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Copyright © 2001 by Robert J. HallThe 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 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 in order to achieve their ultimate goal. Indeed, such setbacks only serve to rekindle their resolve. Because of their abilities, Iron Slayers are sometimes hired by a wealthy patrons 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 religious 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 in common cause. To maintain their secrecy, Slayers are organized in cells in which each member knows only a few of their fellows. Hence, if one of their number is betrayed, only two or three others are at risk. 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, adjustment magic, such as Dispel or Suppress magic, will have no effect on their 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 discernible 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 DealFully trained Iron Slayers have enhanced EGO potential due to their Mystical training and the careful candidate selection process. They are trusted members of the Slayer order, which makes them a prime target for any Wizards fearing assassination.
Slayer PowersThe following are typical Slayer powers. Many other specialized and exotic powers are known to the true Masters of the order, but few of these are taught to the average Slayer. Cold IronAfter 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.
Dispel WizardrySlayers are exceptionally proficient at negating spells cast by Wizards, and this is the power they use to achieve the feat. This ability has no effect on Priestly magic, or any spells cast by natural adepts. If the Slayer fails his EGO roll, he suffers from severe dizziness and loss of coordination.
Feign DeathThe 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.
ForewarnSlayers 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.
Free ActionThis 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.
Gaze ReflectionThe 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 blindness.
ImmunityThis 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.
Iron WarriorThe 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.
Mind WardThis power protects the Slayer from any Evil Eye spells, 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.
MiscastThis 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.
Scry DetectorThis 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.
Silent GesturesThe 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.
Sphere of Magic NegationThe 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 existence. This power will terminate whenever the Slayer goes to sleep, or if he is knocked unconscious. If the Slayer fails his EGO roll, he will still believe the power to be fully functional even when it is not.
Track MagicThis 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.
True SeeingThis 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.
Ulne Mind DanceUsing complex subvocalizations, the Iron Slayer can use a carefully measured tone of voice to suggest an action to those around him. This command must be chosen to match actions that the subject is inclined perform anyway, or he may rebel against the suggestion and the mind dance will backfire. If the Slayer fails his Ego roll, his will is greatly weakened and he is easily commanded to perform any action for a short time.
Withhold PainThrough mystical control of his own flesh, a master Slayer is able to withstand extreme conditions that would prove excruciatingly painful to any normal being. Steady concentration is required to maintain this state, however, so he is unable to perform any complex tasks while controlling his body. If the Slayer fails his EGO roll, he suffers severe mental anguish.
Wizard HunterThis 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.
Slayer RitualsUnlike 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. BanishmentThis 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.
EradicationThe darkest wizards possess great magic that allow them to exist beyond death, and to continue employing their powers in this unholy state. 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.
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