Buffy RPG - A Hellmouth in Waterloo [Closed]

Cor Azer

First Post
I've got the books,will look into 'em this set of nightshifts, if things are quiet.

Must practice my howling skills . HAAAAOOOOOOOOOOOOOOOUUUUUUUUUUUUUW

edit : why not a mad-scientist slayer? Could work with the computer-minded watcher :p

Heh... Corruption = Corruption + 1 :)

Also, a mad scientist Slayer? Cool beans...

Yeah, I think I am going to go with supervisor of the student computer facility at a college or secondary school. Of course he has things like crossbows and stakes all over the place and his students are always asking him what those things are for, not to mention his Necronomicon screen saver. (He happened to like Army of Darkness, okay?)

He spends most of his time in front of a screen, but doesn't slack on exercise, just to keep himself moderately fit. He's nothing of a sportsman at all though. Never even stepped foot on a sports field. His athletics have all been of a more practical nature and even that has been just the basics. He's much happier browsing the web or making his latest digital scans of various tomes so he can search them more quickly. He's even started a Watcher Wiki, although it has yet to catch on; he's the only Watcher to post to it as of yet.

Angel Season 2, and the Angel Rulebook references a demon research websitw called "Demons! Demons! Demons!" I'm sure Dafydd has it bookmarked.
 

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DrZombie

First Post
To be quite honest, I've only seen a few episodes of season one of Buffy ten years ago, and none of angel, just so I could play a totally clueless rugby player today. Isn't that worth extra XP? :p
 

airwalkrr

Adventurer
To be honest, the first season was my favorite, and I've seen the whole run. I'm not trying to say you aren't missing much, because the whole series was fantastic, but if you had to see only one season then season 1 was probably the best one to have seen.
 

DrZombie

First Post
So the hero spots are the Slayer and the half-demon? I'll see if I can play a white-hat werewolf, or maybe just a white hat rugby player.
The downsides give extra points to buy powers, right?

Here's my first ever Character, a white hat werewolf rugby player.

[Sblock= Steven Moon ]

Stats
Str 5/9
Dex 3/5
Con 4/6
Int 1
Perc 2
WP 2
Armor 4/5
Life points 46/70
(natural tougness)
Acute senses (Smell/taste)

Drawbacks/Perks
-11/+25
Addiction : marihuana -2
Ugly -1
Fast reaction time +2
Honorable -1
Jock +3
Recklessness -2
Natural Toughness +2
Nerves of steel +3
Hurting finance -4
Werewolf +12
Hard to kill +3
Minority -1

Skills
Sports 5
Acrobatics 3
Getting medieval 1
Gun Fu 2
Kung Fu 3
Notice 2
Driving 1
Language 1 (Cree) (+1 left over from qualities)


Steven comes from a native tribe, and got a sports scholarship to go to uni. He is not the sharpest tool in the shed, but makes up for it in physique. His rugby-exploits have left him somewhat scarred, his nose has been broken a few times too many. He is a tall, hugely muscled frontliner, not afraid of showing his heritage. He is one of the few trueblood werewolves left in Canada, able to shapechange at will. He is caught between cultures, unable to blend in in either society because of his isolation from his people and his marked difference in upbringing from the rest of his classmates. He only feels comfortable on the sportsfield, in the gym, or by himself, alone in the woods. He hasn't seen anyone of his family in many years. While he realises he is a werewolf he doesn't know how to deal with it. Being isolated from his tribe has left him woefully inadequate in the occult department, and he is completely unaware that there's things out there that go bump in the night.
He lives off his scholarship funds, hoping to get a contract with a sports club and desperately striving to get a degree. He lives a few miles from the university in an old house, and jogs to and from uni every day, taking a quick shower before class begins. He is desperate to get some help with classes, computers and such, because in the few days since classes have started he realises he is in way over his head. He is getting fairly frustrated, seeing no way out, and he takes his anger out in the rugby field. One of the only vices he has is the bong he's got hidden in his shed, along with a few 'special' plants he planted in a clearing in the forest.
He usually wears faded jeans and a sleeveless t-shirt, showing off his muscled arms. He's got a tribal tattoo around his left upper arm, and a huge tattoo of a howling wolf's head on his back, usually covered with his T-shirt. He wears a hard-used leather jacket when it's cold.

I know I've got one drawback too many (minority) which I used to buy a native language (the native thing and the language is something that came up while making the background) . If you don't like it I'll recalculate and swap stuff around

Possible tie-ins with other characters :
- He needs help getting through the first semester without failing
- He is honorable and hates bullies, he'll come to aid of any character getting any lip from the usual idiots
- The stink of vampires/demons will draw him out
- Any combat situation against evil creatures
- He might be recognized for what he is by the watcher

[/sblock]
 
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Cor Azer

First Post
So the hero spots are the Slayer and the half-demon? I'll see if I can play a white-hat werewolf, or maybe just a white hat rugby player.
The downsides give extra points to buy powers, right?

Given that there are 8 players, I'll allow up to 3 heroes, the rest white hats.

Yes, Drawbacks give extra points for both Qualities and Skills (max 10 total).
 


DrZombie

First Post
Here's the Hero Version:


[Sblock=Steven Moon]
Str 6/10
Dex4/6
Con4/6
Int3
Perc3
WP2
(+1 to Str and Con from Jock)
Armor 4/5
(natural tougness)
Acute senses (Smell/taste)
Life points 50/74


-10/+25
Addiction : marihuana -2
Ugly -1
Fast reaction time +2
Minority -1
Jock +3
Recklessness -2
Natural Toughness +2
Nerves of steel +3
Hurting finance -4
Werewolf +12
Hard to kill +3


Sports 6
Acrobatics3
Getting medieval4
Kung fu 5
Mr Fixit 2
Notice 3
Driving 1
Language 1 (cree)
Occult 2
(5 left over from qualities +2 sports from jock))

Steven comes from a native tribe, and got a sports scholarship to go to uni. He is smart in his own way, but uneducated. His rugby-exploits have left him somewhat scarred, his nose has been broken a few times too many. He is a tall, hugely muscled frontliner, not afraid of showing his heritage. He is one of the few trueblood werewolves left in Canada, able to shapechange at will. He is caught between cultures, unable to blend in in either society because of his isolation from his people and his marked difference in upbringing from the rest of his classmates. He only feels comfortable on the sportsfield, in the gym, or by himself, alone in the woods. He hasn't seen anyone of his family in many years, but is proficient in the ways of his people, and in the old lores.
He lives off his scholarship funds, hoping to get a contract with a sports club and desperately striving to get a degree. He lives a few miles from the university in an old house, and jogs to and from uni every day, taking a quick shower before class begins. He is desperate to get some help with classes, computers and such, because in the few days since classes have started he realises he is in way over his head. He is getting fairly frustrated, seeing no way out, and he takes his anger out in the rugby field. One of the only vices he has is the bong he's got hidden in his shed, along with a few 'special' plants he planted in a clearing in the forest.
He usually wears faded jeans and a sleeveless t-shirt, showing off his muscled arms. He's got a tribal tattoo around his left upper arm, and a huge tattoo of a howling wolf's head on his back, usually covered with his T-shirt. He wears a hard-used leather jacket when it's cold. He's got a few 'traditional' weapons at home, and enjoys hunting in the old ways.



Possible tie-ins with other characters :
- He needs help getting through the first semester without failing
- He is honorable and hates bullies, he'll come to aid of any character getting any lip from the usual idiots
- The stink of vampires/demons will draw him out
- Any combat situation against evil creatures
- He might be recognized for what he is by the watcher

[/sblock]

This is a marked difference with the white hat character (see previous, edited post), but I don't want to be too greedy. I'll play either character, but I must say I'd love to tomahawk a demon :p
 

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Cor Azer

First Post
For those without access to the books...

Here's some typing...

Character Creation

For this game anyways, there are two character types:
Heroes get 20 points to buy Attributes, 20 points to buy Qualities, 20 points to buy Skills, start with 10 Drama points, and may earn up to 10 more points for Qualities and/or Skills with Drawbacks
White Hats get 15 points to buy Attributes, 10 points to buy Qualities, 15 points to buy Skills, start with 20 Drama points, and may earn up to 10 more points for Qualities and/or Skills with Drawbacks

Attributes:
Bought 1:1 with available Attribute points up to 5, bought 3:1 for levels 6+. Each must be at least 1, human average is 2, normal human max is 6.

Attributes are (3 Physical) Strength, Dexterity, Constitution, and (3 Mental) Intelligence, Perception, and Willpower

Life Points: 10 + 4x Strength + 4x Constitution

Qualities and Drawbacks
Qualities generally benefit you (although they may have some downsides) and Drawbacks usually hinder you (but have at least one upside - more points to spend elsewhere). Some have variable costs based on severity, and some can be either a Quality or a Drawback.

There are quite a few, and I'm just typing them in brief here... deep breath now... The number in parentheses, if followed by a Q it is the cost for it as a Quality, if followed by a D it is the points earned with it as a Drawback. Some Drawbacks can be worked or paid off during play, but don't necessarily give retroactive character generation points. Some drawbacks are more roleplaying than game mechanical.

[sblock=Qualities and Drawbacks]From Buffy Core rulebook:
Acute Senses (2Q) - Pick a sense, gain +3 to Perception rolls using that sense.
Impaired Sense (2D) - Pick a sense, suffer -3 to those Perception rolls.
Addiction (1-6D) - Your addicted to something that's not love. Cost is based on severity and drug (ie 1 for habitual smoking up to 6 for heavy heroin usage.
Adversary (Variable D) - Someone wants to hurt you. Joe the local thug might be worth 1 point. Wolfram and Hart probably 6 or more.
Age (2Q per century) - You're old, dude. Gain +Intelligence (max 4) Skill points, but also must take either Secret or Adversary drawback without earning extra character points)
Artist (2Q) - +1 to two different mental Attributes (max 6 for humans), +1 Art, but -1 to Willpower to resist emotional reactions
Attractiveness (1Q per +1 or 1D per -1) - How good you look. Average is 0 (humans range from -5 to +5). Modifier affects any rolls where persuasion is a factor.
Clown (1D) - Goof-off, and rarely taken seriously.
Contacts (1-5Q) - You know someone who can help. For 1 point, they might loan you a book, for 5 points, you might be able to call on the full might of the Watchers Council.
Covetous (1-3D) - You want something. Badly. Pick Greedy (money), Lecherous (sex), Ambitious (power), or Conspicious (fame) and a severity of Mild (won't break rules), Serious (roll Willpower (doubled) to resist temptations), or Desperate (roll Willpower to resist temptations). Some temptations add penalties to the rolls.
Dependent (2-3D) - Someone depends on you - kid sister, ailing grandparent, adopted son. 1 dependent is worth 2D, more than one is just 3D.
Emotional Problems (1-2D) - Pick one or more of: Depression (2D) - -1 to most task rolls; Dependency (1D) - Needy; Fear of Commitment (1D) - this is just a vague description; Fear of Rejection (1D) - 'but we can still be friends' is not welcome.
Fast Reaction Time (2Q) - +5 to Initiative (usually just a Dexterity roll), and +1 to Willpower to resist fear
Good Luck (1Q per level) - Once per game session or episode per level, add +1 to a roll (multiple levels can stack)
Bad Luck (1D per level) - Once per game session or episode per level, the DM inflicts a -1 to one of your rolls
Hard to Kill (1Q per level) - Add 3 x level to Life Points and +1/level to Survival Tests. Normal humans can have max 5 levels.
Honorable (1-3D) - Stick to the code, bro. Even a life/death sitch requires a Willpower test to break code. Pick one of: Minimal (1D) - you don't lie/betray people you love/respect; Serious (2D) - you don't betray anyone and always keeps word, friend or foe; Rigid (3D) - as Serious, but also won't ambush, strike helpless foes, or cheat. Might lie in extreme cases, but suffers -2 to -6 penalty on roll.
Humorless (1D) - not hip with the funny.
Initiative Commando (4Q) - Training gives: +1 to two different physical Attributes (human max 6), Fast Reaction Time or Situational Awareness, 3 levels Hard to Kill, and a 3-point Obligation (or 3 point Adversary or Secret if you quit)
Jock (3Q) - Gain +1 to two different physical Attributes (human max 6), +2 Sport (and must purchase at least one more normally), but a -1 penalty to intellectual pursuits (except Sports nerd stuff)
Love (2D) - Heart leads, head listens. Roll Willpower -3 to follow head instead of heart.
Tragic Love (4D) - As Love, but also, your love life is the stuff of bad country music legend.
Mental Problems (1D per level) - Pick something like Cowardice (penalty to fear checks equal to level), Cruelty (enjoy inflicting pain, at low level target foes, but highest level lie the sadists), or Delusions (you got some wiggins going on in your head). Severities are Mild (1D) - controllable unless extremely stressed; Severe (2D) - affects daily life, some people notice; or Deranged (3D) - problem rules you.
Military Rank (1Q per level or 1D) - Sir! Yes, sir! Private (1D), Corporal (0Q), Sergeant (1Q), up to General (9Q)
Minority (1D) - You are a visible minority, and there are still some bigots in this world.
Misfit (2D) - You don't fully fit in. -2 to Influence rolls
Natural Toughness (2Q) - You get 4 points of Armor Value versus bash damage.
Nerd (3Q) - Gain +1 to two different mental Attributes (human max 6), and +2 to one of Computers, Knowledge, or Science, but -1 to any social roll.
Nerves of Steel (3Q) - Unflappable. Immune to non-supernatural fear. +4 bonus to Willpower rolls versus supernatural fear.
Obligation (Variable D) - You have duties to perform. Minimal (0D) - Don't betray the organization; Important (1D) - Routinely risk life for org; Major (2D) - Org/mission more important than you; Total (3D) - expected to die for org/mission
Obsession (2D) - Go to almost any length in pursuit of... something
Occult Library (Variable Q) - You have some books of esoteric topics. Minimal (1Q) - You have one book. d10 + 10 spells, -3 to research rolls; Good (2Q) - Modest collection. d10 + 30 spells, no modifier to research rolls; Impressive (3Q) - Several rare tomes. d10 + 50 spells, +1 to research; Amazing (5Q) - Library filled. Spells as needed, +2 to research rolls.
Paranoid (2D) - Someone is out to get you. Trust me. Or don't. It's your neck.
Photographic Memory (2Q) - You remember everything. +1 to +3 to any skill roll where memorization helps.
Physical Disability (Variable D) - Missing/Crippled Arm (2D); Missing/Crippled Leg (3D) - -2 to hand-to-hand combat rolls; Both Arms Missing/Crippled (4D); Both Legs Missing/Crippled (4D); Quadriplegic (8D)
Psychic Visions (1Q) - Vague prophetic dreams of the future, sent when DM wants
Reckless (2D) - Leap, looking optional.
Recurring Nightmares (1D) - After night of bad dreams (DM fiat), -1 to all rolls next day
Resistance (1Q per level) - Pick Poison (+level to Constitution rolls to resist poison), Demonic Powers (+level to rolls resisting controlled/dominated supernatrally), or Pain (reduce penalties from wounds by level, gain +level to Willpower and Constitution rolls to stay conscious)
Resources (2Q per +1, 2D per -1) - Your (or your parents') personal wealth ranges from Destitute (-5) to Multimillionaire (+5). Specific USD figures in book.
Robot (5Q) - Sentient mechanical lifeform detected. +4 Strength, +1 Dex, +2 Con (no max). Cannot heal normally - Fixing requires Science 3 or higher; Int + Science test fixes 1 Life Point per Con level of robot per success.
Secret (Variable D) - There's something about you that you don't want others to know. 1D if it'll hurt your job, 2D if criminal, 3D if it likley means your life.
Showoff (2D) - Braggart; not one to sit back in a crowd.
Situational Awareness (2Q) - +2 to Perception rolls to notice danger, and to resist Crime or Acrobatics rolls for those trying to sneak up.
Slayer (16Q) - +3 Str, Dex, and Con, +2 Will (no max), Fast Reaction Time, Nerves of Steel, 5 levels of Hard to Kill, 5 point Adversary (Demons, Vamps), and a 3 point Obligation (Slay the nasties). +1 Getting Medieval and Kung Fu (but must also purchase at least 1 level in each normally), regenerate 1 LP/Con every hour, Sense vamps within 100ft with Perception roll. Cannot also take Jock, Initiative Commando, and/or Watcher.
Sorcery (5Q per level) - +level to magic rolls. Telekinesis. Can quick cast some spells
Talentless (2D) - no creative ability. Max of 1 success on any creative attempt (this includes lying)
Teenager (2D) - for the sub-18yr olds. now get off my lawn ya young punks!
Vampire (12Q or 15Q) - +3 Str, +2 Dex, +2 Con (no max), 2 levels of Hard to Kill, 1/5 damage from bullets, regenerate 1 LP/Con per hour (fire is slower), vamp weaknesses. 12Q is the irredeemible crowd. 15Q is for "tamed" vamps like with Angel's soul and Spike's chip.
Watcher (5Q) - +1 to any physical Attribute (human max 6), +2 Getting Medieval, +2 to any rolls learning about demons
Werewolf (3D, 6Q or 12Q) - Acute Senses(Smell/Taste). In animal form, +4 Str, +2 Dex, Con, gain bite/claw attack. Possibly pass on curse. If DM controls wolf 3D, if you control wolf 6Q. If you control wolf and when you change 12Q.
Zealot (3D) - Will sacrifice self and others for beliefs.

From The Magic Box
Demonic Tutor (2D) - That guy who taught you everything you know? He has plans that you agreed to help with before reading the fine print.
Empathy (2Q) - Make Perception + Notice to tell what someone is feeling
Enchanted or Superscience Item (2Q per level) - Start with an enchanted or superscience item of power level equal to or lower than level of this quality.
Enchanter (5Q per level) - You can make enchanted items up to a power level equal to your level in this quality.
Superscientist (5Q per level) - You can make superscience items up to a power level equal to your level in this quality.
Invisible (10Q) - You are invisible, with all the good and bad that entails.
Iron Mind (3Q) - Immune to telepathy and demonic mind reading and control.
Magic Magnet (2D) - Magic mishaps nearby? They target you.
Magical Family (0-2Q or 2D) - Your family knows some mojo. If you're 18yrs+ and at least Sorcery 1, this is free but you have to provide your own books. For the younger crowd, you can have either relatives (1Q) or your parents (2Q), who may allow access to their Occult Library (2). If the family is abusing and controling you, this is 2D.
Magical Group (Variable Q or D) - You belong to a magical group. The cost depends on the resources, requirements, and benefits of membership.
Psychometry (4Q) - Feel/see history of stuff you touch. Roll Perception (doubled) or Perception + Notice, and consult chart in book.
Resistance - Mystical (1Q per level) - +level bonus to rolls resisting mystic effects. Cannot also take mystical qualities, like Sorcery.
Spirit Medium (2Q) - You can talk to the dead, and they talk to you.
Telekinesis (3Q per level) - Roll Willpower + Telekinesis level, number of successes is the Strength of TK effect.
Telepathy (5Q) - You can speak into people's thoughts and hear their responses. Probing optional - opposed Willpower (doubled) rolls.
The Sight (3Q) - You can see magic, the beginings of spells and their remnants. Perception + Notice check to determine normalcy of human, or whether witch, Slayer, vamp, demon, etc...

From Slayer Handbook:
Cop/Ex-Cop (4Q or 5Q) - +1 to a physical stat, +1 to Crime, Driving, and Gun Fu. If you have legal authority 5Q, if retired/fired 4Q.
Criminal (2Q) - +1 to any attribute, +1 Crime, +1 to a skill related to career, but must make Willpower (doubled) tests to avoid criminal temptations.
Mental Problems - Phobia (1-3D) - As Mental Problem above, but afraid of something.
Nosy Reporter (5Q) - +1 Intelligence, +1 Perception, +1 Notice, +1 to skill related to field, and Contacts (appropriate) at level 2. Resisting curiosity requires a Willpower (doubled) roll.
Occult Investigator (4Q) - PI of the supernatural. +1 to two different mental attributes, +2 Occultism, +1 bonus on fear tests, but must make a Willpower (doubled) roll to stop from invesitgating "wierd" stuff.
Slayer-in-Training - You were identified as being a potential Slayer, and the Watchers have been training you since then. +1 to two different physical attributes, +1 Acrobatics, +1 Getting Medieval, +1 Kung Fu, and +1 Occultism, but also 1 point Obligation (Watchers) and 1 point Adversary (various) drawbacks (but gain no points for them). If later come Slayer, get Slayer powers and attribute boosts, but not skill bonuses - modified Slayer Quality then costs 14.
Totem Warrior (12Q) - Primal animal champion. +8 to spread on attributes, Acute Senses, Fast Reaction Time, 3 levels of Hard to Kill, +1 Kung Fu. Specific animal totems in book give different benefits. Suffer -1 Willpower to resist primal urges, and 3 point Adversary (Wendigo)




Others to be added.[/sblock]

Skills:
Bought 1:1 to level 5, Bought 3:1 above that.

[sblock=Skills]Acrobatics: move, twist, jump, climb, etc...
Art: create music, paint, write, or judge same made by others
Computers: programming, hacking, and such geekery
Crime: sneaking, picking locks, sleight of hand
Doctor: fixing up people
Driving: cars, motorcycles, trucks... not so much with the military grade stuff
Getting Medieval: using weapons
Gun Fu: using firearms
Influence: deception, seduction, intimidation and manipulation
Knowledge: non-scientific disciplines
Kung Fu: using fist, foot, occasional knee
Languages: fluent in 1 language per level
Mr. Fix-it: repair broken things
Notice: spotting things
Occultism: the wierd stuff, magic
Science: basic physical and pure sciences
Sports: the fun stuff
Wild Card: the catch-all - pick a topic not covered by other stuff (or super-narrowly confine something else - ie bad at all weapons except the rapier might be Getting Medieval 1 with Wild Card - Rapier 6)[/sblock]

Finishing touches - your character's name, background, appearance, etc...

Combat Maneuvers, Magic, and such can be explained later.
 
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Cor Azer

First Post
Cor, you're mad as a hatter with all that typing lol.

Actually, that wasn't so bad. Found some old game notes; I had that all done up for an aborted email game, and a lot of it had been done piecemeal in answer to several "what does this quality do?" type questions.

The madness comes when I try to add a few of the other books tonight :) (others include Slayer's Handbook, Magic Box, Monster Smackdown, and Angel Corebook)
 


jkason

First Post
Just do what I always do:
1. Google search for "[insert name of system] character generator excel."
2. ????
3. Profit!

Underpants Gnomes for the win!

ahem.

Anyway, I hadn't considered Gavin a big front-line type. His basic 'what he's good at' concept was: finding people and fixing people. It may take some extra drawbacks, but I can probably come up with a White Hat version if someone else needs a hero slot. I'm not too particular. Gavin's only half demon, and he's a bit disturbed by that half, so having his abilities countered by various deficiencies might work out well for him.

At least, it seems more likely for Gavin to fall into the less-experienced 'White Hat' area than a nigh-immortal who's been killing demons for sustenance for centuries. :)

I'll give the specifics a closer look later and try to get something put together. :)

j
 

Herobizkit

Adventurer
I likely don't have to elaborate, but Rory is more of a socialite than fighter. He plays the local club circuit with his band (can you "purchase" NPCs as an advantage/resource?) and otherwise is the "cool cat". I guess he's like Two parts Doyle, one part Angel with a touch of Spike...?

I'm not sure how combat works in this system... should we be more cinematic and use whatever we happen across, or should we design actual "fighters"?
 

Cor Azer

First Post
Supporting Cast/Guest Stars (ie. NPCs)
There are a few options for "purchasing" NPCs, depending on how you want them to interact with your character. Mostly you just make 'em up and add them to the narrative; you only have to pay for them as a Quality or earn points for them as a Drawback if they have a mechanical/noticeable impact on your character.

Dependent is a drawback that indicates that 1 or more people are, well, dependent on you for basic needs, like a child or ailing parent.

Contacts is a quality that lets you define a relationship with an NPC or group of NPCs who is/are willing to help you within a certain scope (to varying degrees based on what you spent on the quality)

Also, The Magic Box supplement and the Angel Corebook have rules for building organizations, such as law firms, witches' covens, gangs, etc.. that you can take as a quality or drawback (depending on the requirements of the group) that can give you more direct benefits than just contacts.

So, for example, Rory could have Contacts (Local Entertainment Industry) 1 that he can use to learn about insider information on local events (to find the demon hypnotist's next show), or we could build a group for Rory's band with various requirements/benefits like must help band mates, can share occult books, +1 Art when performing together, free helpers for ritual casting, etc.., and thus his band can have a mechanical effect on him.

Combat
Combat will definitely feel more fun if you just kind of go with the flow and describe your actions. There are a lot of different combat maneuvers should you wish to employ them, but it is likely that over time you'll find 3-4 that you feel fit your character best and just fall back on them (that's not a requirement, just an observation I've made). Stand-bys often inlcude punching, kicking, staking through the heart, crossbowing, biting (for vamps), magic-y-ing (most spells are too slow/time consuming to be used in combat, but character with the Sorcery Quality can "quick cast" certain spells, which renders them combat-available.

The narrative idea will help too with the way combat is resolved. Initiative is rolled the first round (d10 + Dex), but for every round thereafter, initiative is won by Narrator/DM fiat (ie, whomever he feels is in the "advantageous" position at the time - ie, if you spun around behind the vamp last round, you win initiative because he's slighty off-guard)

Each round has all characters involve declare their intended actions, and then those actions are resolved in initiative order... assuming an earlier action doesn't negate them. Characters typically get 2 actions per round (and often use one for an attack and the other for a defense like Parry or Dodge but not a requirement), but high Dexterity can yield more actions (don't have chart handy) at cumulative penalties to any rolls.

[sblock=example]Combat Example (sans actual rolls cause I don't have the modifiers here)
Spike and Giles are debating the pros and cons of rugby league vs rugby union while patroling, when two vamps jump out of nearby windows, declaring death for the vamp who hunts his own kind.

First Round:
Spike: Bugger this. I'll whip out a crossbow and peg one through the heart, and since they don't look like much more than nancy-boys, I'll use the crossbow to parry one attack, but then use my extra actions to reload and fire again, in case I missed earlier.
Giles: Goodness. I draw a stake... no, I'm already carrying one... alright, I'll approach with my guard up, and give him a right jab as he nears.
Both vamps show their game faces, and rush the two Brits, one trying to grab Giles and throw him into Spike and the other trying to tackle Spike.
Resolution: Spike wins Initiative, then vamps, then Giles.
Spike rolls well with his crossbow, dusting it easily.
The remaining vamp grabs Giles before his punch is thrown, and with supernatural strength, hurls the tweed-clad missile at Spike, knocking both the the ground.
Giles is in no position to punch the vamp now, and loses his action.

Round the second:
Spike: Get off me, wanker! I'll fend off any attack on me, then sweep the vamps leg, and stake him.
Giles: I'll roll free, full defense, letting the vampires finish this.
Vamp: I'll teach you to consort with the chattel! Grab Spike by the collar and throw a few rabbit punches.
Resolution: With both Giles and Spike on their backs, the vamp wins initiative
Even on his butt, Spike is too skilled (and the vamp rolls poorly), failing to even grab Spike's leather jacket.
Channeling Cobra-Kai dojo, Spike sweeps the vamp's leg, dropping it on it's back, then uses once of those fancy Angel-esque stake poppers (patent pending), to drive some pine into its chest, dusting it.
Giles, relieved at not being knocked unconscious, celebrates y wiping his glasses.

Combat over, Spike checks out his smoke, sees it damaged, curses, then draws and lights a new one.
Spike: Rugby league... Next you're going to declare Leeds better than Man U...[/sblock]

One standard op deviation for Buffy RPG from D&D... it is not always foolhardy to be off by yourself. Sure, you don't want to wander the cemetery with a big "come bite me" sign on your lonesome (well, except maybe the Slayer and/or Rechard when on the hunt), but Rory can head off to a gig generally without fear of being jumped, or Dafydd can stay in his lab doing research without being threatened. While yes, this game is working on the axiom that demons, vamps, and the like exist, the game is set in a modern day city, so they're not hiding around every corner, or even every second corner. If semi-reasonable precautions are taken, chances are, you'll be safe, or there's a good reason the big bad risked campus security and broke several locks to find you studying in a classroom.

Corollary - not everyone needs to be physically involved in every fight. I try to make sure there's always stuff for people to do, and sometimes that means there are extra vamp minions around for the white hats to occupy while the big guns battle the baddies, but sometimes it's the Slayer who is just doing minor demon control while the magically-inclined work their mojo against the spirit world.

Corollary the second - that said, part of the fun of the game is throwing people into situations they're unprepared for - the technophobe Rechard needing to repair a robot, or the Slayer (well, not Shayuri's nerd slayer, but say... Buffy or Faith) needing to pass a pop quiz or be held in detention and miss the fight to stop the Apocalypse (not that Faith would stay, but...). Sure, it won't happen all the time, but just like the violence-inclined may need to use nice words on occasion, the violence-adjacent may need to curl the fingers into the fist once in a while.

Appendix 1 - Also, if you are in a situation where you feel overmatched, remember your Drama points. They can add +5 to a roll, which is useful in a pinch, but for the creatively minded, they can be so much better - example: the seductive, and surprisingly husky, fem-vamp has Dafydd pinned to his seat, all ready to take a savoury taste; knowing he's not really in the vamp's league violence-wise, rather than adding +5 to his Dodge roll to avoid the attack, he uses his Drama point to have local delinquents choose that moment to pull a fire alarm prank, and all the sprinklers going off seriously wigs and distracts the vampire from her task, allowing Dafydd to scramble behind his desk... Note it won't completely swing the combat, but it will throw a definite wrench in there, perhaps allowing other opportunities for survival

Clear like wall?
 

Shayuri

First Post
Been doing statting.

Having second...third?...thoughts about nerd-slayer. With the various bonuses, it's waaaay too easy to get sixes and fives in just about every stat. This strikes me as a character who lacks interesting bumpy parts where they're out of their element.

Except social situations, I suppose. Hm. Still, not sure that's enough.

Any chance I could get the rundown on how gadgets work? I saw before the difference between relatively cheap temp items versus permanant. I'd just like to know how to price those so I can get an idea of whats involved.
 

DrZombie

First Post
I'm fairly happy with the rugby-werewolf tank. From the descriptions so far it seems like the most martially inclined next to the slayer. Bring it on, bloodsuckers :).
 

Cor Azer

First Post
Been doing statting.

Having second...third?...thoughts about nerd-slayer. With the various bonuses, it's waaaay too easy to get sixes and fives in just about every stat. This strikes me as a character who lacks interesting bumpy parts where they're out of their element.

Except social situations, I suppose. Hm. Still, not sure that's enough.

Any chance I could get the rundown on how gadgets work? I saw before the difference between relatively cheap temp items versus permanant. I'd just like to know how to price those so I can get an idea of whats involved.

To be fair, this is a Buffy game, and set in (mostly) university. Social situations will be fairly common. Also, while being spread out evenly may make you decent at combat as well as certain mental stuff, it won't leave you specialized enough to doing the truly awe-inspiring stuff - so, sure you could do cool backflips, or flying kicks fairly easily, but with associated penalties, you might not being doing them at the same time against multiple foes.

And now for a brief rundown on magic and superscience...

Buffy RPG takes the "menu-driven/point buy" approach to magic. While there are some spells in the books taken from the show, they are generally used as examples for how the menu/point buy works.

Typically, when someone needs a spell, they must consult some sort of Occult Library, and then research the spell.

Researching a spell:
1. Player (with Narrator consultation) determines what they want the spell to do. Generally, spells in Buffy err towards the way specific rather than the general use ones (ie: you might find a Flay My Ex-Love spell, rather than a generic Flay That Guy spell)
2. Using the menus, determine the power level of the spell. Generally, the longer a spell lasts, more people it affects, further away it can be cast, more significant its effect, the higher its' power level. Generally, power level ranges between 1 to 7. There are some things that can reduce the power level (longer casting time, requiring extra casting assistants, rare spell ingredients, etc.)
3. Once power level is set, research requires a Occultism + Intelligence roll. If number of successes >= power level, spell found, and you cross off one available spell in the Occult Library (it is always there; just takes up one of the spell slots in the library)
4. Casting the spell requires an Occultism + Willpower + Sorcery level roll. If number of successes >= power level, spell is cast. If not enough successes, but result still 9+, spell mishap occurs.

So what's superscience? Buffy RPG takes the Arthur C. Clarke view - sufficiently advanced technology is indistinguishable from magic.

Magic and superscience are simply two different "skins" on the same mechanical system. Where a magic spell might be "Ghost's Passing", an Enchanted Item might be "Elven Cloak", and a superscience item might be "Alpha-level Stealth Suit", they all effectively render the user invisible.

Enchanted Items and Superscience Devices are simply spells in item form. If they are of the assemblage variety, they can be used once, and then kaput. Permanent ones have no such limit (unless built into the item to reduce its power level).

How to get such items? Two qualities from the Magic Box

Enchanted Item/ Superscience Device (2Q per level) - You start with an enchanted item or superscience device of a power level equal or lower than your level in this quality. Determining the power level of an item is pretty much the same as a spell, except that permanent items get +1 to their power level because they're reusable. Again, there are restrictions that can be applied to reduce the power level. The catch with this quality si that if you lose the item, it's not automatically replaced, nor are your Qualtiy points reimbursed. Life's not fair.

Enchanter / Superscientist (5Q per level) - You can make enchanted items or superscience devices (not both - pick one). Determine the power level of the item as before. If you build it as an assemblage, then it takes 20 minutes or so and is one-shot. Otherwise it takes 2 weeks per power level. In either event, you need to make either a Occultism + Intelligence or Science + Intelligence roll to find the spells or scientific white papers needed to design it. There's a list of required spell ingredients depending on the power level as well (ie, demon horn for enchanted items, rare moon rocks for superscience devices, etc.), and some experience must be spent as well (putting a little you in your item). At the end of the process, you need a Occultism + Willpower or Science + Intelligence roll to see if you were successful. Mishaps possible as with spell casting.

Some examples from the series - the anti-Glory Dagon Sphere is a level 6 enchanted item, Warren's Freeze Ray was a level 3 superscience device, and a typical glamour is power level 4.
 

Herobizkit

Adventurer
I'm very excited to start this, but I am going away for the long weekend and won't be online much, if at all, until at least Tuesday.
 

Level Up: Advanced 5th Edition Starter Box

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