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BLOOD AND BLADES:
THE PROFILER’S GUIDE TO SLASHERS
BY MICHAEL TRESCA
FOR MY LITTLE BROTHER, WHO INTRODUCED ME TO SESSION 9. I’VE NEVER
BEEN COMFORTABLE IN INSANE ASYLUMS SINCE.
COVER ART
JEREMY SIMMONS
INTERIOR ART
JOHN LONGENBAUGH, MICHAEL TRESCA
LAYOUT
CHRIS DAVIS
EDITING
AMBER TRESCA
Requires the use of the d20 Modern Roleplaying Game and the Urban
Arcana Campaign Setting, published by Wizards of the Coast, Inc
The ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the d20 System
License version 1.0a. A copy of this License can be found at www.wizards.
com.
“d20 Modern, Dungeons & Dragons, and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the United States and other
countries and are used with permission.
Visit our Website:
www.RPGObjects.com
Copyright 2004 © RPG Objects. All rights Reserved.
Visit our web site at www.RPGObjects.com.
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INTRODUCTION
THE ROLE OF THE HEROES
Blood and Blades: The Profiler’s Guide usually takes place
in the 1980s: the height of slasher movies. The slasher is not
just a psychotic killing machine; a slasher kills with style, be
it a modus operandi or a supernatural edge. Demon, undead,
ghost…whatever the slasher’s form, he’s not going to be
easy to stop.
So who hunts the hunters? Those schooled in the art of
profiling will have an edge, but even they aren’t immune
to the depredations of the slasher. Enter the Paranormal
Response Unit (PRU), a secret branch of the Critical Incident
Response Group (CIRG [and yes, the government does have
an acronym for everything]). The PRU doesn’t just hunt
down slashers; the one and two man teams’ main job is to
take the supernatural slasher down by any means necessary.
When the PRU shows up, it’s usually because things have
gone to hell, escaped, and are playing basketball with your
neighbor’s head.
Blood and Blades: The Profiler’s Guide requires the use of
the d20 Modern Roleplaying Game and the Urban Arcana
Campaign Setting, published by Wizards of the Coast, Inc.
SUMMARY
The best and worst humanity has to offer face off against
predators stalking their favorite prey: humans.
CAMPAIGN IN BRIEF
The slasher. The quintessential mass murderer for the 20 th
century, the slasher’s psychotic, oft-masked persona has
slowly evolved from crazed killer to unstoppable revenant.
In Blood and Blades , the slasher is real. And he’s out for
blood.
Slashers rack up more murders than any other type of
serial killer. Their attacks eventually lose any sense of
rhyme or reason, as they vainly seek to recapture the thrill of
their first kill. Silent, invincible, unstoppable—slashers have
become such an epidemic that humanity decides to fight
back.
But no mere mortal can take the slasher on alone.
Teenagers, psychics, cops, and FBI agents have all have
tried and failed. It will take teamwork, nerves of steel, and
more than a little luck. The PCs have but one goal—stop the
slasher before he stops them.
THEME
Blood and Blades pits the art of profiling against the
quintessential slasher movie. An offshoot of horror and
monster movies, slasher movies involve a psychotic killer,
melee weapons, and heaps of victims. Not all horror movies
are slasher movies, but all slasher movies are horror movies.
Teenagers. The teenagers are stereotypes such as the
nerd, the jock, the virgin, and the stoner. And of course, said
teenagers die by the boatload. In fact, the victims come and
go so often that the killer, not the victims, is really the star
of the show.
It was a dark and stormy night. My assignments always seemed to take me to places like this. You know
the kind—old, decrepit houses that are dark. With storms overhead.
I checked my revolver for the fourth time. Sure, it was antiquated. But it never jammed and it had enough penetrating
power to stop a nutjob high on PCP. Or was that LSD. I lose track of all the drugs kids do these days.
The perp this time around is pretty uncreative: Just your standard machete-wielding maniac who’s really pissed off
about his mom. Whatever happened to Mom, Baseball, and Apple Pie? If the moms of these psychos were to be graded,
they would definitely get a big “F” from me. And a couple of other words that start with that letter.
“Billy,” I said in my sternest voice, “come out here, this is the…” I searched for a word. “Police.” It was a lie, but
calling myself a member of the Paranormal Response Unit was sort of like screaming, “I’m hear to blow your head off if
you don’t come quietly!”
Billy didn’t believe me anyway. I could tell by the way he swung his machete at my head. Fortunately, I’ve been
around enough of these guys to know when to duck.
He’s fast and larger than I expected. I’m no slouch at six feet tall, but this guy’s nearly seven and maybe a few inches
on top of that. The sounds of his footfalls are unmistakable; serves me right for rambling off on my own self-narrative.
“I guess this means you’re not going to come quietly,” I say as I catch my breath. Billy’s too intent on pulling his
machete out of the crumbling molding of his mother’s family home to respond.
That’s when I notice the back of his head.
Now I’ve seen a lot of ugly mothers in my time. But Billy was ugly even from the back. The straps of his mask (of
course he was wearing a mask, don’t they all?) bit deep into his flesh. He must have been wearing that mask forever.
Nobody wears a mask that long and survives. That whole Man the Iron Mask
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Sex. Where there are teenagers, there’s sexual tension.
Slasher flicks have copious amounts of gratuitous sex and
nudity because…well, because it makes it more interesting
for the teenagers who are watching it. The killings are
even more horrible when people are murdered at their most
vulnerable moments .
Boo! Things hop out at the victims (usually false alarms,
at least the first time), people are found murdered in horrible
ways, and the killer seems to be everywhere and nowhere at
once.
Blood. Buckets of blood. Swimming pools of blood.
Whole oceans of blood—you get the idea. It’s not a
slasher flick if there’s not plenty of gore as victims are
hacked, mulched, stabbed, ground, burned, melted, ripped,
shredded, eviscerated, disemboweled, decapitated, smashed,
defenestrated, or otherwise mangled in a suitably graphic
manner.
The slasher as icon has been with us throughout history,
although we did not always have a name for him. Harkening
back to the 1400s, Giles de Rais slew more than 100
children. Margaret Davey poisoned her employees in 1542.
And of course, there are the so-called werewolves of the late
1500s who killed and ate a lot of people.
Serial murders continued well into the 19 th century, the
most famous being Jack the Ripper. Good ‘ole Jack stalked
the darkened streets and further enforced the myth of the
dapper man by day and psychotic murderer by night. Not
that anyone has ever positively identified Jack…
As society became more advanced, repeat murders became
more common. It’s almost as if serial killers are a reaction
to the stress of our collective conscience crammed so tightly
into one place. Or perhaps they’ve always been with us. In
the wilderness there are no witnesses.
The United States in particular has more than its fair
share of serial killers. In the first half of the 20 th century,
there were an average of two serial murder cases per year
nationwide. By the 1960s, authorities logged six cases a
year; by the 1970s it was 18 cases a year. Since 1980, the
United States averages three new serial killers a month and
the numbers continue to rise. PRU agents have to get up
every morning to those kinds of statistics. And you thought
your job was bad.
Serial killers differ from slashers. The slasher myth arose
from serial killers, but the two are now only distantly related.
Serial killers are actually even more violent and gruesome
than depicted in the plots of slasher films. That’s because
serial killers have serious personality defects. (As opposed
to scriptwriters, who are just greedy.) Slashers attack quickly
and without warning. And they have a fondness for sharp
objects.
The slasher is well on his way to joining the Horror Hall of
Fame. And so, the psycho with the knife has been elevated
to something more than just horror movie status—he is a
horror staple, a character so progressively awful and familiar
that we end up rooting for him.
Disclaimer: Serial killers aren’t funny. This book makes
fun of slashers, not serial killers, but there’s a fine line
between the two. Those who are easily offended should
run away from this book with their hands over their ears
shouting “LALALALALA!” For the rest of you who plan
to continue reading, we will make fun of cheerleaders,
authority figures, sex, the mentally ill, and gamers. Consider
yourself warned.
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CHAPTER ONE: CHARACTERS
This chapter covers everything you need to make a character.
Maybe the first hint was the title.
If you want to start hunting slashers, the Paranormal
Response Unit (PRU) is a good place to start. The PRU is
trained to take the psychos down with a well-placed bullet.
Preferably from somewhere out of machete reach. But of
course, it never works that way. If it did, slasher movies
would be very short.
The PRU is one way to approach slashers with the PCs as
heroes. Conversely, the PCs can play victims, which is the
plot of every slasher movie ever made: teenagers in a remote
location get attacked by mad slasher; final girl maims slasher
just enough so that he can survive for a sequel. Rinse and
repeat. Voila! Instant horror franchise.
If you want to play a horror movie-style game, this chapter
covers a host of victim rules, including character creation,
victim classes, and flaws. That’s right, flaws: the usual
tropes that are a surefire indicator a victim will be killed by
the slasher. Remember the bitchy cheerleader, the arrogant
jock, and the lazy frat boy? Now you can collect the whole
set…and then kill them!
VICTIMS
“Victims” are everyone else. They’re the poor saps terrified
out of their wits by the shape at the window, the fools who
get stabbed when they go outside to take a whiz, and the
clueless goobs that always go down into the basement to
“check it out.” They never come back.
Victims don’t have to be NPCs. Playing a victim can be
a lot of fun. Why? For some, role-playing a normal person
defeating the slasher really makes it special—it’s one thing
to shoot a slasher with an AK-47, it’s entirely another to
outwit the slasher with a ball of string and a frying pan.
For a game that’s not about combat, playing the victim can
actually be a blast.
GROUPS
Victims—us—tend to work in groups. These groups can
vary considerably. Try these on for size:
Family: The victims are all related. This is the typical
daddy, mommy, and children scenario. Although the dad
might at first seem like the hero, it’s often the mom who
is left to protect her brood. Not all families have this
mix however—families can be broken up, have extended
members (a creepy psychic grandma is always a nice touch),
or just be a parent and child. The one thing a family has is
each other. Whatever the hell that means.
Slasher Exposé: These “Dare You to Eat It!” types
of shows throw young, attractive people into dangerous
situations and then capture it on camera. Alternately, the
victims might be trying to tape their own documentary. Of
course, this is like hanging meat out for a tiger; the victims
are perfect bait for slashers. And ghosts. And zombies.
(But those are other books entirely.)
Tourists: Ah, tourists. They’re the perfect target for
slashers because they don’t know where they are, they don’t
know anybody, and they carry cameras around with them.
Okay actually that’s a disadvantage, but really, slashers turn
that around by killing the tourist. No more worrying about
those pesky pictures—see what happens when you think
positive?
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CHAPTER 1: CHARACTERS
CREATING VICTIMS
Victims are built using the eight victim classes (Tough Guy,
Jock, Nerd, Mundane, Outcast, Cheerleader, Stoner, and
Scream Queen) and have starting occupations, skills, and
feats. As they gain levels, victims increase their skill points,
base attack bonus, saving throw modifiers, Action Points,
Defense bonus, and Reputation bonus just as heroes do.
However, victims differ from heroes in several ways.
A victim character has:
• The standard starting ability score package
• Random starting hit points
• No levels in an advanced class
I’ve dealt with plenty of maniacs in my time,
but if they had a king, he would most certainly be Dr.
Cannibal.
He had a name once, but I think he traded it away
with the rest of his soul. Dr. Cannibal’s a little too
enamored with his self-image. The man filed his teeth to
points, for crying out loud.
When I stand in front of his cell, the guard stiffens.
Sometimes Dr. Cannibal takes a swipe at me. Never
physically of course. He’s blackmailed guards, made
three escape attempts, and even convinced a few
cellmates to commit suicide. I keep telling the PRU
brass to just put him in a plain old cellblock, Alcatraz-
style, but they never listen.
People are Dr. Cannibal’s meat, literally and
figuratively. He might have a taste for flesh, but it’s
their minds he most enjoys nibbling on.
“Hello, Mr. Beckem,” he says in hushed tones.
Except for the filed down teeth, Dr. Cannibal could be
Santa Claus. He was quite jolly with kind eyes and a
long, bushy beard. Of course, Santa Claus didn’t eat
twenty-seven people and sell the food as a “special
brand of sausage.”
His history not withstanding, Dr. Cannibal’s really
a nice guy, once you get to know him. And have two
inches of plexiglass between you.
“Hello Doc. Guards treating you well?”
“Oh, well enough. I’ve got my books back, so things
are looking up.”
Dr. Cannibal is a voracious reader. Sorry, that was too
easy.
“You know why I’m here?”
“Of course,” says Dr. Cannibal. He was sitting in the
corner of his cell, shadows covering most of his face
except for his gleaming white teeth. I swear, he could
sell more dentures than a dozen celebrities with those
chompers. All of them still intact too. “And you know
what I expect in exchange?”
“You want Billy’s drawings. I can’t give you the real
things, but I can give you copies.”
“That’ll never do,” he says. “I want to smell the
crayons. Taste the desperation, the rage, the hurt.”
“All right, one of the originals. That should be scent
enough for that shnoz of yours.”
“So pedestrian,” he says. For all his pleasant
mannerisms, the Doc is very sensitive about his
proboscis. It’s not overtly large, but I guess he wished it
were smaller. It’s a minor weakness, but I play on it to
keep him under control. “Speaking of delicious odors,
you had teriyaki chicken today with that delicious treat
of a partner. I can smell her on you. Have you slept
with her yet?”
“You’re getting slow, doc,” I say, ignoring the jab.
He knows I’m married. “You didn’t mention this,” I
STARTING ABILITY SCORES
Victims do not roll their ability scores. They start with the
standard score package: 15, 14, 13, 12, 10, 8. The player can
assign the scores as he or she sees fit. At 4 th level and every
four character levels thereafter (8 th , 12 th , and so on), a victim
adds 1 point to one ability score—just as heroes do.
HIT POINTS
Unlike heroes, victims do not automatically receive
maximum hit points at 1 st level. The GM should roll a
victim’s starting hit points normally.
ADVANCED CLASSES
Victims cannot multiclass between the victim classes.
They’re bad stereotypes, not well-rounded personas.
However, if a victim survives until 5 th level, he or she can
advance thereafter as a hero.
CHILDREN
Children (newborn to age 11) are handled differently from
other characters. They do not have classes or levels. They
begin with the same ability score package as victims (15, 14,
13, 12, 10, 8), but their ability scores are reduced as follows:
–3 Str, –1 Dex, –3 Con, –1 Int, –1 Wis, –1 Cha.
Children have 1d4 hit points plus their Constitution
modifier (minimum 1 hit point). They have no skills, feats,
action points, or occupations. Their base attack bonus
is +0, they have a +0 modifier on all saving throws (plus
any modifiers for high or low ability scores), and their
Reputation bonus is +0. Children have a +0 modifier to
Defense and a normal speed of 20 feet. Children have no
effective attacks and should be treated as noncombatants.
When a child turns 12, he is considered a young adult and
takes his first level in one of the victim classes.
Why play kids? Beyond the obvious physical
disadvantages, playing a child means a world of know-it-all
adults, unsympathetic authority figures and plenty of slasher
fodder. What’s not to like?
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