would be reduced below their WIL, prevent that from happening and allow the WIL amount to remain. This cannot activate again until the character is raised above 75% of their HP.

Thrill of the Hunt
Cost 10 APIntuitive, Conditional, Self, Physics

For every enemy currently Bleeding by your hand, restore 2% of your HP at the start of your turn.

HP Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus HP.

DOG Boost +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% bonus DOG.

Grappling Spear +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% total damage to Grappling Spears Attacks (before Master Slayer).

Polearm +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% total damage to Polearm Attacks (before Master Slayer).

Two-handed Sword +
Cost 1 to 10 APIntuitive, Constant, Self, Existenscience

For each AP added to this Ability (up to 10), add 1% total damage to Two-handed Sword Attacks (before Master Slayer).