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-===== Attributes ===== 
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-==== Strength ==== 
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-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), or just a lack of exercise. 
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-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. 
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-^Strength^  Lifting Capacity  ^ 
-|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|1,000 x (Strength - 15) + 5,000 lbs (Strength 20: 10,000 lbs/5 tons)| 
-|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)| 
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-==== Dexterity ==== 
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-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). 
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-==== Constitution ==== 
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-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, Slaying, being a Slayer’s friend). 
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-==== Intelligence ==== 
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-Brains good. This mental Attribute determines your character’s ability to learn, correlate and memorize information. The higher her Intelligence, the easier it is for her to employ “scholastic” skills. Also, this Attribute is used to understand and interpret information. Note that intelligence and education are two separate things; you can be brilliant but illiterate. Education is covered by your character’s skills, which determine what she has learned in her life. Watchers and other intellectual types tend to have a high Intelligence level. 
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-==== Perception ==== 
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-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”). 
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-==== Willpower ==== 
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-This Attribute measures your character’s mental strength and self-control, and her ability to resist fear, intimidation, and temptation. If you don’t want to run away screaming like a little girl the first time a vamp flashes its fangs at you, Willpower is your friend. Any supernatural ability that tries to control or influence victims is resisted by Willpower. It can also be used to intimidate and dominate others through sheer force of will. 
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-===== Qualities and Drawbacks ===== 
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-==== Acute/Impaired Senses (2-Point) ==== 
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-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, hard of hearing, or otherwise impaired. Characters with this Quality have one sense that is more refined and sensitive than the rest (or less, if it’s a Drawback). Normally, the five senses are wrapped into the Perception Attribute. Acute or Impaired Senses indicate one or more are higher or lower than normal for a person with that Perception Attribute. 
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-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. 
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-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. 
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-==== Addiction (Variable) ==== 
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-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. 
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-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. 
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-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,” to the complete stupor of a heroin trip. A rough guide would be a penalty equal to the Addiction Point Value of the Drawback (heavy use of marijuana imposes a –3 penalty to all rolls). In the game as in real life, drugs are dangerous and unpredictable, and an addict character is often unable to control himself. 
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-The Addiction Point Value Table gives guidelines for the value of a given type of addiction. Directors should modify these values as desired. 
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-When an addicted character hasn’t gotten his usual “fix,” he starts jonsing, real bad. Most mental actions (i.e., any rolls using Intelligence, Perception, or Willpower) are at a penalty equal to the value of the Drawback (so, a character with a two-point Addiction suffers a –2 penalty to most mental actions) until the addict can get what he craves. The most severe drugs (like heroin) also produce strong physical effects; such addicts have a withdrawal penalty of –3 to all physical actions in addition to the above penalty for mental actions. 
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-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. 
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-==== Adversary (Variable) ==== 
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-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. 
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-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. 
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-Individuals are valued at one to five points as Adversaries, depending on their resources and abilities. A normal person grants one point; a Green Beret or a veteran vampire three points; a “rip out your innards” demon magician could get up to five. An organization may be worth three to five or more points, depending on its power. A gang of thugs garners two points, the police department of a city three to four points (depending on its size and competence), and a national agency like the CIA five points or more. A large supernatural group like the Wolfram & Hart could give six or more points; that would apply only if the entire agency is after the Cast Member—and your character should probably make sure his life insurance premium is paid up. 
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-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, you can select the Drawback and the value, then leave it to the Director to decide who the Adversary is. That makes it a bit hard to prepare for though. Big-time surprise foes are big-time bad for the digestion. 
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-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. 
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-==== Attractiveness (1-Point/Level) ==== 
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-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. 
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-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). 
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-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; usually not an option for the gals though). 
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-==== Clown (1-Point) ==== 
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-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. 
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-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. 
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-==== Contacts (Variable) ==== 
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-You know the routine—make a phone call to the right people and you get information, special supplies, some cash, or even the proper demon-fricasseeing implement. This Quality gives your character those phone numbers. The more helpful the contact is, the higher the Quality’s point value. Your Director determines whether your character’s Contacts are available at any given time (no, they’re not waiting around for his call despite the kind of regular scratch it takes to keep them talking). Generally, the more time your character has to reach or get word to his Contacts, the more likely they come through. 
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-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, or Supernatural. Some suggestions are listed below. 
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-**Criminal:** Stoolie, local dive bartender, “made” man, Tong gang member, fence, high-priced cat burglar. 
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-**Financial:** Stock broker, banker, money manager, large corporate office worker, software mogul. 
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-**Governmental:** Beat cop, detective, Federal or state agent, bureaucrat, academician, politician. 
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-**Supernatural:** Magician, vampire, demon, proprietor of the local demon bar, oracle. 
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-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. 
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-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. 
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-==== Cop/Detective (5- or 8-Point) ==== 
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-If you’re in law enforcement, you get to say all the cool lines like “Just the facts, ma’am,” “I like this perp for the Jones murder,” and that timeless phrase, “Freeze scumbag!” Plus you get to call for backup (although so many movie cops never bother), flash a badge, and carry a gun. On the down side, the pay’s bad and you can get killed on the job. Now, don’t get us wrong, lifethreatening is part and parcel of being any kind of demon hunter. It’s just that being a cop adds a whole bunch of mundane (guns, knives, hit and runs) ways of dying to the mix. 
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-Law enforcement types get a +1 to any physical Attribute (Strength, Dexterity, or Constitution; guess that time at the Academy paid off) and a +1 bonus to the Crime, Driving, and Gun-Fu Skills. They also have the authority of the law behind them (not to mention that they get to carry a gun). With reasonable suspicion (any particularly rational explanation that a neutral party would buy), they can stop cars, search people, detain suspects, and other nifty things. With probable cause (a reasonable basis to believe that criminal activity has occurred), they can arrest someone and haul them off to the station. Whether such suspicion or cause exists is a question that keeps many attorneys and judges in full employment. If the judge says your character blew it, the perp goes free (and you might be in for some discipline too). A basic beat Cop law enforcement Quality costs five points. His legal authority (worth two points) is balanced by a one-point Obligation (Important) to the force. 
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-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. 
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-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, with all the skills of a normal police officer (and the Contacts for a detective who hasn’t burned his bridges) but none of the authority. Ex-law enforcement types usually have a lot more attitude, but there’s no shortage of that among the regular maverick cops (at least on TV and in the movies). If your character is one of the ex, this Quality drops by one point (authority goes but so does the Obligation) for the Cop, and three points (Rank lost too) for the Detective. 
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-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. 
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-==== Covetous (1- to 3-Point) ==== 
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-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, hunger for power, or the search for glory. Whatever he desires, he goes for it hard, limited only by any sense of caution or morality he may have — and in some cases, not even by that. 
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-There are four types of covetousness: Greed (money and wealth), Lechery (sexual relations), Ambition (power and influence), and Conspicuousness (fame and renown). It is possible to covet two or more of those things, but each additional source of desire adds but a single point to the value of this Drawback.  
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-The Covetous Drawback has three levels of severity. 
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-**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. 
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-**Serious:** The second level is stronger—presented with enough temptation, your character may act even if it goes against his better judgment or morality. He may resist if the action he contemplates is truly wrong and reprehensible—stealing credit for a heroic deed performed by a friend, for example—but resisting requires a Willpower (doubled) roll, at a penalty of –1 to –3 if the temptation and possible rewards are great. This is a two-point Drawback. 
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-**Desperate:** The third level is the strongest—a desire so strong that it often overwhelms any scruples your character may have. When presented with temptation, he can only avoid acting by making a Willpower (not doubled) roll, with penalties ranging from –1 to –5 depending on the size of the prize. For a high enough reward, your character turns on friends or loved ones, and even betrays his principles. This is a three-point Drawback. 
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-==== Criminal/Wiseguy (2- or 3-Point) ==== 
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-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. 
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-Criminals get +1 to any Attribute (Intelligence, Perception, or Willpower for the thinking-type criminals, Strength, Dexterity, or Constitution for the brawnover- brain types), +1 to the Crime Skill (naturally), and +1 to a skill related to their criminal career. A getaway driver, for example, would get a +1 to his Driving Skill, a cat-burglar would use his bonus on Acrobatics, and a leg-breaker would put it into Kung Fu. 
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-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). 
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-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. 
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-==== Dependent (2- or 3-Point) ==== 
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-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. 
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-If your character has one Dependent, he gets two points. More than one Dependent is worth three points—sorry, eight family members may be more than enough, but they just don’t give you any more points. 
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-==== Eidetic Memory (1- or 2-Point) ==== 
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-Your character has an uncanny ability to remember certain impressions, events, or visions. After focusing for a few moments on some subject, he can recall this sight with startling accuracy. A person with the onepoint version of this Quality can “freeze” an image in his mind (a static image like a page or a stop-action scene from the movie that is “life”) and recall it with precision at a later time. This is the limit of his capacity though; once three images are “recorded,” a new one requires the displacement of an old one (character’s choice). We recommend that you write down the circumstances of your character’s mental “snapshot” so your Director has a good reference when you ask that detailed question several sessions later. Otherwise, he should fill in any details you can’t remember whenever it is necessary. Your Director may also require an Intelligence (doubled) or skill (say, Art for drawing) roll to accurately reproduce the memory in a form that others can recognize or use as a basis for research. The number of Success Levels in this roll gives some indication as to the accuracy of the reproduction. 
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-**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). 
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-==== Emotional Problems (Variable) ==== 
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-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. 
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-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! 
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-**Depression:** Your character’s emotional problems make the very act of living a chore. Common symptoms include sleep problems (either oversleeping or insomnia), severe procrastination (to the point that the sufferer may lose his job), and a lack of interest in anything. A character with Depression suffers a –1 to most tasks, and tends to avoid getting involved. This is a twopoint Drawback. A severe shock may snap someone out of this state for a while (a life-threatening crisis could do it), but the character sinks back into inactivity afterwards. Certain drugs and psychiatric treatment can reduce the effect of this problem (which also reduces its value to one point). 
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-**Easily Flustered:** This character is a bit high-strung. When put on the spot or placed in an uncomfortable social situation, he loses control just a bit. He might trip, knock something over, say stupid things, or his limbs just go all akimbo (that’s right, we actually used the word “akimbo”). This is mostly comic relief, but your Director may impose a –1 penalty to certain rolls (Dexterity-based for clumsiness, Intelligence-based for foot-in-mouth disease) until the person takes a deep breath and gets it together (or until someone else takes over). This is a one-point Drawback. 
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-**Emotional Dependency:** This clingy type is overly dependent on others. Once he makes a friend, he wants to hang around all the time. When involved in a relationship, this type is excessively needy. Such behavior tends to bug friends and relations big time. This is a one-point Drawback. 
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-**Fear of Commitment:** Whenever your character starts feeling too close to somebody, he becomes afraid and pulls back. Maybe he is worried that if he lets somebody get too close, he will get hurt, and it’s … just … not … worth the pain. Or perhaps he fears that if he reveals too much, the other person will see the “real him” and be appalled or disgusted. (Of course, depending on what the “real him” really is, this may not be such an insubstantial concern.) This problem is a one-point Drawback. 
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-**Fear of Rejection:** When this person experiences rejection (or thinks he has been rejected), he feels hurt and angry. A person with this problem may be afraid to make friends or approach those he is attracted to, and if his fears come true, he harbors a great deal or resentment and anger. This is a one-point Drawback. 
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-==== Good/Bad Luck (1-Point/Level) ==== 
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-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. 
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-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. 
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-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). 
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-**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. 
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-==== Hard to Kill (1- to 5-Point) ==== 
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-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, each level provides a +1 bonus to Survival Tests (see p. 133). Probably every character in an Angel RPG Series should have a couple of levels of this Quality—after all, nobody in the show gets killed by random punches, falls, or even throat slicing. If you have any Quality points left over, you should invest them here. Your character will be grateful and so will you. 
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-==== Honorable (1- to 3-Point) ==== 
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-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. 
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-**Minimal:** Your character does not lie or betray friends or loved ones, or people he respects. Anybody else, especially people from groups he dislikes or is prejudiced against, is fair game. This level is a one-point Drawback. 
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-**Serious:** This code of honor is more complex, and applies to everyone, friend or foe. Your character always keeps his word and does his best to fulfill any promises he makes. He will not betray the trust of others once he has accepted it. He may be reluctant to give his word except in a good cause (at least a good cause as he sees it), because once it has been given, it is inviolate. This is a two-point Drawback. 
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-**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/thrash of Marilyn Manson is up to the storyline, of course. A Cast Member with this Drawback starts the game with a relationship or develops one shortly after the Season begins (usually during the first or second Episode). This love may or may not be reciprocated; your character might be in love with someone who barely knows he exists. Whenever the character has to choose between following his heart or his head, he must make a Willpower (not doubled) roll at a –3 penalty. This Drawback is worth two points. 
- 
-**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:** Your character is more afraid of trouble and confrontation than normal people. He may shun danger altogether, or only risk it when he’s sure he has the upper hand. Use the value of this Drawback as a penalty to rolls resisting fear (see p. 117). 
- 
-**Cruelty:** This is a person who actually likes to inflict pain and suffering. At the lower level, he reserves this for people who have angered or attacked him, but at the highest level he is a sadist with no feelings of remorse (this is probably not appropriate for most Cast Members, but is typical among vampires and demons). 
- 
-**Delusions:** Your character believes something that just isn’t true—he might be a confirmed misogynist, or consider non-pure-blood demons not fit to live, or certain that demons wander the neighborhood. Ah … scratch that; in the Angelverse, the last one is likely not a delusion. 
- 
-**Obsession:** A particular person or task dominates your character’s life, to the exclusion of most other things. To pursue his Obsession, he will go to almost any length (as limited by his morality). He may neglect other duties, both personal and professional, to pursue that which fascinates him. The “obsessee” may be a person (who may or may not be aware of your character’s feelings, but who almost certainly would be upset about their intensity) or a task (like getting revenge on somebody or performing some important or notorious feat). 
- 
-**Paranoia:** “They” are out to get you. Trust no one. Everything is a conspiracy and everyone is keeping secrets. Your character never knows when somebody is going to turn against him, but he knows they all will, sooner or later. A paranoid character expects treachery at every turn, and rarely trusts even his friends and relatives. Now in the Angelverse, where monsters exist and secret organizations have run centuries-old conspiracies, being paranoid is somewhat healthy. However, a character with this Drawback is seriously bent. This makes him annoying and even frightening to have around, and his testimony less likely to be believed, even when he is speaking the truth. Paranoid characters often suffer from other Emotional and Mental Problems (their point values are determined separately). 
- 
-**Phobia:** Something gives your Cast Member the heebie-jeebies—snakes, heights, enclosed spaces, public singing, etc. The harder it is to overcome the fear, the more this Drawback costs. Whenever the character faces the subject of the phobia, she has to make a Fear Test (see p. 117) with a penalty equal to the value of the Drawback. If the situation is normally frightening (say, the character is afraid of snakes and now he faces a giant demon snake, which would frighten anybody), add the value of the Phobia to the regular Fear Test penalty. 
- 
-**Recklessness:** This character is supremely overconfident and impulsive, willing to take incredible risks, often without thinking of the consequences (can you say “Gunn?”). Most of the time, he never looks before he leaps—and gets into all kinds of trouble as a result. A reckless character prefers to act first and think about it later. He says what’s on his mind with no consideration for diplomacy or courtesy, rushes into dangerous situations, and rarely wastes time on second thoughts. Reckless does not necessarily mean suicidal though (except maybe at the highest level). Acting on impulse no doubt puts the character in jeopardy, but doing something that is clearly lethal is not roleplaying, it’s just stupid. 
- 
-**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:** The character is clearly deranged, with no regard for such considerations as the law, the safety of others, or the integrity of his immortal soul (you know, little things like that). That does not mean the character is completely berserk. He may control himself out of fear of being stopped or discovered by the law or some other major threat, but when no such fear exists, watch out! This is a three-point Drawback. 
- 
-==== 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, and even then gains a +4 bonus to his rolls. 
- 
-==== 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, Perception, or Willpower) and a +2 bonus to the Occultism Skill. Furthermore, they get a +1 bonus to Fear Tests, thanks to their familiarity with the strange and unusual (whether or not they themselves are strange and unusual). 
- 
-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, it’s not necessarily who you know that matters, it’s what tomes you have access to. Characters who want to know what they are up against, or practice the dark arts, should have at least a book or two on the subject—this isn’t the kind of thing you can make up as you go along, at least not if you want to live long (or keep all your body parts intact). The larger the character’s library is, the more this Quality costs. Various levels are presented. 
- 
-**Minimal:** Your character has one, count it, one book on the occult, and maybe a few scribbled notes his Uncle Adam Sinclair left behind. The book has some 11-20 spells (your Director secretly rolls a D10 and adds 10 to the result); each time your character researches a spell successfully (see p. 150) mark it off. Eventually, he knows all the spells in the book and there are no more. One book is not enough to help him much with research into the identity of monsters or demons, so research rolls are at a –3 penalty. This level costs one point. 
- 
-**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:** A good collection, including some very rare tomes of hidden lore. Rolls to identify monsters are at a +1 bonus and as many as 60 (D10 + 50) spells can be researched. Cost is three points. 
- 
-**Amazing:** Wesley’s collection of rare books qualifies. Monster research rolls are at +2 and pretty much any number of spells can be contained there. A character with such a library should have a minimum Occultism Skill 3, unless he just doesn’t read and likes to collect books for their gruesome binding materials. This level costs five points. 
- 
-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/Cordelia version of this ability is a particulary nasty from the Powers That Be. This three-point Drawback expresses itself through painful, paralyzing flashbacks (more like “flash-forwards”) of death and danger. These visions happen a lot more often, and while they are active, the character is pretty much out of it (cannot take any actions for one to four Turns, depending on how long the vision lasts). Humans who get this “gift” don’t live very long—the intensity of the visions eventually destroys their brains (often literally). Only Demons and Half-Demons can endure the visions without permanent damage. A human character with this version of Psychic Visions is going to need some help eventually (in a Season or so). 
- 
-==== 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/Level) ==== 
- 
-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:** The character can subtract his Resistance level from any psychic or spellcasting rolls that target him directly (telekinesis, curses, lightning bolts, and so on). At your Director’s option, this may be two different Qualities—one for psychics and one for magic. 
- 
-**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/Disease:** Your character has a cast-iron stomach and an overactive immune system; add the level of this Resistance to any Constitution rolls to resist the effects of poison or disease. At your Director’s option, this may be two different Qualities—one for poison and one for disease. 
- 
-**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/Level) ==== 
- 
-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, and they have parents or guardians bossing them around. And then there’s all that angst and heartbreak of their so-called lives, but that’s a different show. 
- 
-==== 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, circus performers and Slayers, this is the ability to perform tumbles, somersaults and other complex maneuvers. It is also used to dodge attacks, climb obstacles, and perform similar tasks of agility. Acrobatics can replace Crime when trying to move silently (use the higher of the two skills for sneaking-around attempts). 
- 
-**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, for things like music or dance, is. To judge someone else’s art, use Perception and Art. 
- 
-==== 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, and other honest but street-wise folks have it as well. 
- 
-**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, pistols, and the like. Still, in the Buffyverse, guns don’t come into play very often (see p. 137). 
- 
-**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, or otherwise persuade others to do what she wants. 
- 
-**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, you need to learn a few languages. This skill covers any language other than one’s native tongue. 
- 
-**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, use Intelligence and Languages (knowing more languages helps). When trying to use a known language that you are familiar with, but less than fluent in, use Intelligence and Knowledge instead. After character creation, picking up new languages is difficult. This skill cannot be improved unless your character spends several months studying (see p. 152 for improving the Languages skill through experience). 
- 
-==== 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, it could be used to set up elaborate and interesting traps. 
- 
-**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, biology, chemistry and so on. It can come in handy when dealing with the supernatural, if only to figure out if something is really supernatural. Characters with this skill earn the privilege of saying “That’s just scientifically impossible” a lot. At higher levels (five and above), weird science is possible—things like robots and a spray that will clean up those most-troublesome stains. 
- 
-**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, coldcatching nerd. Life Points determine the amount of physical damage the character can take before being unable to function. 
- 
-Life Points are determined by adding the character’s Strength and Constitution, multiplying the result by four, and adding 10—or you can skip the math and just consult the Life Point Table on the next page. This formula is for human beings (and human-like beings, such as Slayers and vampires). Some creatures have different Life Point totals (many demons are much tougher than normal humans, for example). 
- 
-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, they can snatch victory from the fanged jaws of defeat. They include Heroic Feat, I Think I’m Okay, Plot Twist, Righteous Fury, and the ever-popular Back From the Dead. 
- 
-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  of a single attack strike in addition to any Success Level bonuses (then armor, damage type, and other modifiers are applied). 
- 
-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, however, healing does not necessarily awaken her. You as Director decide if the time is right for the character to revive and join the action. Also, if the injuries were life threatening, you may decide that the character has to go to the hospital at some point, although she can wait until the action (or the Episode) is over. 
- 
-==== 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, a Plot Twist won’t allow her to escape unscathed. The vampires might decide to keep her alive, however (after beating her soundly to get some cheap thrills), and her friends might somehow realize where she is and come to her rescue. By the same token, sometimes clues are available, but they cannot be found at that time. If you decide that a Plot Twist is not possible, the player gets the Drama Point back. 
- 
-==== 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, however, and not even Drama Points can erase the problems that result from cheating the Grim Reaper. 
- 
-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, heart massage, and pure force of will. The character might have seen visions of the future or the past, spoken to dead friends and relatives, or undergone some type of Profound Mystical Experience during the brief time she was dead. 
- 
-**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, it might be better to have stayed dead … 
- 
-**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/cousin/clone/alternate dimension stand-in/so on and so forth. The character should be adjusted somewhat, to reflect the different life story (some skills or Attributes might be modified). 
- 
-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? 
- 
-===== Combat Maneuvers ===== 
- 
-When the time for talk is over, and the time for senseless violence begins, a nice repertoire of action moves can be a real face-saver. Punches and kicks are all right, but spicing them up with flying jump kicks, feints, and the ever-so-important stake through the heart is where the Slayers are separated from the girly-girls. The Combat Maneuver area on the character sheet gives players a place for all the information on the diverse ways in which their Cast Members can inflict pain and suffering on the forces of evil. The most common ways to do unto others before others do unto you are described in detail over the next several pages. The appropriate roll modifiers and the base damage inflicted is also listed (damage is discussed more on p. 137). Everything is also gathered in a nice neat reference table in the Appendix (see p. 264). Handy or what? 
- 
-To make things quicker, Attributes, skills, and modifiers should be summarized in the Maneuvers section of the character sheet or Quick Sheet. These areas should have the character’s favorite moves already pre-figured. Note that any character may list any maneuver on her sheet; there’re no requirements or limits. Still, don’t go nuts here; it makes little sense to list most or all maneuvers, regardless of whether the character has the skills or equipment to perform them. 
- 
-**Aiming:** Sometimes it pays to take careful aim—if the character misses the vampire’s heart with a crossbow shot, she may not get a second chance. Aiming delays the shot action until near the end of a Turn. The player adds Perception and the appropriate skill (Gun Fu for guns, Getting Medieval for archaic ranged weapons) to the roll or just uses the Brains Score. The shot action roll gets a bonus equal to the Success Levels of the Aiming roll. 
- 
-**Bow Shot:** The Robin Hood maneuver. A character can fire a bow as fast as she can draw and shoot; multiple shots use the multiple actions penalties (see p. 134). A Bow Shot uses a Dexterity and Getting Medieval - 2 roll, or Combat Score - 2, and its base damage is (4 x Strength) points (Slash/stab type; to a maximum of 20). Modifiers due to range are applicable (see p. 136). 
- 
-**Break Neck:** Before this maneuver may be attempted, the character must succeed at a Grapple (see p. 131). After that, the attacker rolls and adds Strength and Kung Fu, or just uses the Muscle Score. The defender rolls and adds Strength and Constitution. If the attacker’s roll is higher, the base damage is (4 x Strength) points (Bash type). If the total damage reduces the defender to -10 Life Points, she must pass a Survival Test (see p. 142) with an added penalty equal to the Success Levels of the Break Neck attack (in addition to any normal Survival Test modifiers; this is due to the very sensitive nature of the neck for us normal human types). If she fails, you get that telltale crunching sound with fatal results. If the defender is a vampire and the successful attack reduces it to -10 Life Points, she has to pass a Survival Test (but no special modifiers are applied; undead aren’t so sensitive—in any sense of the word). On the vamp’s failure, her head is ripped off and she is dusted—gruesome but pretty impressive. 
- 
-**Catch Weapon:** Isn’t it super cool when Buffy just snatches sharp stuff out of the air? Don’t try it at home—it’s only for trained professionals. This maneuver uses a Dexterity and Kung Fu - 5 roll, or the Combat Score - 5. If the catcher’s roll is not greater or equal to the thrower’s roll, the weapon attack does an additional +5 base damage (nothing like jumping into the flight path of an object built for harm). On the other hand, if the catcher’s roll works, she has a weapon all ready to go. And remember, reusing helps save the Earth. 
- 
-**Choke:** Before this maneuver may be attempted, the character must succeed at a Grapple (see p. 131). After that, the attacker rolls and adds her Strength and Kung Fu, or just uses her Muscle Score. The defender rolls and adds her Strength and Constitution (or again uses the Muscle Score). If the attack result is higher, the base damage is (Strength - 1) points (Bash type). Furthermore, the defender cannot breathe (see Suffocation, p. 143). She is at -2 to all actions—being choked to death can be quite distracting. 
- 
-**Crossbow Shot:** Crossbows are easier to use than bows, but they take longer to reload. It takes one Turn to reload a crossbow (very hard to do when a vampire is charging). Crossbow shots use a Dexterity and Getting Medieval roll, or the Combat Score, and do 16 points of base damage (Slash/stab type). Modifiers due to range are applicable (see p. 136). 
- 
-**Decapitation:** Your basic samurai killing slash; it needs a sword, axe, or similar big slashing weapon. Decapitation uses a Dexterity and Getting Medieval - 5 roll, or the Combat Score - 5, but damage is multiplied by five (after Success Level bonuses are added and armor effects subtracted; damage type is not applied; weapon damage is listed on p. 266). If the damage is enough to bring the victim to -10 Life Points or less, a Survival Test is in order (see p. 142). If that fails, the head comes off, and the rating of the show goes up to TV-M. Flashy way to dust vampires (see p. 192). 
- 
-**Disarm:** Great for those times when a character needs to borrow someone’s knife and its current owner isn’t in the mood to share . . . or only wants to let her have it pointy-end first. Disarm uses a Resisted Action with a Dexterity and Getting Medieval - 2 roll, or Dexterity and Kung Fu - 3 roll, or the Combat Score - 2 against the target’s Parry action. 
- 
-**Dodge:** This is where the hero ducks, somersaults or leaps out of the way of an attack. Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers. Use a roll and add Dexterity and the highest appropriate skill (Acrobatics, Getting Medieval, or Kung Fu), or just use the Combat Score. 
- 
-**Feint:** The art of faking out the adversary and smacking her from an unexpected direction. A Feint counts as a Resisted Action. It uses an Intelligence and Kung Fu or Getting Medieval roll, or the Brains Score, and is resisted by the target’s roll adding Perception and either of those skills, or just the Brains Score. If the attacker wins, she can add the Success Levels of the Feint roll to her next attack action roll against the same opponent. 
- 
-**Grapple:** Sometimes a character wants to grab someone and shake ‘em until her teeth rattle in her head. She has to grapple them first, though. Grabbing people is fairly easy; use a Dexterity and Kung Fu + 2 roll, or the Combat Score + 2. The victim resists with a Dodge maneuver. Vampires and other goon types often try to grab their victims either to capture them or set them up for some necking action. The attacker has to decide what part of the body to grab: limbs, the whole body, or the neck. When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body. If both arms are grappled by two attackers, the victim is at -4 to most rolls, and cannot Dodge. A neck grapple doesn’t impair the target, but sets him up for either the Break Neck or Choke action. The victim can try to break free with a Strength (doubled) roll, or the Muscle Score versus another Grapple maneuver. 
- 
-**Groin Shot:** Hitting below the belt may be frowned upon by the old-school pugilists, but they’ve been dead like forever, so who cares what they think? The attack employs another attack maneuver, with a -3 penalty to the roll or score. Damage is normal, but a male victim must gain at least one Success Level with a Willpower (doubled) roll (or the Brains Score) minus double the Success Levels of the attack. If not, he is knocked down and unable to do anything for the Turn. Females aren’t completely unscathed either, but the Willpower roll (or Brains Score) suffers only a -1 penalty. Every Turn after the first, the character can make a new roll with a cumulative +1 bonus to recover. 
- 
-The groin shot can be used with several different maneuvers. Kicks are the most common, but a punch, a weapon attack (nobody wants a baseball bat impacting there), and even a head butt (you do what you gotta do sometimes, eh?) may be used. 
- 
-**Gunshot:** Your basic assault with a deadly weapon. Point towards enemy, pull trigger. Big boom ensues. Use a Dexterity and Gun Fu roll, or the Combat Score. Base damage varies depending on the gun used (see p. 266), but all benefit from Bullet type damage (see p. 138). Modifiers due to range are applicable (see p. 136). 
- 
-**Head Butt:** Sometimes, a character has to use the old noggin in ways not recommended by the Surgeon General. Head butts are very effective if the target is grappled or very close, because it’s hard to dodge out of the way. If the Head Butt misses, though, the attacker hits the target with the wrong part of the head, and she takes the damage instead of the victim. Head Butts use a Dexterity + Kung Fu - 2 roll, or the Combat Score - 2, and do (2 x Strength) base points of damage (Bash type). 
- 
-**Jump Kick:** To impress friends and smite foes, few things beat a Jump Kick. It’s not easy to do, but when done right, it puts the kick back into “butt-kicking.” Jump Kicks require two rolls, but count as a single action. The first is a Dexterity and Acrobatics roll, or use the Combat Score, to get airborne; the second is a Dexterity + Kung Fu - 3 roll, or Combat Score - 3. The kick does 3 x (Strength + 1) base points of damage (Bash type), and gains an additional damage bonus equal to the Success Levels of the Dexterity and Acrobatics roll or Combat Score. Of course, if either of the rolls miss, the Jump Kick becomes a Jump Stumble (the Cast Member falls down and loses untold style points). A Jump Kick is the only attack action the character can attempt on that Turn (no multi-actions with this puppy). 
- 
-**Kick:** The plain vanilla kick is a simple yet effective way to put a hurting on someone. If a kick is parried, the target has a golden chance to try and grapple the leg, though. The Kick uses a Dexterity and Kung Fu - 1 roll, or the Combat Score - 1, but football and soccer players can replace Kung Fu with Sports if they like. Ditto for ballet dancers (use Art instead of Sport). Base damage is 2 x (Strength + 1) points (Bash type). 
- 
-**Knockout:** Sometimes a character wants to take somebody out without inflicting permanent damage. Any Bash attack (punches, kicks, baseball bats, and so on) can be turned into a Knockout attack, using a Dexterity and Kung Fu - 2 roll, or Dexterity and Getting Medieval - 2 roll, or the Combat Score - 2. The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll, or she goes down for the count. Recovery from a knockout is in your fiendish Director-y hands; the victim may recover in a few turns, or wake up an hour later … possibly in captivity. 
- 
-**Melee Weapon:** This covers swinging swords and axes, stabbing, and other close combat actions that involve sticking foreign objects into other people, or smashing said objects onto them. It uses a Dexterity and Getting Medieval roll, or the Combat Score. Baseball or hockey players can substitute Sports to swing stick-like weapons (fencers and archery enthusiasts use Getting Medieval, though). Since weapons do different types and amounts of damage (see p. 266), each weapon should have its own listing in the Combat Maneuver area of the character sheet. 
- 
-**Parry:** Your basic blocking move, used to deflect close combat attacks. Weapons may only be parried by weapons; a hand-to-hand attack may be parried by a weapon and that’s going to cause normal damage for that weapon to the bonehead who rushed in unarmed. A Parry uses a Dexterity and Kung Fu roll, or a Dexterity and Getting Medieval roll, or the Combat Score. Thrown weapons can be parried at a -2 penalty. Arrows and crossbow bolts are parried at a -6 penalty. No character can parry bullets unless she arrived in Sunnydale on a transparent plane from some Amazon island. 
- 
-**Punch:** Closed fist, traveling quickly towards the target. Uses a Dexterity and Kung Fu roll, or the Combat Score, and does 2 x Strength points of damage (Bash type). ‘Nuff said. 
- 
-**Slam-Tackle:** The All-American football maneuver that can stop touchdowns or bring down fleeing vampires. Tackles use Strength and Sports rolls, or Muscle Scores, and can be Dodged but not Parried. On a successful hit, the target takes 2 x Strength base points of damage (Bash type) and, if she fails to resist with a Strength (not doubled) roll or the Muscle Score divided by two, she goes down hard. At the end of a successful tackle, the attacker can grapple the victim’s legs or torso without rolling. Tackling is the only attack that can be attempted on that Turn (no multi-actions here either, nice try). 
- 
-**Spin Kick:** This is a spinning or roundhouse kick, harder to execute but delivering a great deal more damage. When a character really wants to leave a mark, the Spin Kick is the maneuver of choice. This move has the same potential problems as the regular Kick (see p. 132). It uses a Dexterity and Kung Fu - 2 roll, or the Combat Score -2, and does 2 x (Strength + 2) points of base damage  (Bash type). 
- 
-**Stake:** Poking someone with a sharp pointy thing is going to hurt no matter who it is. Still, if it’s not a vamp, and it’s not in the heart, it’s no different than using a knife. Stake poking uses a Dexterity and Getting Medieval roll, or the Combat Score, and does 2 x Strength points of base damage (Slash/stab type). 
- 
-**Sweep Kick:** Just the thing to slow down a charging demon, the Sweep Kick does little damage but sends foes to the ground by kicking their feet out from under them. This special kick uses a Dexterity and Kung Fu - 1 roll, or the Combat Score - 1. If it hits, the defender takes Strength points of base damage (Bash type). Further, the defender must resist with a Dexterity and Acrobatics roll, or the Combat Score to keep her feet. If not, she falls down. 
- 
-**Takedown:** This includes judo throws, wrestling moves, trips and similar methods of making an enemy kiss the ground. The Takedown uses a Strength and Kung Fu roll, or the Muscle Score. If the target fails to Parry or Dodge, she hits the mat and takes Strength points of base (Bash type). Otherwise, the defender takes no damage and the Takedown fails. 
- 
-**Through the Heart:** A classic, and for good reason—nothing says “Slayer” better than the traditional wood piercing the cold heart of the undead. This attack has no effect on some creatures, but most things, including people, find it hard to survive after a sharp piece of wood gets stuck in or near the old ticker. Attacking the heart uses the appropriate Combat Maneuver with a -3 penalty, or the Combat Score - 3. Damage to non-vamps is quadrupled (after applying the base damage, Success Levels, armor; this multiplier replaces the damage type modifier). It’s even worse for vamps (times five damage), but you have to stick them just right (see pp. 191). Through the Heart is used principally with bows, crossbows, stakes, and thrown stakes but other implements can and will be used. 
- 
-**Throw Weapon:** The art of taking a properly balanced weapon and throwing it at a target. The range of this attack is two yards plus two yards per Strength level. Throw Weapon uses a Dexterity and Getting Medieval - 1 roll, or the Combat Score - 1, and the base damage varies by the weapon tossed (see p. 266). 
- 
-**Toss:** Your basic “pick up victim, then hurl victim across the room just to prove how badass you are” move. The defender must be grappled first (see p. 131) and the attacker must have a minimum Strength 4. Then, the attacker uses a Strength (doubled) - 4 roll, or the Muscle Score - 4, and the defender resists using a Strength (not doubled) roll or the Muscle Score divided by two. If the attack succeeds, it does Strength points of base damage (Bash type). Also, the defender is tossed one yard for each Success Level in the roll, and is knocked down automatically. If the attack fails, the defender remains Grappled, but takes no damage and doesn’t go anywhere. Oh, and the attacker looks pretty silly. 
- 
-**Wrestling Hold:** This is a half-nelson, full-nelson, or pretzel twist, in which the character immobilizes the enemy, usually by grabbing her from behind and twisting one or both arms. This requires a successful Grapple (see p. 131), and then a Strength and Kung Fu -2 roll (or the Muscle Score -2). The defender resists with a Strength or Dexterity (whichever is better) and Kung Fu roll, or the best of her Combat or Muscle Scores. If the attacker wins, the defender is at -1 to all actions for every Success Level in the attack until she breaks free or the attacker lets her go. Otherwise, the defender remains grappled. 
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rollenspiel/abenteuer/totenruhe/charaktere/start.1332964971.txt.gz · Zuletzt geändert: 2012/03/28 22:02 von stefanohrmann