Serial Killer D&D 5e

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The Serial Killer

Play a serial killer and take your frustration out on the GM. While you’re at it, convince the others to start
playing Serial Killers too. Tear the game down, kill them all. Feel all that intestine running over your greedy
fingers. When they are all dead and your GM is tearing his notes up in frustration, go and find a copy of
‘Call of Cthulu’ and have yourself a real role playing experience. I love that game, gets me right in the
tentacles.
The Serial Killer
Game Rule Information
Alignment: Any. See ‘Moral Adjustment’
Requirements: None. Except a sense of your own destiny and the will to apply yourself to your more primal
needs. In fact, if you have been chosen you can take an advance for free. You don’t even need to ask your
GM. He isn’t in charge anymore. When your mind starts falling apart you don’t ask for permission. If he
complains tell him it’s in the rules and watch the fucker cower behind his cardboard screen.
Class Features:
Both dubious destiny and moral adjustment are taken as soon as you embark on the path of serial
killer.
Dubious Destiny: At least every third advance must be in Serial Killer. This isn’t a fucking hobby.
Moral Adjustment: This ability changes the nature of alignment for the character. Chaos and Evil are still the
same for him. However, the Lawful alignment becomes ‘Structured’. This works in a similar way to Lawful,
in that the character likes to obey the rules and lead an honourable life. However, they know have their own
code of ethics that they consider to be a higher law. Good now becomes ‘Well Meaning’ which makes the
character believe they are doing the right thing even when killing children. They are still horrified by acts of
evil and consider such things utterly repugnant. However, they are happy to gut their victims as they are
doing things ‘for the greater good’. This means you can keep your original alignment (Lawful Good Serial
Killer Paladin?) As long as you believe in what you are doing and not acting against the direct code of your
god/s any of your powers and abilities will remain. Scary huh.
Advances:
Each advance costs two points as normal except for Happy Dance, Really Happy Dance and Scare Children
which are automatic advances.
Happy Dance: If you live to three advances in serial killer you can do a dance at the game table. You may
only do this once. Any drinks knocked over, character sheets sodden are everyone else’s problem but yours.
Victim: Oh happy days! You have finally found yourself that special someone, the one you want to
slaughter. Each time you gain a victim trait choose one type of monster, person etc – whatever gets your goat
and get a +1 on any and every roll taken against them as you try to hunt, mutilate and torture them. You can
take the same victim type twice and add +1 again.
Special Victim: already taken victim? Want something a little different? +2 to notice and tracking against
your chosen victim. For one point, and without taking victim, you can apply this to one individual at any
time.
Implacable Pursuit: While hunting, tracking, following etc a chosen victim you get no movement penalties
for moving through or over difficult terrain or crouching or sneaking.
Don’t look away!: If your victim cannot see you for any reason and you are 15” or closer and can see them,
you can appear as if by magic next to them. This can cause the surprise condition. On a raise you appear
behind them.
Scare Children: Children find you scary and call you a bad man. Babies cry when you go near them. You
automatically get this when you take three Serial Killer advances.
Lives Alone: You now own a base of operations that you have made your home. Most likely after the
previous owner ‘left’ rapidly in the night and signed over their ownership deeds for an undisclosed amount.
It is shunned by most of your neighbours as your lack of community spirit has finally made people realise
you want to be left alone. As you know the place rather well, you can have a +1 bonus to any roll you make
while there.
Halloween Smile: You may now ‘Cause Fear’ 1/day (as the spell) on anyone that meets a ‘victim’ criterion.
They get a -1 to their save roll.
Slay the Frightful: You get +1 on any rolls related to dealing with the poor. If you take this twice you get +1
to any rolls related to dealing with the lower-middle classes. Fucking Peons.
Mother says it’s OK: You are now so good at what you do; you can get up to your twisted games with less
interference from the authorities. You can kill to your hearts content, and as long as they are not important
enough the authorities will never come knocking. They are either too witless or too scared to catch you.
Really Happy Dance: You got six advances in serial killer and the DM didn’t kill you? Twat. In that case you
can do another Happy Dance. Drink everyone else’s drinks. Eat their food. Piss on the DM’s notes. Fuck it.
Piss on the DM. You may as well, he is no longer in control. Everyone must buy you pizza (or burgers).
Maniacal Strength: You can increase your strength to d12+2
Terrifying Visage: You must have Halloween Smile first. Your being seems to radiate from you. You now
Cause Fear at will. Victims get – 1 to their save roll.
Trained Killer: you may raise one martial skill up to d12+4.

“Words create lies, pain can be trusted.”

“No room,” said the Mad Hatter as Alice approached, “No room!”
Alice glared at the group, who were sitting at a half-empty table eating
cake and drinking tea. She paused to brush some errant strands of her
blonde hair behind her ears a gain before she spoke.
“No!” said the March Hare, “No room, no room!”
Alice walked up to the March Hare and took out her knife. With one quick
movement she drew the blade across his throat. He slumped forward onto
the table, his blood running across the damask cloth and pooling around
the teapot in which the dormouse was sleeping.
Alice tugged on his ears and slid the body off his chair into the ground.
“Now there’s room”, she said a little smugly.
“Yes dear,” said the Mad Hatter. “Now you’re learning.”

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