TEXT: Perks 
  Slashers & Victims 
  Light 
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Mathew J. Finch. 
  The Product is not affiliated with  Mathew J. Finch, Mythmere, or Frog Gods Games . 
  A slasher movie hack for Swords & Wizardry Light 
   
  Archer: proficient with bows 
   
  Grease Monkey: - 3 in 6 chance to Repair 
   
  Gun Nut/Redneck: - proficient with fire-
  arms 
   
  Juvenile Delinquent:  - 2 in 6 chance  to 
  Open Locks 
   
  Karate Kid: proficient with unarmed 
  attacks (1d6-1 damage) 
   
  Light Foot:  - 2 in 6 chance to Hide in Shad-
  ows/Move Silently 
   
  Linebacker: gain proficiency in tackle (1d6 
  damage), target must make save or be 
  knocked over for 1d3 rounds. Character falls. 
   
  Looker: can affect someone as if Charm 
  Person was cast 1/day  
   
  Play Dead:  3 in 6 chance to Appear Dead 
   
  Rich Kid: Character starts with and has 
  access to extra equipment 
   
  Scout: 3 in 6 chance to Find/Remove 
  Traps 
   
  Slugger: +1 to hit and damage with blunt 
  weapons 
   
  Sprinter: +3 to movement 
   
  Stone Cold/ Cold Hearted Bitch: +2 to 
  Fear saves 
   
  Sucker Punch: gain Backstab 
   
  Swimmer: gain swim speed of 12 
   
  Virgin:  Slashers will target character last 
   
  Wiccan: can cast Spiritual Protection 1/
  The Survivor 
  An ordinary person caught in a 
  nightmare… 
  Hit Dice: 1 HD at 1st, 2 HD at 2nd, 
  2HD+1 at 3rd lvl 
  Saving Throw: 15 at 1st, 12 at 2nd, 12 at 3rd 
   
  Survivors can use blunt and bladed weapons.  
   
  Survivor have a 1 in 6 chance of Hiding in 
  Shadows/Move Silently 1 in 6 chance to 
  Appear Dead, and a 1 in 6 chance of Repair.  
   
  High school and college age Survivors start 
  with one  perk. Other adults start with two. 
   
  Attack as Cleric  
   
  Starting equipment appropriate to character. 
  Flaws 
  Characters may take a flaw at level 1 to gain an extra perk.  
  Alcoholic: When presented with alcohol must 
  make a saving throw or partake. 
  Clown: Can’t take anything seriously. 
  Criminal Record: Adults and authorities are 
  suspicious of character 
  Flat Feet: -1 to Hide in Shadows/Move Silent roll. 
  Jock: -1 to rolls involving mental tasks 
  Nerd: -1 to attack rolls. 
  Poor Kid: No money or starting equipment. 
  Promiscuous: When presented with opportunity 
  to have sex must make a saving throw or indulge 
  self 
  Stoner: Always has –3 to movement penalty from 
  weed, even when not high. 
  New Equipment  
  Alcohol: +1 to +3 on Fear saves, -1 to –3 on attack rolls for for 1d6 hours 
  Bear Trap: save or take 1d6+2 damage and be stuck 
  First Aid Kit: target heals 1d6 damage, 1d3 uses 
  First Aid Spray: target heals 1d3 damage, 1d3 uses 
  Flare Gun:  (range 20’) distracts slasher for 1d6 rounds, unless attacked 
  Weapon 
  Dmg 
  RoF 
  Range 
  Pistol 
  1d6+2 
  1 
  50’ 
  Shotgun 
  2d6 
  .5 
  30’ 
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  15 COPYRIGHT NOTICE 
  Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document, Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygaxand Dave Arneson 
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch 
  Swords & Wizardry Light, Copyright 2016, Erik ‘Tenkar’ Stiene and Matthew J. Finch 
  The Black Hack, Copyright 2016, David Black 
  Slashers and Victims Light, Copyright 2017, Justin Isaac 
   
  
  Fear Saves 
  Whenever a survivor comes across a corpse, slasher, or some other 
  ghastly sight they must make a fear save. More horrific encounters may 
  give penalties to the roll at the GM’s discretion. If a character fails their 
  save, roll 2d6 and consult the list below. 
   
  2: Character is frightened but can act normally. 
  3: Character drops all objects in hand. 
  4: Character can do nothing but scream uncontrollably this round. 
  5: Character gets a - 1 to all rolls for 1d3 turns. 
  6: Character gets a -1 to all rolls for 1d6 turns. 
  7: Character must flee source for 1d3 rounds. 
  8: Character goes catatonic for 1d3 rounds. 
  9: Character must flee source for 1d6 rounds. 
  10: Character immediately makes an attack against the nearest target. 
  11: Character goes catatonic for 1d6 rounds. 
  12: Character snaps and becomes an NPC for 1d6 rounds. 
  Slashers and Other Cast 
   
  Bystander 
  AC 9 [10] HD: 1 Attacks: Weapon (1d6-1)  Move: 12  
  Unfortunately for these folks, their primarily role is to add to the body count. 
   
  Cannibal Hillbilly  
  AC 7 [12] HD: 3 Attacks: Weapon (1d6+1)  or Bow (1d6, range 50’) Move: 12 Special: 3 
  in 6 chance to Hide in Shadows/Move Silently 
  They’re going to be offended if you don’t come to dinner. 
   
  Cannibal Hillbilly Alpha 
  AC 6 [13] HD: 3 Attacks:  Chainsaw (2d6+1)  Move: 12 Special: Survivors get a –2 to 
  fear saves 
  *chainsaw revs* 
   
  Horror Movie Fanatic 
  AC 8 [11] HD: 3+1 Attacks: Weapon (1d6) Move: 12 Special: 2 in 6 chance to Hide in 
  Shadows/Move Silently, 5 in 6 chance to Appear Dead 
  What’s your favorite horror movie? 
   
  Killer Doll 
  AC 6 [13] HD: 3 Attacks: Weapon (1d6-1) Move: 15 Special: Looks like normal doll 
  when not moving. 5 in 6 chance to Hide in Shadows/Move Silently 
  Wanna play? 
   
  Rabid Dog 
  AC 6 [13] HD: 2+1 Attacks: Bite (1d6) Move: 15  
  Maybe he just needs obedience lessons. 
   
  Relentless Stalker 
  AC 7 [12] HD: 6 Attacks: Weapon (1d6) Move: 12 Special: Ignores the first 2 damage 
  received from every attack. 
  Ki ki ki, ma ma ma…. 
   
  Slasher In Training 
  AC 8 [11] HD: 4+1 Attacks: Weapon (1d6) Move: 12 Special: 3 in 6 chance to Hide in 
  Shadows/ Move Silently, Find/Remove Traps, 5 in 6 chance to Appear Dead 
  Cardio. Most people don’t understand the importance of cardio.  
   
  Undead Killing Machine 
  AC 8 [11] HD: 8+1 Attacks: Weapon (1d6+3) Move: 9 Special: Survivors get a –4 to fear 
  saves 
  It’s okay guys, he just wants his axe back. 
   
  Wendigo 
  AC 5 [14] HD: 4 Attacks: Claws (1d6+1) Move: 12 Special: Takes double dmg from 
  fire, can cast Magic Missile 2/day, Invisibility 1/day, victims get a –3 to fear saves, melee 
  opponents take 1 point of cold damage every turn. 
  So cold. So hungry… 
  Weaknesses 
  While many have supernatural abilities and supernatural endurance, 
  most slashers have a weakness of some sort that can be exploited by a 
  savvy survivor. Here are a two examples. 
   
  Phobia - Even slashers can be afraid. When presented with source 
  of phobia the slasher must make a saving throw to continue doing 
  its action. 
   
  Weakness - The slasher takes double damage from a certain type 
  of attacks and this damage can’t be regenerated if the slasher has 
  regeneration. 
  
SOURCE: textdata/thevault/Swords & Wizardry Light/Slashers & Victims Light (SWL).pdf