The Ghost - A Fan Made Slayer for Gone to Hell.
@prokopetz has been playing in the space of Gone to Hell, a tabletop RPG all about playing the powerful protagonists of modern videogaming. While most of his (and otherâs) Slayers have been more in your face, I thought that I might try my hand at a stealthier, more discerning protagonist.Â
@gentlypettheunknown and I decided to collaborate on this one, and weâd like to share The Ghost with you.Â
They never saw you coming.
Your Name: ___________________
Your Epithet: __________________
 Media Inspirations: Corvo Attano/Emily Kaldwin (Dishonored), Joker (Persona 5), Batman (Batman: Arkham City) John Wick (John Wick Trilogy)
Your Look (choose one or more):Â Multiple utility belts; supernatural mark; stylish infiltration wear; masked vigilante
Your Attitude (choose one or more):Â unaddressed trauma; weary acceptance; flat affect; blatant disregard for personal safety; prepared for anything
Your Weapons (choose one or more):Â Borrowed otherworldly powers; rapid stealthy movement; ambush tactics; compact tactical gear; grappling hook; hyper specific gadgets
Your Idiom (choose one or more): Always having another plan; Prep time; Seeing how it all fits together; Consuming hidden supernatural artifacts; Buying the right gear for the job; knowing where the bodies are buried (figuratively or literally)
¡Why canât you just go in guns blazing?
¡ Why wonât you let yourself count on anyone else?
¡Whoâs pulling your strings?
As you play, let these principles guide you:
¡No one else gets hurt but you.
¡Strike from the shadows
Any time the Opposing Forces ask âwhat do you do?â, describe what you do. Your actions are divided into three types: Heavy Actions, which require you to spend a token and return it to the pile; Light Actions, which let you pick up a token from the pile and add it to your supply; and Routine Actions, which do neither of those things. After each action, the Opposing Forces get to react.
Also, you may always ask questions or offer suggestions to help another player out when theyâre stuck. This does not count as your action.
Heavy Actions - Spend a token to:
¡Remove a greater threat while in stealth to swing the odds in your favor.
¡Appear before your target by an unseen path.
¡Bypass a complex problem entirely, through sheer ability, supernatural or otherwise.
¡Power up according to your idiom; write a new Heavy Action and add it to the Slayer playsheet for the rest of the session, or recover a previously crossed off one
¡Ask the Opposing Forces âWhat nasty surprise are you preparing for me?â Theyâll let you know whatâs coming.
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Routine Actions - You may always:
¡Neutralize a single lesser threat without breaking cover.
¡Find safety in stealth without making meaningful progress.
¡Leave the area to approach from an entirely different angle.
¡Catch a reprieve according to your idiom; write a new Routine Action and add it to the Slayer playsheet for the rest of the session, or recover a previously crossed off one
¡Ask the Opposing Forces âWhat is the next best vantage point?â Theyâll show you another safe place.
Light Actions - Gain a token when you:Â
¡Get caught without a place to hide.
¡Attract additional security to your location.
¡Your hubris is your downfall.
¡Youâve got too many irons in the fire, and you get burnt. cross off one Routine or Heavy Action from the Slayer playsheet.
¡Ask the opposing forces âWhat key element did I miss?â Theyâll throw it in your face.
 In between actions, you can ask the Opposing Forces what you see, talk to any non-Slayer characters who might be present (if youâre the talkative sort), and perform incidental tasks to investigate and move about your environment. This doesnât count as your action unless you ask one of the three questions the Opposing Forces are bound to answer honestly â or unless youâre stalling for time!Â