Slasher RPG (Quickstart Preview)
Slasher RPG (Quickstart Preview)
Editor
Emma Piper
Artists
Jason Moser
Jeshields
Misfit Studios
Culhain Games
Slasher RPG
Copyright © 2017 Higher Grounds Publishing, LLC
All rights reserved.
Goals
The survivor’s goal is to escape the story alive. In order to
do so, they must complete a set of objectives that the GM sets
that are related to the Killer’s Legend, Weakness and Anchor.
Once they complete these objectives, they must escape the Final
Showdown. The Killer’s goal is to find, catch and slay survivors
in the most cinematic, creative and most of all violently bloody
manner possible.
Survivors start play with the normal character creation rules from
the Fate Core book, starting on page 29. In addition, they get a new Trope
aspect which helps to describe their role in the story and, best of all, how
they may die. While the cause of death is not necessarily determined by the
Survivor’s Trope Aspect, the aspect can be used when deathcomes knock-
ing at your door.
The Killer
A silhouette in the moonlit backdrop. A glint of a silver knife in the
dark. A drop of blood splashing on rotted wooden flooring. Playing as the
Killer makes you the terrifying, unknown psychopath that roams halls,
prowls streets and stalks shadows taking every advantage to slay the Survi-
vors in horrifically gruesome and ever more creative ways. As the Killer, you
almost always have an agenda, even if that agenda is simply to kill all the
Survivors. Your identity is almost always a secret and may never be fully
revealed. You will almost always have a hint of the supernatural, and your
mere presence will strike fear.
Character creation for the Killer is slightly different from the normal
character creation of the Survivors. Killers gain additional skills, their High
Concept and Trouble becomes Legend, Weakness and Anchor and, best of
all, they gain one or more Killer’s Edges which help to describe the addi-
tional power that the Killer has to assist him in his murderous goals.
The Trope
After high concept and trouble, one of the first things your charac-
ter should have is a trope. Your character’s trope will give you a sense of
how your character fits into the slasher story, how to build your character
as well as how to define high concept and trouble. Tropes act as an aspect
and can be compelled or invoked, and helps determines how the character
will die. This list is by no means extensive, and you are urged to create your
own Trope Aspects! Each trope also depicts a “death by” feature. These fea-
tures act as boosts that can be used one time per game session and can be
invoked like an aspect.
Invoke: You can easily get people to do what you want them
to do by cut-downs, rude remarks, or aiming the group at your
target.
Death By: They like you, they really like you! The Cool
Loser may have felt alone for his entire life, but as it turns
out, people like you a lot more than you think. Unfortu-
nately, just when you start to feel included in everyone’s
reindeer games, the Killer ironically targets you. Tragic.
Instinct Stunts
• No, Not That Way!: Your gut serves you well in times of deci-
sion-making. You can use your Instinct skill to defend against the Killer’s
use of Route.
• I Don’t Like That Guy: +2 on Empathy rolls. You can only use this
ability when you first meet a new person, or when you are defending
against a Deceive challenge.
High Concept
Killer’s Legend
This may seem obvious, but all the best Killers have a secret agenda
that they follow. The Killer should not aim for a High Concept like “Killer”,
“Murderer” or “Psychopath.” Instead, the Killer’s High Concept should evoke
a sense of who the Killer is and why they do what they do. This is why the
Legend aspect replaces High Concept for a Killer. In the end, every Killer
in a Slasher game will be a raving psychopath hell bent on killing every
Survivor in the game, as well as anyone who gets in their way while they
attempt to do so. Great Legends for Killers include ideas such as “Avenge
my dead mother” or “Kill the teenagers invading my home.” Great Legends
explain why the Killer is after the survivors. Try to explain the story people
will tell about the Killer when she is done with her work.
Aspect
Killer’s Anchor
If a Killer’s weakness is his Achilles Heel, then the Anchor is the ar-
row. This should never be voluntarily revealed by the Killer without ex-
treme effort by the survivors, or discovered by the Final Girl or the Monster
Magnet. An Anchor depicts a physical item that holds the heart and soul
of the Killer. It is the reason the Killer is able to take such extreme amounts
of damage and rise again. It is the reason for their psychosis, damage
resistance and torment. To destroy the Killer’s anchor is to take all of those
things away.
Route
The Route skill is used to get people to go where you want them to
go. This can be due to pre-planning your attacks so that the Survivors seem
to wind up where you want them to wind up, or even acting the part of a
sheepdog, biting their heel (literally or figuratively) to get them to go in the
direction the Killer chooses.
• Where Am I?: When a survivor attempts to move from one zone to the
next, you can cause them to move to another zone instead.
Terror
The Terror skill is about inflicting fear into the survivors, and exists
for that sole purpose. By your mere presence, you are capable of causing
the survivors to lose their minds, fleeing in fear or cowering paralyzed in a
corner, praying it would all just go away.
Killer Stunts
The Killer begins play with three stunts and may sacrifice up to two
of your refresh to gain stunts on a one-for-one basis.
Deathless
No matter what, it seems like the Killer will never die. Taking the
Killer out of the fight and murdering him outright often feels like the end of
the story, but it is often just the beginning. Each time the Killer is taken out
due to filling stress and condition boxes, allow the survivors to do whatever
they like with the body. The GM will follow up by making a single roll. The
result of this roll determined how long it will take the Killer to rise again.
A successful roll indicates that the Killer may return during the scene after
next. Succeeding with style indicates that the Killer may return from death
with a Boost any time she pleases, so long as it is cinematic for the story,
makes sense and instills fear, or even an “Oh, shit!” moment. Each negative
indicates a number of scenes that the survivors are allowed to complete
before the Killer returns. In the end, this is up to the GM but, when it is all
said and done, the Killer always comes back.
This Edge is automatically available to all Killers, and does not count
against the Edge they get during character creation, or against their stunts.
If the Killer’s Anchor falls into possession of the Survivors or is destroyed, the
Killer loses the Deathless Edge immediately.
• Bloodhound: Your senses are acutely honed to scent blood, and your
body is geared to hunt it down. The Killer with this Edge gains a +2 bonus to
Investigate and Athletics against any Survivor who has at least one physi-
cal stress box marked, or any consequence gained from physical stress. This
effect stacks.
• Butcher: You know how to make the Survivors bleed. Any time you
inflict at least one stress box or consequence on a Survivor, you gain +2 to
Investigate or Notice against them. This effect stacks.
• Devour Hope: The Survivor’s hope only fuels your rage, and you feed
on it. Any time a Survivor gains a sense of hope by healing their stress boxes
and you witness it, you gain a Fate Point.
• Dying Light: You become obsessed with a single survivor. You gain a +2
to each skill roll against that survivor. Once that survivor has died, or been
taken out, you suffer a -2 to your skills, instead.
• One Of Us: This Edge allows you to move among your enemies like a
wolf among sheep. Create a survivor character sheet per the normal sur-
vivor rules. Until you decide to shed your sheep’s clothing, you will use that
sheet for your rolls and story. After making your first aggressive act toward
a Survivor and one of them witnesses it, you lose the One Of Us Edge, and
replace your character sheet with your Killer character sheet.
• Psycho-Strength: Your madness has inured you to the pain you suffer
when you overexert your muscles and adrenaline constantly empowers you.
You gain a +4 to Athletics, Fight and Physique skill rolls but suffer a -2 to all
other skill rolls.
• Ritual Killing: The Killer’s murders are a part of a much larger plot
with a specific occult goal in mind. The Killer must dispatch the survivor’s in
a specific, predetermined way to gain this benefit, but each time the Killer
does so, he gains a +2 to a single skill or may take an additional stunt.
• Ruin: Your mere presence is enough to bring ruin to the Survivor’s en-
deavors. You may spend a Fate Point to cause a single roll made by any
Survivor to fail.
Scale
A typical Slasher game will take place in a small setting, such as a
street, a house, a school, abandoned hospital or even a ghost town or camp
ground. The setting will be the focus of where the player characters exist,
and whence they must escape if they wish to survive. If you choose, you can
expand the setting into a bigger area or allow your players to travel in or-
der to investigate the Killer. The choice is yours. It is recommended to keep
a small setting if you intend to run this game as a one-shot.
Setting Trope
If you’ve ever watched a horror movie, then you know that most
good horror films follow loosely along with one or more tropes. When de-
signing your game, you should choose one or two tropes around which to
center your game. These tropes act as game-wide aspects that are always
applicable and always present in the story. These tropes act as a catalyst
for the Killer, giving them a reason for their rampage, provide soil from
which to plant the Killer’s Legend and a location to put their Anchor. The
list on the next page is not an extensive or complete list of horror tropes, but
is included in order to help to give examples of common horror tropes you
might use in your own Slasher story.
Cannon Supporting
Fodder Cast
Expanding further on the issues that surround the setting, you’ll
want to draw out at least a small handful of supporting characters that will
take part in the story along with the Survivors, helping or hindering them in
some fashion. Jot down anything that comes to your mind that might make
for interesting characters, and include Aspects for them about how they
relate to the setting’s issues. Perhaps there is a camp counselor who was
around the last time the murders took place, and is in a state of disbelief
about the Killer, believing that the murders he witnessed were a one-time
thing after seeing the Killer gunned down with his own eyes. Perhaps the
last remaining member of the family responsible for the cave-in knows who
the ghost miner is and where their grave is located.
When writing out these characters, make sure to keep their identi-
ties and Aspects a secret until discovered. Lore skill rolls are perfect for this.
Mystery helps to amplify the fear that the Survivors will feel when they
explore the surrounding setting, ever-unsure of when and where the Killer
will pop up next.
Discovering Objectives
Objectives are meant to act as a path that the characters can take
during the story in order to create drama, unveil secrets to the Killer’s goals
and identity as well as to give the characters hope that they can survive.
The first objective should be discovered very early in the session, if not at
the very beginning as a catalyst for the story. Here, foreshadowing can go
a long way to getting the players started on their path. If the characters
need to get into the basement for the final goal, for example, the first thing
they might need to do is get the generator in the shed turned on. Discover-
ing goals in this way will give the Killer a chance to take their first stab at
taking out one of the Survivors, and the first Objective will probably lead
to their first true encounter with the Killer.
Completing Objectives
One Objective should almost always lead to another, and will
almost always be a double-edged blade for the Survivors. Turning on the
generator, for example, will cause all of the lights to spontaneously turn on
in the house, as well as the outside floodlights and perhaps even the interi-
or lights for the shed. This will immediately alert the Killer as to where the
Survivors are, as there is only one generator to power the home and might
even cause one or more of the Survivors to have a spotlight shined directly
on them. Due to the increasing difficulty of the tasks at hand as the story
moves toward a climax, each completed Objective will drop a new nega-
tive Boost or Aspect onto the entire group of Survivors, and give the Killer a
single positive Aspect or Boost on the Killer. For example, when the players
turn on the generator you might drop an Aspect on the Survivors called “I
See You”, whereas the Killer gains the benefits of an aspect called “More
shadows to play in” or “Gotcha!”