The Slaughters SIBLING ASSASSINS WITH DEADLY ABILITIES

The Origin

Lots of people associated with the underworld, criminals, and covert agencies know about the Slaughters. The trio of "siblings" bonded while suffering through a series of failed foster home placements, eventually aging out of the system. They reappeared as assassins offering their services to criminals and rogue governments a few years later. They took the Slaughter surname to demonstrate their solidarity, and as a nod to their new profession.

What only a handful of people know—and usually not for very long—is that each Slaughter has an extraordinary ability, enhancing their lethality to superhuman levels.

Lee Slaughter usually speaks for the group, meets prospective clients, and accepts commissions. His brother Samora and sister Queen are usually happy to follow his lead. As far as the commissions go, Lee is choosy. He's refused commissions on targets that appear to be doing more good than bad.

LEE SLAUGHTER WEAKNESS EXPLOITING ASSASSIN 5 (15)

Lee grew up in a handful of orphanages and foster homes. He was bullied until he joined forces with Samora and Queen. Through their joint trials and tribulations, they formed a family that had each other's backs, and no one else's.

And now that he's recalled the Crash, Lee can see the weak points in objects, in people, and even in the way people think, plan, and dream. Those flaws are always apparent, even when Lee doesn't want to see them. This is why he always considers what he's going to say, so he doesn't mention a weakness he learned about through his ability.

He likes to say that he has power over fate, and that one day, he will find the flaw in reality itself, and transcend.

Motive: Assassination for hire, protect "family"

Environment: Almost anywhere, usually with Samora and Queen Slaughter

Health: 28

Damage Inflicted: Major wound (10 points)

Armor: 2

Movement: Short

Modifications: See weak points in people and objects as level 9

Combat: Lee always knows just where to strike a foe, whether with a fist, knife, or gun to inflict damage. If Lee spends a round concentrating on a foe, Lee's following attacks against that foe are eased by three steps and inflicts a major wound (15 points). Lee can concentrate on only one foe at a time, requiring a round to switch between foes.

Alternatively, Lee can grab, prod, or apply pressure to a creature on a successful attack that effectively keeps it from taking any action on its next turn. Once so subdued, the creature must succeed on a difficulty 9 Might defense roll to escape, unless Lee lets them go.

Interaction: If someone has an outright weakness, Lee knows it just by looking at them (PCs can make a difficulty 9 Intellect defense roll to prevent this). Someone's weakness could be sickness, a vulnerable relative, extortion material, that their back door at home is unlocked, or all these and more. This makes negotiating with Lee a little one-sided. He usually gets what he wants.

Use: Lee believes (rightly or wrongly) that one of the characters is responsible for the fact that one of his siblings is missing.

Additional Equipment: Lee enhances his abilities by wearing a terahertz scanner in the form of fashionable sunglasses.

GM Intrusion: Lee's attack is so precisely targeted that on a failed Might defense roll, the PC descends one step on the damage track.

QUEEN SLAUGHTER SOULRIFLE SUMMONING ASSASSIN 6 (18)

If asked whether "Queen" is her name or a title, Queen shrugs. Other kids in the foster homes where she grew up called her "Queen Payback" because if they crossed her, she always got even twice over. The stupider ones didn't care, despite rumors that at least one kid who crossed her later "fell" off the roof.

After she recalled the Crash, Queen gained the ability to manifest an ebony rifle from her own life force. The weapon empowers her, transforming her from a normal (if sociopathic) person to an elite assassin who never misses a shot with bullets often imbued with some additional weird or deadly quality.

If she doesn't have her soulrifle in hand, Queen Slaughter is a basic level 3 NPC, losing all increases to health, Armor, attacks, and so on.

Motive: Assassination for hire, protect "family"

Environment: Almost anywhere, usually in the company of her siblings

Health: 33

Damage Inflicted: Major wound (11 points)

Armor: 1

Movement: Long; short when "wall running" along vertical surfaces

Modifications: Stealth and deception tasks as level 8; rifle attacks as level 11

Combat: When she summons her dark-as-the-night soulrifle as her action, Queen Slaughter is mpowered, gaining all the benefits noted in her stat block, including the ability to run on vertical surfaces and the modification of attacking with her rifle as if level 11. As her action she can make one very-long-range rifle attack or two at long range. If she desires, she can imbue the bullets with one of the following properties.

Interaction: Queen's defining quality is vindictiveness. During the course of a negotiation, if she senses she is being lied to, talked down to, or threatened, she mentally notes the disrespect. This could immediately end further negotiation, or just mark a character for later termination.

Use: A grisly murder scene yields one clue in the form of a note written in pen reading, "He had it coming."

GM Intrusion: Just when it seems like the character is getting on Queen's good side, the character says something that she regards as disrespectful.

SAMORA SLAUGHTER METAL SKINNED FLAME THROWING ASSASSIN 9 (27)

Samora was always big for his age. Which meant the bullying other foster kids suffered didn't usually bother him. It was the adults he had to worry about, especially the local police departments. He felt singled out, because he was. But his friends Lee and Queen always helped him out when they could, and he did the same for them.

Then one day something unbelievable happened. Samora's skin turned metallic, and when he concentrated, hot as the sun.

Motive: Assassination for hire, protect "family"

Environment: Almost anywhere, usually in the company of his siblings

Health: 45

Damage Inflicted: Major wound (12 points) (see Combat)

Armor: 10

Movement: Short; long when jumping

Modifications: Speed defense as level 5

Combat: Given his general invulnerability to physical attacks, Samora usually wades into combat, punching two targets within immediate range, each hit inflicting 10 points of damage from impact and 7 from the heat of his burning skin. Alternatively, he can attack a target within long range with a blast of fire that inflicts 12 points of damage from the heat, potentially igniting flammable objects and structures.

Interaction: Samora is quiet and contemplative. Though he can dish out the most damage among his siblings, he's the least likely to initiate violence. By himself, he can even show kindness and mercy. But in the company of the other Slaughters, he pursues every commission to its lethal end.

Use: A standoff between police and a "burning metal man" is endangering civilians downtown.

GM Intrusion: Samora slaps both hands together, creating a flame burst (level 10) that attacks everything in a cone-shaped area up to a long distance from him.