Slayer Quest [BtVS]

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Slayer Quest

Calling 1.1

Your name is Sarah Jones, and you'd describe yourself as an...
Calling 1.1

Tekomandor

Social Justice Gish
Location
Australia
Pronouns
She/Her
Slayer Quest

Calling 1.1


Your name is Sarah Jones, and you'd describe yourself as an ordinary girl from an ordinary suburb. Well, maybe that's selling yourself a little short. You've always had a pretty extreme gift for sports and PE class, and if you'd been a guy you think you'd have been scouted for a pro sports team by this point in your life. You used to go to a local state school - good but not great - but your mum met a guy last year and things changed. Your birth father is long gone, and your mum won't talk about him.

Rob, your step-dad, is loaded. Most of the time, life seems the same; then he goes and buys a new TV because the old one was a bit buggy. It's a serious change in your economic station, and with that came a change in school just in time for your fourteenth birthday. Gone was the state school with it's relaxed uniform and standard-issue school hall, in was the wearing of blazers and new construction you were fairly certain costed more than it took to build your entire previous school.


Whatever your status at your last school, you were hopeful that you'd manage to fit in at your new school. It's a fair journey from your new house, but having to wake up half an hour earlier to get to school on time is only the second worst thing to happen to you this year. You've started to break things - at first just fragile things, a little too much pressure here and there. Now, though, you crushed your bathroom doorknob in pre-breakfast haze.

You'd say that you've always been stronger than average - but there's stronger than average and this. This is different. You'd feel like a drunken bull, only you seemed to have acquired a disturbing level of agility and manual dexterity. That wasn't the most disturbing part, though. Ever since this morning, you'd known how to fight.

Not just how to win a playground scuffle, but how to fight for real. At least, you thought it was for real. Most of the stuff floating around in your head seems like something from a martial arts movie; not real life. When you picked up the knife to spread some nutella on your toast, you knew how to kill some in twelve different ways with it. A dozen methods of murder with a butter knife.

Something deeply messed up was going on.

What option did you have other than going to school, though? It's not like you could just skip the first day of school, and your mum was strict about sick days. So you'd just have to suck it up and save freaking out over your super-murder-powers for tonight. After all, rich people sent their kids to this school so how bad could it be?

Whilst walking from the train station to school, through what looked like a trendy shopping district, you started to get a feeling. Calling it a feeling didn't do it justice, but you didn't know what else to call it. It felt like a cold, desperate hunger - in a very specific direction. Feeling not unjustifiably confident that you could deal with whatever was making you feel like that, you made your way off the main street. Soon you were walking into a mess of side streets and back alleys.

What you saw almost made you throw up. There, in an alley shielded from the sun, a man in ragged clothing stood over a fresh corpse. Blood was everywhere, pooling beneath a jagged gash in what had once been a woman's neck. The man standing over the woman's body, and somehow you didn't scream.

The man - no, he clearly wasn't a man - had a monstrous face and glowing eyes. Fangs extended from his mouth, gore dripping from his lips. Yet, despite every rational expectation that your instincts should be screaming 'predator' at you, they weren't. No, you felt like you wanted to fight - like you wanted to hunt. You dropped your school bag and walked forwards, excitement pounding in your brains.

"Hey lady, thi is my-" he began, but you didn't want to listen. You rushed forward, kicking off the wall of the alley into a spinning kick that collided with the creature's head. He went flying, slamming into the opposite wall of the alley. You didn't let up, slamming his head into the wall again and again.

He squirmed out of your grip, bleeding and bruised; snarling as he rushed at you. His fists seemed to be almost in slow motion, as you weaved through a fast but unskilled barrage of punches.

Instinctively, you knew how to win this fight. How to get justice for the dead woman. How to stop this creature. You smashed the top of a wooden crate, picking up a broken piece of wood and feeling it in your hand. Then, you moved. You were so fast you were almost a blur; the wood jutting out of the creature's back for a split second before it turned to dust.

You blinked as the dust began to blow away in the wind, and looked at the dead woman with one last, mournful glance before you hurried away.

At school, what are you? A geek who never really fit in, someone with an occult obsession - and perhaps the stirrings of real power - or one of the popular kids?

[x] Geek Package
  • Nerd Quality: +1 to Intelligence and Perception, +2 to Computers skill, -1 to social tests
  • Misfit Drawback: -2 to influence tests at school
  • Attractive 1: +1 bonus to social tests in certain situations
  • Natural Toughness: +4 Armor against blunt force
  • Situational Awareness: +2 to notice tests
  • Iron Mind: Immunity to thought or emotion controlling spells
  • +3 Points towards computers

[x] Wannabe Mage Package
  • Sorcery 1: Cast spells in combat, gain a +1 bonus to various magical tests, cast spells more often without penalty, telekinesis
  • Misfit Drawback: -2 to influence tests at school
  • Good Occult Library Quality: take no penalty on research rolls, holds 40 spells
  • The Sight: can see magic
  • +4 Points towards occultism (This is what you cast magic with)
[x] Popular Kid Package
  • Attractive 2: +2 bonus to social tests in certain situations
  • Contact 1 [Popular Kids]: Provides rumors, gossip, etc
  • Psychic VIsions: See flashes of the future at plot important points
  • +5 Points towards Influence Skill (Essentially persuasion/diplomacy)

This quest uses a slightly modified version of the BtVS RPG. Basic mechanics are 1d10+skill+attribute. 9 is one succes, see this chart for more. Combat, some other rolls are opposed. Full char sheet and more coming next update. XP and drama points will be awarded for omakes, fanart, witty or well written posts.
 
Character Sheet
Character Sheet & XP Rules

Name: Sarah Jones
Age: 14
Gender: Female
Life Points: 89
Qualities:
  • Slayer [-16]
    • Nerves of Steel: Effectively immune to fear, +4 vs extremely terrifying fear tests
    • Fast Reaction Time: +5 to initiative rolls, +1 to fear tests
    • Hard to Kill x5: +5 to survival tests
  • Nerd Quality [-3]: +1 to Intelligence and Perception, +2 to Computers skill, -1 to social tests
  • Misfit Drawback [+2]: -2 to influence tests at school
  • Attractive 1 [-1]: +1 bonus to social tests in certain situations
  • Natural Toughness [-2]: +4 Armor against blunt force
  • Situational Awareness [-2]: +2 to notice tests
  • Iron Mind [-3] : Immunity to thought or emotion controlling spells
  • Minority [+1]
  • Teenager [+2]
  • Dependants [+3]
Attributes:
  • Strength: 8
  • Dexterity: 8
  • Constitution: 8
  • Intelligence: 3
  • Perception: 3
  • Willpower: 7
Skills:
  • Acrobatics: 5
  • Art:
  • Computers: (3+2) = 5
  • Crime: 5
  • Doctor:
  • Driving:
  • Getting Medieval: (5+1) = 6
  • Gun Fu:
  • Influence:
  • Knowledge:
  • Kung Fu: (4+1) =5
  • Languages:
  • Mr. Fix-It:
  • Notice: 3
  • Occultism: 1
  • Science:
  • Sports: 2
Combat Maneuvers:

Inventory:

From the BtVS RPG Core Rulebook

Level 1: The character is below average in this Attribute. Strength 1 indicates a poor physique, either a petite or flabby, sedentary person. Dexterity 1 indicates clumsiness, someone likely to drop things—not to be trusted with delicate manual work unless the person has trained very hard to do so. Characters with a Constitution 1 are delicate and often in poor health. Intelligence 1 is below average—not mentally challenged, but certainly a bit slow on the uptake. Perception 1 depicts someone not very aware of her surroundings, likely to miss what's before her face. Willpower 1 results in a person who is easily
intimidated and influenced by others, a follower instead of a leader, and somebody who is likely to succumb to temptation.

Level 2: This is the average for human beings. Most people in any given group have Attributes at this level, typically with one or two at levels one or three. Nothing wrong with being average, but the character is unlikely to shine with such Attributes unless her skills are so high she can compensate.

Level 3: This is above average but not extraordinary. Strength and Constitution 3 show some athletic aptitude—somebody who works out at least three times a week, or a natural athlete who has not taken time to develop her talent. Characters with Dexterity 3 are graceful—good dancing partners, grabbed near the beginning in pick-up sports, unlikely to suffer from butter fingers or Klutz Syndrome. Intelligence 3 indicates a bright person who can easily learn new skills,
if she has the temperament to do so. With Perception 3, a character has good senses and intuition, and is not easily fooled or confused. Characters with Willpower 3 are rarely bluffed or bullied under normal circumstances.

Level 4: An Attribute at this level is well above average. Very few people—perhaps one out every ten in a random group—have one or two Attributes at this level. Strength and Constitution 4 can be found only in athletes (including the best football players in a large high school or college campus), extensively trained Special Forces soldiers, and other people who spend a large amount of time and effort keeping in shape. A Dexterity 4 would only be common among gymnasts, acrobats, dancers and other talented and graceful individuals. Mental Attributes at level four indicate near genius (Intelligence), highly acute senses and intuition (Perception), or an "iron will" (Willpower).

Level 5: This is the "practical" human limit. People at this level are extraordinarily talented, able to perform complex and difficult feats with little practice. While people with Attributes at level five are not record-breakers, they are among the best and the brightest. In a small or medium-sized community, only a handful of people have one or two Attributes at this level, and they are likely to be well known for their strength, wisdom, or toughness. Cities, large college campuses, and groups of demon fighters have more of these extraordinary individuals, but even there they are not common.

Level 6: This is the basic human limit. A few people with "freakish" features may exceed it (to level seven), but they are a handful even among the teeming billions living in the 21st century. Characters with one Attribute at level six are very rare, something on the order of one in ten thousand, or less. People with more than one Attribute at level six are perhaps ten times less common, and so on.

Level 7+: Now we are talking superhuman. Someone with Strength 7 would be as strong as a horse; a Dexterity 12 connotes inhuman grace; and so on. These folks can perform at a level that normal folks can hardly comprehend. Be afraid. Be very afraid

XP Rules:

Omakes, fan art, and good posts can be awarded XP and/or drama points. XP may be spent by its "owner" as they wish on approved qualities, skills, and attributes. Drama points gained through an omake may be used for a specified role (such as when crafting) where they give a +10 bonus to one roll or may be spent for a +2 to all rolls for a particular combat. 10 Drama points may be used to avoid a Bad End. XP may be pooled with other users.

XP will also be awarded per arc. 'Public' xp will be voted on by the thread at large. Qualities cost their listed price in the book, attributes cost 5x the new level to advance up one level, skills cost 2x the new level to advance up one level.
 
[x] Popular Kid Package


Too bad there's not a jock package. :p

Edit: I mean, a super-jock package. Where we go all-in on the jock.
Jock and Slayer are actually mutually exclusive qualities. Otherwise, it'd be a must grab. I'll toss a point or two in sports if you go for popular kid, though.

Also, for all the people voting for Wannabe Mage - you will suck at magic to start with. Both Geek's extra combat prowess + hacking skills and Popular Kid's social skills are not to be underestimated.
 
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[x] Popular Kid Package

fits best with our super-athletic backstory and being able to talk our way out of stuff will be invaluable as a slayer.
 
[x] Geek Package

Or whatever the package that lets us experiment. Because i have ideas. Oh, the ideas I have...
1) Non-reflection phenomenon. Vampires don't have reflections in mirrors, and act like perfectly transparent objects where those are concerned, as far as we know from canon. Also from canon we know that vampires themselves aren't blind, or zero Kelvin cold. This means that they can absorb radiant heat. They can also be seen by humans and ignite in flames, which means that they can reflect and generate light. This phenomenon needs to be studied in detail; namely these aspects:
a. Is effect perception based or physics based. I.e. is it a human observing a vampire in a mirror that's affected (hypnosis), or is it a mirror itself affected (electromagnetic wave manipulation)?
b. Is the effect passive or active. I.e. if a vampire is knocked out, will the effect persist?
c. What about one-way mirrors? Can a vampire be seen through one?
d. Vampire's clothes are similarly invisible in mirrors. How far does this effect extend? A vampire in a coffin can be seen in a mirror (well, the coffin will be seen), so it's obviously relatively limited. But is it limited by weight of the clothes? How far they extend from vampire's body – will a vampire in a top hat look like a floating top hat in a mirror? Vampire with tools, such as swords, similarly leaves the tool invisible in the mirror, as far as a I know – this should be checked. Additionally, we should check the effects of active light sources as parts of vampire's clothes, such as luminescent paint. Additionally, things like piercings and implants should be checked for.
e. One should check if a vampire is reflection-invisible in the whole spectra, or only in its (near) visible parts
Explanation: if it's the mirror itself that's affected by vampiric "non-reflection", i.e. radiation, emitted by a vampire doesn't reach a reflective surface or is prevented from affecting it somehow, then vampires could be used as a cooling systems for radiative heat. By placing a vampire into a mirror-walled chamber and forcing it to radiate heat (through implanting it with radiator tubing for example, or by focusing heat on it through one-way mirrors) one would essentially be destroying said heat in direct violation of the law of the conservation of energy. That's very useful in many areas, especially in spaceship construction. And, speaking of spaceship production:
2) Threshold effect. Several aspects of it should be clarified:
a. What objects clarify for a threshold. What is a house? Can a house be mobile? Would, say, a submarine qualify? Would space station?
b. Can the threshold effect be broken by "one, at sufficicent velocity"? I.e. would a vampire pushed through the threshold at sufficient speed, or with sufficient force, be able to push through? If so, how would it work? Would it break the effect destroying the threashold?
c. What happens to a vampire placed inside the threshold without passing it? Say, a vampire stood (slept in a coffin/ was buried in a statue). House was expanded so the vampire is now inside it. What would happen to the vampire? Would it be expelled in a random direction? Crushed into dust / neutronium / singularity? Scattered in all direction?
d. From all indications, the house itself isn't affected by the vampire trying to push itself inside. We see that vampires bounce off the threshold after forcing themselves some short distance into the house, but we never see a corresponding effect, such as shattered doorframes on the house itself. This should be checked. I.e. does the threshold effect violate third law of Newton, only affecting a vampire, but not the house?
If it is Third Law violating as it appears to be, then a vampire (wrapped in a protective foil) could be turned into a reactionless drive and used for propulsion, including spaceship propulsion. Tether a vampire to a threshold generator, i.e. a house (it would need to be mobile itself, which is one of the reasons for "mobile houses" inquiry). Reel a vampire closer, so the threshold effect would start pusing it out. The force will be transferred through the tether to the house itself, moving it in the direction of the vampire

Oh, and while looking for it, I also found @UberJJK 's short list of ideas on SB:
Inventive Way 3: Live Undead Organ Transplants!

We know from the episode of Angel where Gwen shocks him that a vampire's heart can be, at least temporarily, restarted. This may apply to the vampire's other organs and furthermore it's possible that if implanted in a living host those organs would continue to live.

So given that and that we know Vampires can survive evisceration from that episode where the giant bug cuts one open and pinned it on the wall it's possible that we can harvest organs from them.

With a reliable blood supply they should even regenerate the loss so we can continuously harvest a single vampire for organs.

Even failing that we should be able to harvest them for skin grafts.

Inventive Use Number 4 - Waste Disposal.

When a vampire dies they and everything on them turns into a pile of dust significantly smaller then they are, in volume and quite possibly mass. Therefore if we attach bags of garbage to the vampire before dusting them we can significantly reduce the space in landfills required.

Even better is that I've seen some suggestions that Vampire dust might be environmentally friendly in which case you could dispose of garbage while producing a useful product in the form of fertilizer.
 
[x] Geek Package

I'd like to go down the OP melee route, but optimise it as much as possible. Train like we're possessed, research methods of killing that we don't know already, kit ourselves out in fuck-tonnes of weaponry.

Rather than a bumbling teen in their tracksuits and shirts, i'd like to be a prowling, viscous hunter, garbed in menacing implements of death and destruction. We will become death, destroyer of vampire kind.

Can you imagine a slayer that's min-maxed to be as killy as possible, whilst wearing the armour of a Dark Souls/Bloodborne player?
 
[x] Wannabe Mage Package
Because Magic ! That should be enough.
And because unlike in some other settings, magic has some real potential.
 
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