rollenspiel:abenteuer:totenruhe:charaktere:start
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
rollenspiel:abenteuer:totenruhe:charaktere:start [2012/03/28 21:25] – [Heroic Feat] stefanohrmann | rollenspiel:abenteuer:totenruhe:charaktere:start [2012/03/28 22:14] (aktuell) – stefanohrmann | ||
---|---|---|---|
Zeile 40: | Zeile 40: | ||
[[.: | [[.: | ||
- | |||
- | ===== Attributes ===== | ||
- | |||
- | ==== Strength ==== | ||
- | |||
- | A measure of your character’s physical power, Strength determines how much damage she inflicts with hand-tohand weapons, how much weight she can carry, and how much she can withstand before collapsing. Strength is useful to people who do a lot of heavy lifting or anybody likely to enter hand-to-hand combat—in BtVS, the latter is pretty much the norm. Characters apt to have a high Strength include athletes, manual workers, and soldiers. A low strength indicates either small size and body weight (cough—Snyder—cough), | ||
- | |||
- | The Strength Table shows how much a character of any given Strength can lift without much effort. Higher weights can be raised (assume a maximum lifting weight—for brief periods—equal to double the Lifting Capacity), but a nail might be broken or a spleen ruptured in the process. | ||
- | |||
- | ^Strength^ | ||
- | |1-5|50 lbs x Strength (Strength 5: 250 lbs)| | ||
- | |6-10|200 x (Strength - 5) + 250 lbs (Strength 10: 1250 lbs)| | ||
- | |11-15|500 x (Strength - 10) + 1500 lbs (Strength 15: 4,000 lbs/2 tons)| | ||
- | |16-20|1, | ||
- | |21-25|1 ton x (Strength - 20) + 5 tons (Strength 25: 10 tons)| | ||
- | |26-30|2 ton x (Strength - 25) + 10 tons (Strength 30: 20 tons)| | ||
- | |||
- | ==== Dexterity ==== | ||
- | |||
- | Dexterity indicates your character’s physical coordination and agility. It helps with any task that requires motor control and precision, from performing card tricks to shaking booty to feeding knuckle sandwiches (Dexterity helps to land the punch; Strength determines how much it hurts the punchee). If you want to do cartwheels—or try those kewl moves you saw in The Matrix—you’d better have a high Dexterity (and some help from the script). | ||
- | |||
- | ==== Constitution ==== | ||
- | |||
- | This Attribute shows how physically hardy or healthy your character is. Constitution is important when it comes to resisting disease, damage, and fatigue. It is also used (along with Strength) to determine how much of a pounding your Cast Member can take and still keep ticking. Constitution also comes into play with skills that involve endurance, like swimming and long-distance running. Constitution is useful for people in strenuous and dangerous jobs (firefighting, | ||
- | |||
- | ==== Intelligence ==== | ||
- | |||
- | Brains good. This mental Attribute determines your character’s ability to learn, correlate and memorize information. The higher her Intelligence, | ||
- | |||
- | ==== Perception ==== | ||
- | |||
- | When a vamp you’ve never seen before tries to suck your blood, Perception might help you spot her before she strikes. This mental Attribute governs the five senses of the character and is important for wannabe detectives (to spot those important clues), people with enemies (to see or hear them coming), and mystical or psychic types (to detect “disturbances in the Force”). | ||
- | |||
- | ==== Willpower ==== | ||
- | |||
- | This Attribute measures your character’s mental strength and self-control, | ||
- | |||
- | ===== Qualities and Drawbacks ===== | ||
- | |||
- | ==== Acute/ | ||
- | |||
- | Some people have the eyes of a hawk, or the ears of a bat. Though the ones with visible features like that are generally of the demon persuasion. Others are nearsighted, | ||
- | |||
- | When bought as a Quality, an Acute Sense gives your character a +3 bonus to any Perception-related roll that relies on that sense. If acquired as a Drawback, Impaired Senses force a -3 penalty to such rolls. | ||
- | |||
- | Some Impaired Senses (hearing and sight in particular) can be easily corrected by glasses, hearing aids, or ear horns (though the last is a bit out-dated, and frankly … really silly looking). If the impairment is eliminated by the use of such devices, your Director will reduce the value of the Drawback to one character point. As long as your character’s glasses or hearing aid or whatever is on, he’s fine. If, say, a heavily armed demon knocks his glasses off, he could be a in a world of hurt (blurry and quick-moving weaponry is definitely on the “things to avoid” list). It is possible to have more than one type of Acute or Impaired Sense, or an up-and-down mix, for example, Acute Hearing and Impaired Eyesight. You can get cute and take Impaired and Acute versions of the same sense, but they cancel out. Oh . . . and that should at least earn you a Director’s smack to the back of your head. | ||
- | |||
- | ==== Addiction (Variable) ==== | ||
- | |||
- | Drugs ruin lives. If your character does drugs, he’s likely to become an Addict, and that’s going to get you dead in the big leagues. Or at the very least, wishing you were dead. You’ve seen the wasted shells wandering around in a daze in the bad areas of town. Stay away, stay far away. | ||
- | |||
- | Still, a big component of Angel is tragedy, and addiction is that in spades. If you want to go there, an addicted character’s gotta have something (drugs, liquor, smokes) and he’s gotta have it bad. | ||
- | |||
- | The value of this Drawback is determined by the severity of the addiction and the relative effects of the drug or substance. Since this isn’t the Drug Awareness Week Roleplaying Game, we won’t cover all the gory details. Directors should adjudicate the game effects of a “high” on a character. This can range from a small penalty for being slightly “buzzed, | ||
- | |||
- | The Addiction Point Value Table gives guidelines for the value of a given type of addiction. Directors should modify these values as desired. | ||
- | |||
- | When an addicted character hasn’t gotten his usual “fix,” he starts jonsing, real bad. Most mental actions (i.e., any rolls using Intelligence, | ||
- | |||
- | Unlike some Drawbacks, this problem cannot be overcome in an Episode or two. Generally, the best a character can hope to do is to deny his desire “one day at a time.” Getting rid of this Drawback should never be a matter of saving up enough points to “buy it off.” Resisting the withdrawal agony requires a series of daily Willpower (doubled) rolls. The first few rolls suffer no penalty. After a number of days equal to the character’s Willpower have passed, add a penalty equal to the value of the Drawback. If the character blows any of the rolls, he’ll do whatever it takes to get his fix. If no fix is available, he goes through the withdrawal penalties. And so on. Once ten straight days of successful Willpower rolls have passed, the character may lower the Addiction Point Value by one. And it starts all over again. Not a fun situation to be in, but if the struggle to overcome the addiction is roleplayed well, it should earn the character some Drama Points. | ||
- | |||
- | ==== Adversary (Variable) ==== | ||
- | |||
- | Your character has pissed someone off. That’s an “I’m going to bury you and your family” kind of hate, not a “can’t we talk this over with Oprah” kind of annoyance. In the world of Angel, Adversaries are an occupational hazard. You just can’t kill monsters, counter predators, and let the sun shine on vamps without word getting out, and the bad boys aren’t going to take it lying down. | ||
- | |||
- | The more powerful the Adversary is, the higher the value of this Drawback. Your Director determines if an Adversary is appropriate to the game in question. If the Adversary is unlikely to appear frequently, the point value is going to drop, or it could be disallowed altogether. Sahjhan, for example, is worth zero points as an Adversary after 3.17 Forgiving, since he got all bottled up. Of course, he might get released one of these days and then his value goes up precipitously. | ||
- | |||
- | Individuals are valued at one to five points as Adversaries, | ||
- | |||
- | A good enemy needs a good reason. Your Director can then weave this Adversary into the plot of the Season in any way he sees fit. Alternatively, | ||
- | |||
- | Killing the Adversary is not usually enough to eliminate the Drawback—the Director should see to it that another Adversary of similar value rears its ugly head shortly afterwards. That’s the way it works in the show, after all. Your typical Angel Investigations Cast Members should have a minimum Adversary 2, representing the local supernatural community of L.A., most of whom aren’t fond of Angel and company. | ||
- | |||
- | ==== Attractiveness (1-Point/ | ||
- | |||
- | This Quality or Drawback determines the character’s looks (or lack thereof). The average person has an Attractiveness of zero, but it can range from –5 to +5 in humans. A +1 or +2 make the person stand out in a crowd. At +3 or +4, we are talking model-good looks. At +5, the pulchritude borders on the heart-stopping. On the flip side, at –1 or –2, the person has homely features, or unsightly blemishes or scars. At –3 or –4, the character is downright repulsive. At –5, break out the paper bag—looking at the character is almost painful. Attractiveness higher than +5 or lower than –5 requires some supernatural forces at play. Getting that captivating or that gruesome takes some doing. | ||
- | |||
- | A positive Attractiveness helps a great deal in most social situations. If your character is “looking good” enough, a winning smile and the right clothes can get him in to the best Hollywood parties, upstairs at the house of ill repute, or into the wary innocent’s good graces. Add your character’s Attractiveness bonus to any activity (usually Influence Skill rolls) where persuading people is a factor. Negative attractiveness works the opposite way, except when the purpose is to intimidate someone. The harsher your character looks, the quicker most folks cave to his demands. Ugliness also brings Fear Tests (see p. 117). | ||
- | |||
- | Attractiveness costs one point per level if bought as a Quality, or adds one point to your character’s totals if acquired as a Drawback. After character creation, Attractiveness can change only by events that modify the character’s entire appearance, either through scarring or plastic surgery, or by aging oh-so-gracefully (a bit of gray at the temples can be so distinguished; | ||
- | |||
- | ==== Clown (1-Point) ==== | ||
- | |||
- | Alllrrrighty then. The Clown refuses to take things seriously, or at least he uses humor to cover all types of situations, even during the most inappropriate moments. Perhaps your character is deeply insecure and tries to gain other people’s acceptance through humor, or he simply delights in keeping folks off-balance with his comments. The biggest problem these characters have is that they cannot keep their mouths shut even when they know a joke will only work against them. | ||
- | |||
- | Clowns are generally accepted and liked during situations where their quirky humor is not out of place (parties and other social gatherings, or among friends). Their sense of humor gets them in trouble during tense and dangerous situations. Another problem the Clown faces is that people often do not take him seriously even when they should. | ||
- | |||
- | ==== Contacts (Variable) ==== | ||
- | |||
- | You know the routine—make a phone call to the right people and you get information, | ||
- | |||
- | Contacts could be anyone with the inside track in their area (or anyone who at least claims to have the inside track). Still, if you are using the organization rules from Chapter Five: Cabals, Covens, and Agencies, the key thing here is the area. You should pick a sphere of influence for your character’s Contacts from the following: Criminal, Financial, Governmental, | ||
- | |||
- | **Criminal: | ||
- | |||
- | **Financial: | ||
- | |||
- | **Governmental: | ||
- | |||
- | **Supernatural: | ||
- | |||
- | Contacts and Clout (see p. 160) work hand in hand when they are in same sphere—you get to add your organization’s applicable Clout to any Influence rolls made when “discussing” matters with your Contacts. | ||
- | |||
- | Contacts that only provide hints, rumors, or gossip costs one point. If the Contacts usually convey reliable information and help the character out in small ways (offering a ride, letting him spend the night over, or getting a background check on somebody), this Quality sets you back two points. Actual allies who help the character in any way they can run three to five points, depending on the Contacts’ resources. | ||
- | |||
- | ==== Cop/ | ||
- | |||
- | If you’re in law enforcement, | ||
- | |||
- | Law enforcement types get a +1 to any physical Attribute (Strength, Dexterity, or Constitution; | ||
- | |||
- | Detectives are a bit higher up the totem pole. They get a two-point Contacts (Governmental or Criminal) Quality kicker. They also have a two-point Rank Quality but their Obligation Drawback increases to Major. All told, the Detective Quality costs eight points. | ||
- | |||
- | On the other hand, if your character abuses his authority, he can get in trouble—there are bosses to answer to if he does anything wrong. Break too many rules, and the lieutenant is going to ask for his gun and his badge. At that point, your character becomes ex-law enforcement, | ||
- | |||
- | If your Director is using the organizational rules in Chapter Five: Cabals, Covens, and Agencies, and has stat-ed out the local police force, your character should get some major Influence roll bonuses for the precinct’s Governmental Clout. Still, that’s not going to apply in all circumstances—politicians ain’t overly intimidated by cops and some agencies resent police intervention. | ||
- | |||
- | ==== Covetous (1- to 3-Point) ==== | ||
- | |||
- | Everybody wants stuff. A Covetous character wants stuff really badly and is willing do almost anything to get it. He may be motivated by love of money, lust for sensual satisfaction, | ||
- | |||
- | There are four types of covetousness: | ||
- | |||
- | The Covetous Drawback has three levels of severity. | ||
- | |||
- | **Mild:** The first level is relatively low-key. Your character knows what he wants and spends a great deal of time and effort to attain it, but won’t break his own rules or those of society to do so. This is a one-point Drawback. | ||
- | |||
- | **Serious: | ||
- | |||
- | **Desperate: | ||
- | |||
- | ==== Criminal/ | ||
- | |||
- | Crime doesn’t pay, but try telling this bloke that. Your character can be a suave expert safecracker and secondstory man, or an angry mob enforcer looking for revenge — basically anybody involved in shady deals and illegal shenanigans. | ||
- | |||
- | Criminals get +1 to any Attribute (Intelligence, | ||
- | |||
- | On the down side, Criminals have poor impulse control when it comes to money. They have to make a Willpower (doubled) roll whenever the opportunity for a fast buck presents itself—for example, taking time off to ransack a demon’s lair instead of watching out for, say, demons. Your Director can add penalties to this roll, depending on the amount of loot available—no penalty for a few hundred bucks, –1 for several thousand dollars, –2 for over $10K, –3 for over $100K, and –5 for a really big score (a million dollars or more). The biggest down side is hard time in the slammer. That puts a huge crimp in demon hunting activities, not to mention living a normal life (other than that whole monster and assorted paranormal biz). | ||
- | |||
- | Wise Guys are basically Criminals with connections. They gain a two-point Contacts (Criminal) Quality as well as a one-point Obligation (Important) to their syndicate. If your Director is using the organizational rules in Chapter Five: Cabals, Covens, and Agencies, and has stat-ed out the local family, your character should get some major Influence roll bonuses for the mob’s Criminal Clout. Still, that’s only going to apply in certain circumstances — members of rival organizations aren’t going to kow-tow much. | ||
- | |||
- | ==== Dependent (2- or 3-Point) ==== | ||
- | |||
- | Your character has a relative or someone who is close to him—perfect for the villains to terrorize, hold hostage, or otherwise tag and bag. For the first few episodes after her appearance, Fred was more of a Dependent than a regular member of the team. Similarly, one of the group’s dependents might later become a full Cast Member if there is an opening. | ||
- | |||
- | If your character has one Dependent, he gets two points. More than one Dependent is worth three points—sorry, | ||
- | |||
- | ==== Eidetic Memory (1- or 2-Point) ==== | ||
- | |||
- | Your character has an uncanny ability to remember certain impressions, | ||
- | |||
- | **Photographic Memory:** By spending two points, the character gains a much deeper retention of his experiences. After reading a book, he can quote passages without missing a word. After viewing a scene, he can reenact it movement by movement. And he almost never forgets anything. As with Eidetic Memory, your Director will fill in the details but the scope and “memory storage” is essentially unlimited. Your character receives a +1 bonus to any skill roll where memorizing facts is useful, such as Knowledge and Science. Finally, any rolls where memory plays a significant part gain a +1 to +3 bonus, at your Director’s discretion. A battle of wits (or at least memory) against this gent is as smart as getting into a land war in Asia (and much more risky than going up against a Sicilian with money on the line). | ||
- | |||
- | ==== Emotional Problems (Variable) ==== | ||
- | |||
- | Does your character have difficulty relating to others? Is brooding a lot, wearing dark clothing, and refusing to party, ever, just the jumping off point of his dementia? If the answer is yes, he might have an Emotional Problem or two. Those with Emotional Problems react in unreasonable ways to certain situations and problems. It can be anger, pain, or anguish, and is typically more extreme than the norm. Several specific suggestions are detailed here but feel free to come up with your own inner demons—tortured is what Angel is all about. | ||
- | |||
- | Now, things do change. Characters in Angel often overcome their limitations (or replace them with new ones). Emotional Problems can be removed during play, but this should always be roleplayed. If you are able to convey the character’s inner struggle over the course of several Episodes, your Director might allow him to eliminate the Drawback without having to pay any experience points to do so (see p. 144). And there’s probably a Drama Point (see p. 138) or two in it for you as well. You thespian, you! | ||
- | |||
- | **Depression: | ||
- | |||
- | **Easily Flustered: | ||
- | |||
- | **Emotional Dependency: | ||
- | |||
- | **Fear of Commitment: | ||
- | |||
- | **Fear of Rejection: | ||
- | |||
- | |||
- | ==== Good/Bad Luck (1-Point/ | ||
- | |||
- | If your character enjoys Good Luck, Fortune smiles on him more often than on most people. Whenever he really needs a break, circumstances conspire to give him one. Those suffering from Bad Luck, on the other hand, live by Murphy’s Law (“if anything can go wrong, it will”). Good Luck points are like low-key Drama Points (see p. 138), but are more applicable and, best of all, re-usable. | ||
- | |||
- | Each level of Luck counts as a +1 bonus (or –1 penalty) that can be applied to any roll, after the die is cast, once per game session. Multiple levels can be added together for a big bonus on one roll, or spread around several different actions. For example, if your character has three levels of Good Luck, he can get a +3 bonus on one action, a +1 bonus to three actions, or a +2 bonus for one and a +1 bonus for another. | ||
- | |||
- | With Good Luck, you decide when it comes into play. Bad Luck, however, is in the hands of your Director, who chooses when it affects a given roll. Of course, Directors should exercise caution and good judgment when applying Bad Luck. If they use Bad Luck for meaningless rolls, the Drawback becomes little more than a minor inconvenience. On the other hand, applying Bad Luck to Survival Tests (see p. 133) or other critical rolls is just … unseemly. Make the Bad Luck count, but don’t abuse anyone. We’re trying to get you all to have fun here, not create angst (well, not out-of-game angst). | ||
- | |||
- | **Hard Luck Example:** Say Jenna has a two-point Bad Luck Drawback. At one point in the Episode, Jenna shoots and hits (just barely) an enemy fleeing the area. The mission will be much harder if the villain escapes, but Jenna is in no immediate danger, so her Director states that a bird flies in front of her, spoiling her aim. Jenna’s –2 Bad Luck penalty turns her near hit into a near miss. | ||
- | |||
- | ==== Hard to Kill (1- to 5-Point) ==== | ||
- | |||
- | Characters with this Quality are tougher than nails (and presumably much bigger). Even after they are severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level five is the highest possible for human beings; demons and other supernatural beings can have more levels. Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, | ||
- | |||
- | ==== Honorable (1- to 3-Point) ==== | ||
- | |||
- | Your character follows a code of behavior, and will not break it lightly, if at all. The more restrictive and rigid the code is, the higher its value. The tried and true should almost never break the code’s rules, no matter what the cause. In a life-or-death situation where honor must be ignored, your character might do so, but even then a Willpower (not doubled) Test is necessary to overcome the psychological barriers reinforcing the code of honor. | ||
- | |||
- | **Minimal: | ||
- | |||
- | **Serious: | ||
- | |||
- | **Rigid:** Your character lives by a strict set of rules that controls most of his actions towards others. In addition to all the other restrictions above, he will refuse to participate in acts of betrayal such as ambushes, striking a helpless or unsuspecting foe, or cheating in any way. Lying is anathema, and he only does so in cases of extreme need. Even then, he feels guilty and does not do a very good job at deceiving; any tasks requiring lying have a –2 to –6 penalty, determined by your Director. This is a three-point Drawback. | ||
- | |||
- | ==== Humorless (1-Point) ==== | ||
- | |||
- | Some people just lack the ability to laugh at life and take everything with the utmost seriousness (kind of an anti-Lorne). Other people’s attempts at humor are seen as wasteful or annoying. Most people find this facet of this character’s personality to be unattractive or bothersome. Clowns and practical jokers are like white on rice with this gent. | ||
- | |||
- | ==== Jock (3-Point) ==== | ||
- | |||
- | The character is a sports fan, but not the type that does sports sitting in front of the TV while downing chips and beer (not that there’s anything wrong with that). Jocks spend much of their free time practicing and working out, often to the detriment of their schoolwork. They can be your typical loud and obnoxious football players, or quiet, intense types with Olympic ambitions. | ||
- | |||
- | Without additional charge or value, Jocks gain +1 to any two physical Attributes, to a maximum level of six (the bonuses cannot be stacked on one Attribute); two levels of the Sports skill (and at least one more level must be purchased on top of that); and a -1 penalty to all rolls involving intellectual abilities (anything using the Intelligence Attribute), except where the Sports skill is involved. | ||
- | |||
- | ==== Love (2- or 4-Point) ==== | ||
- | |||
- | The character’s love life is the stuff songs are made of— whether the pop of Britney Spears or industrial/ | ||
- | |||
- | **Tragic Love:** As above, but any romantic relationship the character develops ends badly. This can happen in two possible ways—something bad happens to the character’s beloved, or the character has an unfortunate tendency to fall for the wrong people (like Angel’s inability to have a meaningful relationship that doesn’t end in death and betrayal). Tragic Love can be a good source of Drama Points (see p. 138) and is a four-point Drawback. | ||
- | |||
- | ==== Mental Problems (1- to 3-Point) ==== | ||
- | |||
- | Your character has some serious hang-up. Maybe his parents abused him, or he’s in dire need of some Prozac. The short circuit could be quirky or downright insane, depending on how severe the problem is. Some common Mental Problems are suggested here. Like Emotional Problems, feel free to come up with your own or create variations on these themes. Equal opportunity darkness here at the Angel RPG. | ||
- | |||
- | **Cowardice: | ||
- | |||
- | **Cruelty: | ||
- | |||
- | **Delusions: | ||
- | |||
- | **Obsession: | ||
- | |||
- | **Paranoia: | ||
- | |||
- | **Phobia:** Something gives your Cast Member the heebie-jeebies—snakes, | ||
- | |||
- | **Recklessness: | ||
- | |||
- | **Zealot:** A zealot is a person whose beliefs (political, religious, or personal) are so strong that they dominate his life and behavior. He is willing to sacrifice anything, including his life (or the lives of others) in service to the ideals he holds dear. This character is dangerous to himself and others, and shows a total disregard for the law whenever it conflicts with his beliefs. Mad cultists, wild-eyed crusader types (like the Scourge), and other mixed wackos qualify for this Drawback. This differs from Obsession in scope (Zealot behavioral dictates are more comprehensive) and severity. This Drawback is rare outside of the Deranged level. Your Director will determine if a Mild or Severe level is even possible. | ||
- | |||
- | The higher the value of the Mental Problem, the more severe and debilitating it is. Generally, Cast Members should not have Mental Problems worth more than two points, although playing the occasional lunatic can be fun once in a while. | ||
- | |||
- | **Mild:** The hang-up is controllable and your character seldom allows the problem to control him during times of crisis, especially when friends and loved ones are involved. People may not even know something is wrong with the character. This is a one-point Drawback. | ||
- | |||
- | **Severe:** The problem is severe and affects your character’s daily life. Anybody who knows the character realizes or strongly suspects that something is wrong with him. This is a two-point Drawback. | ||
- | |||
- | **Deranged: | ||
- | |||
- | ==== Misfit (2-Point) ==== | ||
- | |||
- | Dorks, squibs, freaks, and geeks—all names for the misfits of society. In school or out, they are the losers who seem to have a permanent “Kick Me” sign tattooed on their foreheads. They are to bullies what fire hydrants are to dogs. Misfits don’t interact well socially; they have a -2 penalty to Influence Tasks. They also attract the attention of any cruel or abusive character. | ||
- | |||
- | ==== Nerd (3-Point) ==== | ||
- | |||
- | Your character is one of the smart, maybe brilliant types, more comfortable with a book or a computer than with other people. Nerds don’t have many friends (except maybe online), but hey, in a few years they will make their first million bucks and will be able to buy new friends. | ||
- | |||
- | Nerds gain +1 to any two mental Attributes, to a maximum level of six (bonuses cannot be stacked on one Attribute); +2 skill levels to be added to any one of the following: Computers, Knowledge, or Science; -1 penalty in any roll involving social situations (due to either prejudice against them, or their own social ineptitude). | ||
- | |||
- | ==== Nerves of Steel (3-Point) ==== | ||
- | |||
- | A character with this Quality is almost impossible to scare. Whether he is too dumb or too stubborn is open to question, but he remains unruffled even when the risk is high or the horror unspeakable. This is often key in keeping dry cleaning bills down. He is immune to fear except when confronted with the strangest supernatural manifestations, | ||
- | |||
- | ==== Occult Investigator (4-Point) ==== | ||
- | |||
- | The Angelverse is full of things humankind was not meant to know—Occult Investigators make it their business to study these things. A lot of them end up in New England asylums, or dead, or worse. The survivors learn a lot of more-or-less useful stuff, from the initiation rites of the Scourge (beyond listening to some long-winded speech laden with anti-half-breed bigotry) to the best places in town to find those hard-to-find tomes. Their knowledge also makes them better able to overcome their fears (or maybe they are a little bit too insane to be afraid anymore). | ||
- | |||
- | Occult Investigators get a +1 to any two mental Attributes (Intelligence, | ||
- | |||
- | When presented with an opportunity to learn something supernatural—stopping to gather a few ancient scrolls as the temple starts to collapse, for example — they must do it unless they make a Willpower (doubled) roll, with penalties of –1 to –5, depending on how valuable the find is. | ||
- | |||
- | ==== Occult Library (Variable) ==== | ||
- | |||
- | In the fight against the supernatural, | ||
- | |||
- | **Minimal: | ||
- | |||
- | **Good:** The character has a modest occult library, with several books on assorted esoteric subjects, maybe even the Time-Life series. This library gives no bonus or penalty to research rolls, and holds 31-40 (D10 + 30) spells all told. Cost is two points. | ||
- | |||
- | **Impressive: | ||
- | |||
- | **Amazing: | ||
- | |||
- | Keep in mind that if one Cast Member (or Guest Star) has a big Occult Library, the other characters may benefit from it, but the owner has some control over it (i.e., they are his books and he may not want to share every time the other characters feel like doing some occult research). Offering a waffle iron in exchange probably won’t cut it. Sometimes it’s good to have one’s own stash of arcane lore. | ||
- | |||
- | ==== Psychic Visions (1- or 3-Point) ==== | ||
- | |||
- | Some people can see the future in visions or dreams. Most of the time, the visions aren’t very clear, nor do they happen very often, and they cannot be activated on purpose—they just happen. No rolls are needed. Your Director should make the visions or dreams ambiguous and use images and situations from your character’s life. The visions should reflect his current problems and worries. Your character’s friends and enemies may pop up in the visions, offering advice, vague threats, or deep philosophical comments. The Director can use the visions to drop hints about upcoming events—the rise of some great evil, the potential bad decision to come, the next winner of American Idol, and other fun stuff. As your character has little to no control over this ability, it only costs one point. | ||
- | |||
- | The Doyle/ | ||
- | |||
- | ==== Recurring Nightmares (1-Point) ==== | ||
- | |||
- | Your character is plagued by terrifying dreams that relive some traumatic experience (or maybe a series of bad past events), or are just frightening and disturbing. Every night, your Director may check to see if your character suffers from nightmares. They may be imposed at the Director’s discretion, or may be rolled randomly (a roll of 1 on a D10 means the character experiences a nightmare that night). On any night when the character is afflicted by the nightmare, he suffers –1 to all rolls the following day as a result of exhaustion. | ||
- | |||
- | ==== Resistance (1-Point/ | ||
- | |||
- | Some people are just innately better at ignoring the bad things that life or evil throws at them. This ability allows your character to fend off the effects of a particular type of harm. Each different type of Resistance Quality must be purchased separately. Some examples are presented below, but feel free to devise your own, as long as you clear it with your Director. | ||
- | |||
- | **Paranormal: | ||
- | |||
- | **Pain:** Each level of this Quality reduces the penalties associated with severe wounds, and adds to Willpower and Constitution rolls to stay conscious or fend off death when severely injured (see p. 133). | ||
- | |||
- | **Poison/ | ||
- | |||
- | **Powers:** For some reason, your character is able to resist the supernatural abilities of some types of demons. He adds his Resistance level to any rolls against being controlled or dominated through supernatural means. This includes the hypnotic powers some demons and vampires have. | ||
- | |||
- | ==== Resources (2-Point/ | ||
- | |||
- | Money makes the world go ’round, particularly in L.A.—more particularly if you want to have anything to do with real estate in L.A. While your character is unlikely to be forming real property partnerships anytime soon, it’s still nice to have some scratch (even nicer to have more than “some”). | ||
- | |||
- | A character’s level of Resources determines how much material wealth he has access to. This trait varies widely. Some levels are described below. In the case of a teenager or other person dependent on another, the resource level detailed applies to the older type. Whether your character has access to these assets at any given time is a matter for the Director and the plotline. | ||
- | |||
- | **Destitute (–5):** Has the clothes on his back, ten dollars’ worth of stuff, and maybe a shopping cart. He’s lucky to scrounge a few dollars a month. | ||
- | |||
- | **Miserable (–4):** Personal wealth of about $100 worth of property (including the clothes on his back). May live in public housing or might be homeless. Might earn $100 a month. | ||
- | |||
- | **Poor (–3):** Personal wealth of some $500 in property and lives in low-income housing. Has an income of $500 a month or what he gets from welfare. | ||
- | |||
- | **Hurting (–2):** Personal wealth of about $1,000 in property and a small apartment in a bad part of town. Has an income of about $1,000 a month before taxes. | ||
- | |||
- | **Below Average (–1):** Personal wealth of $5,000 in property (including an old vehicle, perhaps) and an apartment. Has a pre-tax income of $1,500 a month. | ||
- | |||
- | **Okay (0):** Personal wealth of $15,000 in property. Has an income of $2,500 a month before taxes. | ||
- | |||
- | **Middle Class (+1):** Personal wealth of $50,000 in property (will usually include a partially-paid house or condominium as well as a new or slightly used car). Has an income of $5,000 a month before taxes. | ||
- | |||
- | **Well-off (+2):** Personal wealth of $300,000 in property. Has an income of $10,000 a month before taxes. | ||
- | |||
- | **Wealthy (+3):** Personal wealth of $700,000 in property. Has an income of $40,000 a month. | ||
- | |||
- | **Rich (+4):** Personal wealth of $2,000,000 in property. Has an income of $50,000 a month. | ||
- | |||
- | **Multimillionaire (+5):** Personal wealth of $5 million in property. Has an income of $200,000 a month. | ||
- | |||
- | Each additional level adds an additional $5 million in property and $200,000 to monthly income. We won’t get into David Nabbit level bucks here. That’s off the chart—something like the treasuries of several small countries … combined. | ||
- | |||
- | ==== Situaltional Awareness (2-Point) ==== | ||
- | |||
- | The observant almost always know what is going on around them, and can react with uncanny quickness if necessary. A character with this Quality gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. It’s also hard to sneak up on him; the same bonus applies when he resists Crime rolls by Ghost Recon-types in his vicinity. | ||
- | |||
- | ==== Teenager (2-Point) ==== | ||
- | |||
- | Life sucks when you’re a teenager. You feel like an adult, and you want plenty of adult things, but you don’t have the legal rights of an adult. Characters under the age of 18 get this Drawback (sure, you still can’t drink until you’re 21, but life is hard—suck it up). Most of the problems teenagers face are social. Most adults instinctively distrust and look down on them, they have a lot of legal restrictions, | ||
- | |||
- | ==== The Sight (3-Point) ==== | ||
- | |||
- | Your character can see magic and traces of supernatural power. She can also tell if someone is preparing to cast a spell and see at a glance if an item is magical. She can even see a faintly glowing residue that indicates magic has been used in an area during the last few hours. If your character spends a minute or so looking closely at someone and gains two Success Levels on a Perception and Notice roll, she can tell if that person is a normal human. Three or more Success Levels reveal a Witch or other supernatural being. | ||
- | |||
- | The character cannot actually see ghosts, but if some invisible supernatural being shows up, she can notice a faint glow of power. She can see through illusions and tell if someone is possessed. In that case, she needs a number of Success Levels in a Perception and Notice roll greater than the Power Level of the illusion or possession spell, or the Willpower of the being using the power. | ||
- | |||
- | ===== Skills ===== | ||
- | |||
- | ==== Acrobatics ==== | ||
- | |||
- | Beloved skill of cheerleaders, | ||
- | |||
- | **Using the Skill:** Acrobatics is used with Dexterity to perform most maneuvers, including avoiding close combat attacks and gunfire. When jumping for distance, climbing, or swimming, use Strength along side Acrobatics instead. | ||
- | |||
- | ==== Art ==== | ||
- | |||
- | Ever wanted to create some masterpiece for the ages, or just have your CD go platinum? All you need is a high enough level in Art. All the arts are covered by this skill: music, painting, sculpture, creative writing, and so on. That does not mean your character knows all artistic skills though. When creating the character, decide which art or arts are the character’s specialty. Oz’s Art skill is almost exclusively focused on his music, for example, although his songwriting ability probably helps him a lot with any other writing assignments. | ||
- | |||
- | **Using the Skill:** There are two types of rolls that use this skill. First, to create art, use Intelligence and Art for writing and painting, Dexterity and Art for dancing or playing an instrument, or Constitution and Art for singing. The Success Level determines how good the creation or performance, | ||
- | |||
- | ==== Computers ==== | ||
- | |||
- | This is the nerdly art of keyboard slinging for fun and profit. With this skill your character can make computers do what she wants, including both programming and hacking. People don’t need this skill to use a computer. Just about anybody can find the “on” switch and use a mouse. The Computers skill lets your character do fun things like breaking into confidential databases, writing her own programs, programming her VCR, and other cool stuff. | ||
- | |||
- | **Using the Skill:** Intelligence and Computers to write a program or hack into a secure system. For hacking, the system’s security imposes penalties, from -1 for a high school record system to -8 or worse for the FBI database. Perception and Computers help diagnose software or hardware problems without having to call a help line and being on hold for two to three days. | ||
- | |||
- | ==== Crime ==== | ||
- | |||
- | Sometimes your character needs to break into a suspicious student’s locker, or maybe find an important clue in someone’s pants . . . pocket. Breaking and entering, skulking around, lifting evidence—if it’s illegal, this skill covers it, with two major exceptions: computer hacking uses the Computers skill, and conning people the Influence skill. Your character doesn’t have to be a criminal to have this skill; cops, private investigators, | ||
- | |||
- | **Using the Skill:** Dexterity and Crime are used for things like moving stealthily (although Acrobatics can replace Crime here), lifting someone’s wallet, and picking locks. Victims resist such activities with their Brains Score, or Perception and either Notice or Crime (whichever is better). Intelligence and Crime are used to identify criminals and street contacts (as modified by familiarity with the local criminal scene). | ||
- | |||
- | ==== Doctor ==== | ||
- | |||
- | After a tough fight at one of Sunnydale’s cemeteries, it pays to know some first (or second or third) aid. This skill covers the ability to heal injuries and cure disease through modern medicine. A full-fledged doctor has a skill of four or higher. Anything below that represents some training in first aid or emergency treatment. This is a good skill to have after a tussle with vampires, or a sparring bout with a Slayer. | ||
- | |||
- | **Using the Skill:** An Intelligence and Doctor roll is used to treat injuries; each Success Level restores one Life Point of damage (only one roll per patient per day). The victim also does not lose any more Life Points from bleeding and such. Perception and Doctor can be used to diagnose a medical problem, or determine the cause of death of some unfortunate victim. | ||
- | |||
- | ==== Driving ==== | ||
- | |||
- | Indispensable in California, land of the highway, this is the ability to sit behind the wheel of a car or motorcycle and get it to go the way you want. This skill covers all wheeled vehicles, although if your character is not familiar with a specific vehicle (trying to drive an 18-wheeler or a motorcycle if she has only driven cars before), rolls will be at -2 to -5 or worse. Your character can’t pass Driver’s Ed without at least one level in this skill. | ||
- | |||
- | **Using the Skill:** Dexterity and Driving for your basic high-speed chases, dodging rush hour traffic, and other complex maneuvers (there is no need to roll for routine driving, unless you are Buffy). Use Intelligence and Driving for basic mechanic maintenance stuff—for the big stuff, you’ll need the Mr. Fix-It skill. | ||
- | |||
- | ==== Getting Medieval ==== | ||
- | |||
- | When a fist is not enough, it’s time to break out some old-fashioned sharp metal whatsits and start a-hackin’ and a-slashin’. This skill is used for all archaic weapons, from swords and quarterstaffs to crossbows and throwing axes. It also covers driving stakes into the hearts of those pesky vampires. Slayers, Watchers, vampires and demons are proficient at the ancient art of dismembering people with sharp objects. Most Slayerettes quickly learn how to use these weapons too—Slayers are a bad influence that way. | ||
- | |||
- | **Using the Skill:** Dexterity and Getting Medieval cover most combat maneuvers. Feints use Intelligence (or Perception) to recognize them. There’re a whole bunch of kewl Combat Maneuvers that use Getting Medieval (see pp. 129-133). | ||
- | |||
- | ==== Gun Fu ==== | ||
- | |||
- | Guns don’t kill people; the not-so-ancient art of Gun Fu does (oh, bullets help, too . . . a lot). This skill covers your basic things that go “bang”—shotguns, | ||
- | |||
- | **Using the Skill:** Dexterity and Gun Fu for pointing and shooting. Aiming slows your character’s attack to the end of the Turn, but you add the Success Levels of a Gun Fu and Perception roll to the shooting roll. Intelligence and Gun Fu help clear a jammed gun. | ||
- | |||
- | ==== Influence ==== | ||
- | |||
- | The ability to deceive, seduce, intimidate, or manipulate people for kicks and giggles … or money … oh yeah, or a good cause. Influence allows your character to pick up somebody at a bar, scare people into giving up important information, | ||
- | |||
- | **Using the Skill:** Intelligence and Influence for fooling, scamming, or fast-talking others. Willpower and Influence to intimidate people. If your character is trying to seduce somebody, for example, any Attractiveness levels act as bonuses or penalties to the roll. By the same token, a Slayer finds it a lot easier to intimidate someone if she lifts him over her head; the proper circumstances add bonuses or penalties (in the one to five range). | ||
- | |||
- | ==== Knowledge ==== | ||
- | |||
- | All non-scientific disciplines are covered by this skill. History, sociology, psychology, and the like are part and parcel of this skill. Knowledge can be useful in identifying the background of vampires and other creatures. For example, if you know a vampire was sired during the 17th century, it might be helpful to know what was going on in the 17th century. Knowledge can also help with occult research, and it lets characters say cool stuff like “This gauntlet is Late Medieval, probably from Florence; the markings are unmistakable.” Chicks really dig that. | ||
- | |||
- | **Using the Skill:** Knowledge is used with Intelligence for the most part. Knowledge skill rolls often add their Success Levels to Occultism or Influence rolls. | ||
- | |||
- | ==== Kung Fu ==== | ||
- | |||
- | Call it brawling, martial arts, fisticuffs, or flailing your arms around wildly, this skill covers the art of using your hands and other assorted body parts to hurt your fellow man (or critter). Kung Fu is indispensable for Slayers and anybody who hangs around them for any amount of time. It’s also very useful around bullies and in bar fights. | ||
- | |||
- | UUSSIINNGG TTHHEE SSKKIILLLL: Dexterity and Kung Fu for hitting someone or avoiding being hit—many Combat Maneuvers (see pp. 129-133) are based on this skill. Intelligence and Kung Fu may be used to identify a fighting style, or to feint an opponent. Perception and Kung Fu counter such feints. | ||
- | |||
- | ==== Languages ==== | ||
- | |||
- | If you want hablar español, or sound good ordering at a French restaurant, or read the Old Church Latin edition of the Necronomicon, | ||
- | |||
- | **Using the Skill:** This skill is different from the rest. Each level indicates fluency in one language (player decides which ones). When trying to decipher some arcane inscription, | ||
- | |||
- | ==== Mr. Fix-It ==== | ||
- | |||
- | If it’s broken, this skill can fix it. If it ain’t broken, it can improve it (sometimes into not working at all). If it just ain’t, it can build it. Mr. Fix-It covers all technical and craft skills, from carpentry to mechanics to roadie work. This is what your character needs if she wants to rebuild the engine of that mean machine she’s tricking out, or to make sure the Dingoes Ate My Baby concert comes through loud and clear. Adventure-wise, | ||
- | |||
- | **Using the Skill:** Perception and Mr. Fix-It for spotting a problem. Intelligence and Mr. Fix-It to do the repairs or construction work. | ||
- | |||
- | ==== Notice ==== | ||
- | |||
- | Need to get a clue? This is the skill. Without Notice, your character might miss the bloody handprint on the wall, the vampire sneaking past the window, or the oh-sofriendly smile from Daisy in Chemistry. | ||
- | |||
- | Notice measures a person’s focus and discipline in observing her environment. This is the skill to have for spotting a critter lying in ambush around the corner or when you absolutely, positively need to find Waldo. | ||
- | |||
- | **Using the Skill:** Perception and Notice to spot things. Intelligence and Notice to remember something your character saw before but didn’t realize was important until now. | ||
- | |||
- | Notice is an active skill; it is relevant when a character specifically focuses her attention on something. Without the Notice skill, active sensing rolls suffer penalties from -1 to -3. For passive sensing (your Director will let you know when this is applicable, such as when resisting a Crime roll), a Perception and Notice roll or a Perception (doubled) roll may be used, whichever is more beneficial to the character. | ||
- | |||
- | ==== Occultism ==== | ||
- | |||
- | Forbidden knowledge, the black arts, the stuff you only find in outlawed books or some really dark heavy metal songs. This is the skill of the truly arcane. It includes things like the basics of vampire-slaying (what works and what doesn’t), identifying demons and their weaknesses, researching spells and rituals, and otherwise learning Things Man Was Not Meant to Know. Access to a good arcane library is a huge help (see p. 50). Your character needs the Occultism skill before she can become a proficient magician. | ||
- | |||
- | If your Director is feeling munificent, she might grant your spellcasting character a number of starting spells equal to her Occultism skill (of the Director’s chosing, no doubt). | ||
- | |||
- | **Using the Skill:** Intelligence and Occultism to recognize or research some supernatural name. Perception and Occultism to identify a creature on first sight. Occultism is also used to cast spells, with bonuses from the character’s Sorcery Level, if any (see p. 55). | ||
- | |||
- | ==== Science ==== | ||
- | |||
- | You can’t blind them with science unless you know science. This skill covers all your basic sciences—physics, | ||
- | |||
- | **Using the Skill:** Intelligence and Science for most things, from mixing a chemical formula to inventing a new device to repairing a broken thingamajig. Perception and Science are used to spot science-oriented clues, like identifying an unusual biochemical residue. | ||
- | |||
- | ==== Sports ==== | ||
- | |||
- | The ability to hit a ball with a stick, throw a ball, or do other things that may or may not involve balls. All sports are covered by this skill, except things like boxing and martial arts, which use Kung Fu, and gymnastics, which is part of Acrobatics. In a pinch, Sports can be used instead of other combat skills to do things like swing a baseball bat at a vampire’s head or tackle a monster—if you really want to get that close to an icky. | ||
- | |||
- | **Using the Skill:** Depending on the nature of the sporting event, one of the three physical Attributes is used. Coordination- and agility-based tasks (throwing a baseball) depend on Dexterity, brute force activities (weight lifting or tackling) relies on Strength, and endurance sports (marathon running) use Constitution. | ||
- | |||
- | ==== Wild Card ==== | ||
- | |||
- | Let’s face it, some of you might notice that some skills are not covered in the list above (and you’re probably right). To take care of that problem without resorting to fisticuffs, we have the unsung 18th skill on the list—the Wild Card. This is your fill-in-the-blanks skill—it can cover anything you want, with one caveat: The Wild Card skill cannot be broader than pre-existing skills (Weapons, for example, which would cover both Gun-Fu and Getting Medieval, earns a “nice try, bozo” award). | ||
- | |||
- | ===== Life Points ===== | ||
- | |||
- | Life Points represent your character’s physical health. The Strength and Constitution of the character are the determinant factors; a big muscle-bound athlete can survive more punishment than a pencil-necked, | ||
- | |||
- | Life Points are determined by adding the character’s Strength and Constitution, | ||
- | |||
- | The Hard to Kill Quality (see p. 46) is a good way to increase Life Points. Players should figure out Life Points at the end of character creation after all Attributes have been figured out normally. | ||
- | |||
- | | ^ Constitution | ||
- | ^Strength^1^2^3^4^5^6^7^8^9^10^ | ||
- | ^1|18|22|26|30|34|38|42|46|50|54| | ||
- | ^2|22|26|30|34|38|42|46|50|54|58| | ||
- | ^3|26|30|34|38|42|46|50|54|58|62| | ||
- | ^4|30|34|38|42|46|50|54|58|62|66| | ||
- | ^5|34|38|42|46|50|54|58|62|66|70| | ||
- | ^6|38|42|46|50|54|58|62|66|70|74| | ||
- | ^7|42|46|50|54|58|62|66|70|74|78| | ||
- | ^8|46|50|54|58|62|66|70|74|78|82| | ||
- | ^9|50|54|58|62|66|70|74|78|82|86| | ||
- | ^10|54|58|62|66|70|74|78|82|86|90| | ||
- | |||
- | ===== Using Drama Points ===== | ||
- | |||
- | How can players use Drama Points? Let me count the ways. Five (short count). Used judiciously, | ||
- | |||
- | As the Director, you have veto power over the use of Drama Points. Usually, if something bad is slated to happen to the character, using Drama Points won’t help her get out of the situation. The consolation prize, however, is that those situations earn the character extra Drama Points. So, if Buffy is meant to get blindsided and knocked out by a hidden villain, Buffy’s player doesn’t get to use Drama Points to escape her fate, but instead gets a Drama Point for her troubles. Okay, she’s not rolling in puppies, but she does have something. | ||
- | |||
- | ==== Heroic Feat ==== | ||
- | |||
- | Sometimes, a character really needs to land that punch, disarm the time bomb with ten seconds left on the clock, or shoot the oxygen tank in the shark’s mouth before it swims over for a bite. When the Cordelias of the world have to stake a vampire on the first try, invoke the Heroic Feat. | ||
- | |||
- | By spending a Drama Point, the character gets a +10 bonus on any one roll or value. This can be an attack or defense roll, or any use of a skill, or even a Fear or Survival Test. The Heroic Feat can also make things hurt more; the +10 bonus can be added to the base damage | ||
- | |||
- | A player has to announce her character is using a Drama Point during the Intentions phase of a Turn (see p. 128), or before rolling during non-combat situations. Also, only one Heroic Feat may be performed in a Turn. It can be used either for attack, defense, or damage, but not for more than one of those in the same Turn. | ||
- | |||
- | ==== Think I’m Okay ==== | ||
- | |||
- | The bullet didn’t hit any vital organs. The character rolled with the impact and the baseball bat didn’t crush her skull. The spear got caught in the knight’s chain mail and no serious damage was done. Somehow, the injuries that should have killed a character or at least put her out of commission are not as bad as she thought they were. Or maybe she got her second wind—a few bandages on her bloody but largely harmless wounds and she is ready to go. Whatever the rationale, I Think I’m Okay allows Heroes, White Hats, and normal humans to get back into action after enduring beatings that would have sent a pro football player to the hospital. | ||
- | |||
- | For a mere Drama Point, the character heals half the Life Point damage she has taken up to that point. Round fractions in the character’s favor (23 points of damage becomes 11). The character is still bloody and battered, but she can act normally. I Think I’m Okay can be used only once per Turn, but it can be used several Turns in a row, each use halving whatever damage remains. If the character had suffered enough damage to be incapacitated or unconscious, | ||
- | |||
- | ==== Plot Twist ==== | ||
- | |||
- | The killer accidentally dropped a valuable clue at the scene of the crime. When the three vampires were about to finish off Buffy, Angel showed up in the nick of time. The local thrift shop just happened to have a copy of the Pergamum Codex on a back shelf. Heroes often find help and information from the most unlikely places or at precisely the right time. Once per game session, each character can spend a Drama Point and get a “break.” This is not a Get Out of Jail Free Card. If the heroine stupidly walked into a vampires’ lair and she is surrounded by a horde of bloodsuckers, | ||
- | |||
- | ==== Righteous Fury ==== | ||
- | |||
- | I’m mad as hell, and I’m not going to take it anymore. Nothing is more deadly than a pissed off heroine; even the humblest White Hat can become a fearsome enemy if properly motivated. It takes a lot to drive a character over the edge, but when it happens most fictional heroes become unstoppable engines of destruction. | ||
- | |||
- | By spending two Drama Points, the character gets a +5 bonus to all attack actions, including magical attacks, for the duration of the fight. These benefits are cumulative with Heroic Feats, above. Problem is, an appropriate provocation is necessary to invoke the Righteous Fury rule. A player can’t decide her character is pissed about the existence of vampires, or global warming, or even the mystery meatloaf they served at school that morning. She needs to be truly provoked—a brutal attack on a loved one, an unexpected betrayal of trust, or crimes so horrible they go beyond the usual vampiric and demonic mayhem. | ||
- | |||
- | ==== Back from the Dead ==== | ||
- | |||
- | Sooner or later, everybody dies. In the Buffyverse, it’s usually sooner, but sometimes they manage to come back. It doesn’t happen often, but it is possible. There are also ways in which a character remains dead, but she (or somebody much like her) can still be part of the Cast. A character who dies may, by spending Drama Points, make a triumphant return. No return from the grave is without complications, | ||
- | |||
- | The sooner the character is back from the dead, the more Drama Points it costs. Coming back next Season costs one Drama Point (that means the player is going to need a new Cast Member until then). Returning for the next Episode costs five Drama Points. Bypassing death in the same Episode as one’s demise costs 10 Drama Points. At your option, a Cast Member with insufficient Drama Points can pay in installments—all Drama Points she has now, and any Drama Points she gets in later Episodes, until the debt is paid. Spending the points is not enough; you and the player need to work out the details behind the resurrection. Some possible explanations follow. | ||
- | |||
- | **Miracle at the ER:** The hard-working docs at Sunnydale General Hospital (or the local body and fender shop) got that heart pumping after some electroshocks, | ||
- | |||
- | **Ghost with the Most:** The character is dead and buried but her soul lives on, and she’s not going anywhere. Or the character may rise as some type of undead. Vampires are possible, but it’s very hard to be a good vampire. Zombies tend to stink up the place. But maybe some mystical force brings the character back as an undead instrument of vengeance (maybe named after a black carrion bird?). The character gets at least 10 points’ worth of new Qualities, and possibly more. Those ain’t free, and must be paid for with unspent experience points (see pp. 150), or paid in installments with earned experience points. | ||
- | |||
- | **Greater Power:** Perhaps some greater power decides that the character has not fulfilled her destiny yet. The reason for the return could be unknown to the character for a while, and thus unexplainable to her friends. The downside is the greater power’s motivation. Depending on what’s expected from the resurrectee, | ||
- | |||
- | **Twin Sibling:** At the character’s funeral, before you can say Laura Palmer, there she is, looking sad but perfectly alive! Well, it’s not really her, just her long-lost sister/ | ||
- | |||
- | All these options could be very useful to generate drama. How will the character’s miraculous return affect the Series? How will the rest of the Cast react? What terrible price must be paid for the life that has been given back? |
rollenspiel/abenteuer/totenruhe/charaktere/start.1332962730.txt.gz · Zuletzt geändert: 2012/03/28 21:25 von stefanohrmann