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The Investigation: Players cooperatively Investigate a Case gathering all

Slayer information they can about the Kalaban. A Case is an area or event in which the
Kalaban was involved. Examples include a crime scene, detailed video footage,
newspaper clippings, etc. During the Investigation players may come to conclusions
about the Kalaban’s abilities or weaknesses and ask the GM “Hot or Cold.” If players
are on the right track the GM will give them a “Hot Token” (typically a face up
coin), if they’re off they’ll give players a “Cold Token” (typically a face down coin).
A One Page RPG about killing the unkillable If it is somewhere in the middle the GM can toss a coin and let fate decide if the
players are “Hot or Cold” about that fact.
Slayer is a game where you play as an ordinary person plotting how to
kill more powerful beings, whether they be Gods, Kaiju, Supers, or A GM has Seven Tokens total which may be used as Hot Tokens or Cold Tokens.
anything else you can imagine. Once all Tokens are used, players end the Investigation Phase.
The beings you are Slaying (referred to as Kalaban - “Enemy'' in Filipino) The Plan: Once players have been given all their Tokens they must now devise a
will be created by the Game Master (GM) and must have at least three plan of Action to Slay the Kalaban. This is where creativity comes in and the GM
strengths and three weaknesses (though it may have more). Players are determines what the players conceivably have access to or not (up to and including
given information about an event (a God descending, a Kaiju attack, a weaponry, insider information, and giant Mechs).
Super killing another, etc.) by the GM with clues about what the beings
strengths and weaknesses are. Once these strengths and weaknesses are It’s important that during the planning stage the GM sets a clear stage of what to
Investigated the players will Plan how they will Slay the Kalaban. Then expect (I.e. how many guards there probably are, what the layout of the location is,
they’ll take Action to enact their plan. Ultimately, they’ll face the etc). If the players and GM wish to, the Planning Phase can be played out like an
Kalaban at the Climax of the session. Action Phase, using Attributes and tosses to determine outcomes. However, this will
slow down the game considerably but may be a better way for your group to play.
A session is broken up into four Phases: Investigation, Plan, Action, and
Climax. These Phases are outlined on the Right. The Action: Players execute the Plan, narrating what they are doing and why they
are doing it with the GM providing the world's reaction to their actions. This is
Player Characters where players will encounter obstacles which require them to apply their Attributes.
All players start with four Attributes: Physical, Mental, Social, and For instance, a player may come to a locked door and decide to pry it open (using
Spiritual. Players have the following numbers to assign to each of the their Physical Attribute). If they toss a success they manage to pry the door open, if
Attributes: 1, 2, 2, 3. This means a character may have Physical 1, Mental they fail they must find another way to achieve their goal.
2, Social 3, and Spiritual 2 OR Physical 3, Mental 1, Social 2, and Spiritual
2. Etc. At any time a player may use a Hot Token to alter the world's reaction to their
plan or gain an advantage in the form of an additional coin to toss (I.e. they packed
If characters fail a dangerous action they become injured, which will a taser, the guard lets them use the freight elevator, etc). On the flip side (pun
reduce one of their Attributes by 1. If any Attributes are reduced to zero intended) a GM may use a Cold Token at any time to add an additional hurdle for
characters automatically die. This reduction can either be player choice or players to overcome (a previously unknown security system, two guards fornicating
GM mediated but it’s best to decide which way you play before the game where they shouldn't be, etc.).
starts. To Progress between games it is suggested players receive an
Attribute point to distribute if they Slay the Kalaban. When tokens are used in this way, they are turned over. For instance, if a player
wants to use 5 Hot Tokens to make sure their attempt at climbing a skyscraper is
When attempting to do something associated with an Attribute successful then the GM now has 5 Cold Tokens they may use at any time. Once the
(persuading a guard for example) players toss a number of coins equal to players reach the Kalaban the Climax begins!
their character's associated Attribute number. If any of the coins come up
as heads (a success) what they’re attempting is successful. The Climax: The Climax of the game occurs when the players face down the
Kalaban (or maybe take them out through some Rube Goldberg contraption, wilder
If all come up as Heads, turn a Cold Token into a Hot Token. If all come things have happened!). During this phase when a Hot Token or Cold Token is used,
up as tails, turn a Hot Token into a Cold Token. The changing of Tokens it does not turn over. Instead, it is removed from the game.
only occurs during the Action phase. See info on the Right.
Players are successful when they Slay the Kalaban, or die trying.

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