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Buffy RPG - A Hellmouth in Waterloo [Closed]
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<blockquote data-quote="Cor Azer" data-source="post: 5699556" data-attributes="member: 870"><p><strong>For those without access to the books...</strong></p><p></p><p>Here's some typing...</p><p></p><p>Character Creation</p><p></p><p>For this game anyways, there are two character types:</p><p>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</p><p>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</p><p></p><p>Attributes:</p><p>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.</p><p></p><p>Attributes are (3 Physical) Strength, Dexterity, Constitution, and (3 Mental) Intelligence, Perception, and Willpower</p><p></p><p>Life Points: 10 + 4x Strength + 4x Constitution</p><p></p><p>Qualities and Drawbacks</p><p>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.</p><p></p><p>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.</p><p></p><p>[sblock=Qualities and Drawbacks]From Buffy Core rulebook:</p><p><strong>Acute Senses (2Q)</strong> - Pick a sense, gain +3 to Perception rolls using that sense.</p><p><strong>Impaired Sense (2D)</strong> - Pick a sense, suffer -3 to those Perception rolls.</p><p><strong>Addiction (1-6D)</strong> - 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.</p><p><strong>Adversary (Variable D)</strong> - Someone wants to hurt you. Joe the local thug might be worth 1 point. Wolfram and Hart probably 6 or more.</p><p><strong>Age (2Q per century)</strong> - You're old, dude. Gain +Intelligence (max 4) Skill points, but also must take either Secret or Adversary drawback without earning extra character points)</p><p><strong>Artist (2Q)</strong> - +1 to two different mental Attributes (max 6 for humans), +1 Art, but -1 to Willpower to resist emotional reactions</p><p><strong>Attractiveness (1Q per +1 or 1D per -1)</strong> - How good you look. Average is 0 (humans range from -5 to +5). Modifier affects any rolls where persuasion is a factor.</p><p><strong>Clown (1D)</strong> - Goof-off, and rarely taken seriously.</p><p><strong>Contacts (1-5Q)</strong> - 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.</p><p><strong>Covetous (1-3D)</strong> - 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.</p><p><strong>Dependent (2-3D)</strong> - Someone depends on you - kid sister, ailing grandparent, adopted son. 1 dependent is worth 2D, more than one is just 3D.</p><p><strong>Emotional Problems (1-2D)</strong> - 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.</p><p><strong>Fast Reaction Time (2Q)</strong> - +5 to Initiative (usually just a Dexterity roll), and +1 to Willpower to resist fear</p><p><strong>Good Luck (1Q per level)</strong> - Once per game session or episode per level, add +1 to a roll (multiple levels can stack)</p><p><strong>Bad Luck (1D per level)</strong> - Once per game session or episode per level, the DM inflicts a -1 to one of your rolls</p><p><strong>Hard to Kill (1Q per level)</strong> - Add 3 x level to Life Points and +1/level to Survival Tests. Normal humans can have max 5 levels.</p><p><strong>Honorable (1-3D)</strong> - 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.</p><p><strong>Humorless (1D)</strong> - not hip with the funny.</p><p><strong>Initiative Commando (4Q)</strong> - 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)</p><p><strong>Jock (3Q)</strong> - 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)</p><p><strong>Love (2D)</strong> - Heart leads, head listens. Roll Willpower -3 to follow head instead of heart.</p><p><strong>Tragic Love (4D)</strong> - As Love, but also, your love life is the stuff of bad country music legend.</p><p><strong>Mental Problems (1D per level)</strong> - 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.</p><p><strong>Military Rank (1Q per level or 1D)</strong> - Sir! Yes, sir! Private (1D), Corporal (0Q), Sergeant (1Q), up to General (9Q)</p><p><strong>Minority (1D)</strong> - You are a visible minority, and there are still some bigots in this world.</p><p><strong>Misfit (2D)</strong> - You don't fully fit in. -2 to Influence rolls</p><p><strong>Natural Toughness (2Q)</strong> - You get 4 points of Armor Value versus bash damage.</p><p><strong>Nerd (3Q)</strong> - 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.</p><p><strong>Nerves of Steel (3Q)</strong> - Unflappable. Immune to non-supernatural fear. +4 bonus to Willpower rolls versus supernatural fear.</p><p><strong>Obligation (Variable D)</strong> - 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</p><p><strong>Obsession (2D)</strong> - Go to almost any length in pursuit of... something</p><p><strong>Occult Library (Variable Q)</strong> - 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.</p><p><strong>Paranoid (2D)</strong> - Someone is out to get you. Trust me. Or don't. It's your neck.</p><p><strong>Photographic Memory (2Q)</strong> - You remember everything. +1 to +3 to any skill roll where memorization helps.</p><p><strong>Physical Disability (Variable D)</strong> - 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)</p><p><strong>Psychic Visions (1Q)</strong> - Vague prophetic dreams of the future, sent when DM wants</p><p><strong>Reckless (2D)</strong> - Leap, looking optional.</p><p><strong>Recurring Nightmares (1D)</strong> - After night of bad dreams (DM fiat), -1 to all rolls next day</p><p><strong>Resistance (1Q per level)</strong> - 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)</p><p><strong>Resources (2Q per +1, 2D per -1)</strong> - Your (or your parents') personal wealth ranges from Destitute (-5) to Multimillionaire (+5). Specific USD figures in book.</p><p><strong>Robot (5Q)</strong> - 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.</p><p><strong>Secret (Variable D)</strong> - 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.</p><p><strong>Showoff (2D)</strong> - Braggart; not one to sit back in a crowd.</p><p><strong>Situational Awareness (2Q)</strong> - +2 to Perception rolls to notice danger, and to resist Crime or Acrobatics rolls for those trying to sneak up.</p><p><strong>Slayer (16Q)</strong> - +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.</p><p><strong>Sorcery (5Q per level)</strong> - +level to magic rolls. Telekinesis. Can quick cast some spells</p><p><strong>Talentless (2D)</strong> - no creative ability. Max of 1 success on any creative attempt (this includes lying)</p><p><strong>Teenager (2D)</strong> - for the sub-18yr olds. now get off my lawn ya young punks!</p><p><strong>Vampire (12Q or 15Q)</strong> - +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.</p><p><strong>Watcher (5Q)</strong> - +1 to any physical Attribute (human max 6), +2 Getting Medieval, +2 to any rolls learning about demons</p><p><strong>Werewolf (3D, 6Q or 12Q)</strong> - 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.</p><p><strong>Zealot (3D)</strong> - Will sacrifice self and others for beliefs.</p><p></p><p>From The Magic Box</p><p><strong>Demonic Tutor (2D)</strong> - That guy who taught you everything you know? He has plans that you agreed to help with before reading the fine print.</p><p><strong>Empathy (2Q)</strong> - Make Perception + Notice to tell what someone is feeling</p><p><strong>Enchanted or Superscience Item (2Q per level)</strong> - Start with an enchanted or superscience item of power level equal to or lower than level of this quality.</p><p><strong>Enchanter (5Q per level)</strong> - You can make enchanted items up to a power level equal to your level in this quality.</p><p><strong>Superscientist (5Q per level)</strong> - You can make superscience items up to a power level equal to your level in this quality.</p><p><strong>Invisible (10Q)</strong> - You are invisible, with all the good and bad that entails.</p><p><strong>Iron Mind (3Q)</strong> - Immune to telepathy and demonic mind reading and control.</p><p><strong>Magic Magnet (2D)</strong> - Magic mishaps nearby? They target you.</p><p><strong>Magical Family (0-2Q or 2D)</strong> - 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.</p><p><strong>Magical Group (Variable Q or D)</strong> - You belong to a magical group. The cost depends on the resources, requirements, and benefits of membership.</p><p><strong>Psychometry (4Q)</strong> - Feel/see history of stuff you touch. Roll Perception (doubled) or Perception + Notice, and consult chart in book.</p><p><strong>Resistance - Mystical (1Q per level)</strong> - +level bonus to rolls resisting mystic effects. Cannot also take mystical qualities, like Sorcery.</p><p><strong>Spirit Medium (2Q)</strong> - You can talk to the dead, and they talk to you.</p><p><strong>Telekinesis (3Q per level)</strong> - Roll Willpower + Telekinesis level, number of successes is the Strength of TK effect.</p><p><strong>Telepathy (5Q)</strong> - You can speak into people's thoughts and hear their responses. Probing optional - opposed Willpower (doubled) rolls.</p><p><strong>The Sight (3Q)</strong> - 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...</p><p></p><p>From Slayer Handbook:</p><p><strong>Cop/Ex-Cop (4Q or 5Q)</strong> - +1 to a physical stat, +1 to Crime, Driving, and Gun Fu. If you have legal authority 5Q, if retired/fired 4Q.</p><p><strong>Criminal (2Q)</strong> - +1 to any attribute, +1 Crime, +1 to a skill related to career, but must make Willpower (doubled) tests to avoid criminal temptations.</p><p><strong>Mental Problems - Phobia (1-3D)</strong> - As Mental Problem above, but afraid of something.</p><p><strong>Nosy Reporter (5Q)</strong> - +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.</p><p><strong>Occult Investigator (4Q)</strong> - 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.</p><p><strong>Slayer-in-Training</strong> - 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.</p><p><strong>Totem Warrior (12Q)</strong> - 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)</p><p></p><p></p><p></p><p></p><p>Others to be added.[/sblock]</p><p></p><p>Skills:</p><p>Bought 1:1 to level 5, Bought 3:1 above that.</p><p></p><p>[sblock=Skills]<strong>Acrobatics:</strong> move, twist, jump, climb, etc...</p><p><strong>Art:</strong> create music, paint, write, or judge same made by others</p><p><strong>Computers:</strong> programming, hacking, and such geekery</p><p><strong>Crime:</strong> sneaking, picking locks, sleight of hand</p><p><strong>Doctor:</strong> fixing up people</p><p><strong>Driving:</strong> cars, motorcycles, trucks... not so much with the military grade stuff</p><p><strong>Getting Medieval:</strong> using weapons</p><p><strong>Gun Fu:</strong> using firearms</p><p><strong>Influence:</strong> deception, seduction, intimidation and manipulation</p><p><strong>Knowledge:</strong> non-scientific disciplines</p><p><strong>Kung Fu:</strong> using fist, foot, occasional knee</p><p><strong>Languages:</strong> fluent in 1 language per level</p><p><strong>Mr. Fix-it:</strong> repair broken things</p><p><strong>Notice:</strong> spotting things</p><p><strong>Occultism:</strong> the wierd stuff, magic</p><p><strong>Science:</strong> basic physical and pure sciences</p><p><strong>Sports:</strong> the fun stuff</p><p><strong>Wild Card:</strong> 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]</p><p></p><p>Finishing touches - your character's name, background, appearance, etc...</p><p></p><p>Combat Maneuvers, Magic, and such can be explained later.</p></blockquote><p></p>
[QUOTE="Cor Azer, post: 5699556, member: 870"] [b]For those without access to the books...[/b] 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: [b]Acute Senses (2Q)[/b] - Pick a sense, gain +3 to Perception rolls using that sense. [b]Impaired Sense (2D)[/b] - Pick a sense, suffer -3 to those Perception rolls. [b]Addiction (1-6D)[/b] - 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. [b]Adversary (Variable D)[/b] - Someone wants to hurt you. Joe the local thug might be worth 1 point. Wolfram and Hart probably 6 or more. [b]Age (2Q per century)[/b] - You're old, dude. Gain +Intelligence (max 4) Skill points, but also must take either Secret or Adversary drawback without earning extra character points) [b]Artist (2Q)[/b] - +1 to two different mental Attributes (max 6 for humans), +1 Art, but -1 to Willpower to resist emotional reactions [b]Attractiveness (1Q per +1 or 1D per -1)[/b] - How good you look. Average is 0 (humans range from -5 to +5). Modifier affects any rolls where persuasion is a factor. [b]Clown (1D)[/b] - Goof-off, and rarely taken seriously. [b]Contacts (1-5Q)[/b] - 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. [b]Covetous (1-3D)[/b] - 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. [b]Dependent (2-3D)[/b] - Someone depends on you - kid sister, ailing grandparent, adopted son. 1 dependent is worth 2D, more than one is just 3D. [b]Emotional Problems (1-2D)[/b] - 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. [b]Fast Reaction Time (2Q)[/b] - +5 to Initiative (usually just a Dexterity roll), and +1 to Willpower to resist fear [b]Good Luck (1Q per level)[/b] - Once per game session or episode per level, add +1 to a roll (multiple levels can stack) [b]Bad Luck (1D per level)[/b] - Once per game session or episode per level, the DM inflicts a -1 to one of your rolls [b]Hard to Kill (1Q per level)[/b] - Add 3 x level to Life Points and +1/level to Survival Tests. Normal humans can have max 5 levels. [b]Honorable (1-3D)[/b] - 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. [b]Humorless (1D)[/b] - not hip with the funny. [b]Initiative Commando (4Q)[/b] - 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) [b]Jock (3Q)[/b] - 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) [b]Love (2D)[/b] - Heart leads, head listens. Roll Willpower -3 to follow head instead of heart. [b]Tragic Love (4D)[/b] - As Love, but also, your love life is the stuff of bad country music legend. [b]Mental Problems (1D per level)[/b] - 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. [b]Military Rank (1Q per level or 1D)[/b] - Sir! Yes, sir! Private (1D), Corporal (0Q), Sergeant (1Q), up to General (9Q) [b]Minority (1D)[/b] - You are a visible minority, and there are still some bigots in this world. [b]Misfit (2D)[/b] - You don't fully fit in. -2 to Influence rolls [b]Natural Toughness (2Q)[/b] - You get 4 points of Armor Value versus bash damage. [b]Nerd (3Q)[/b] - 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. [b]Nerves of Steel (3Q)[/b] - Unflappable. Immune to non-supernatural fear. +4 bonus to Willpower rolls versus supernatural fear. [b]Obligation (Variable D)[/b] - 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 [b]Obsession (2D)[/b] - Go to almost any length in pursuit of... something [b]Occult Library (Variable Q)[/b] - 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. [b]Paranoid (2D)[/b] - Someone is out to get you. Trust me. Or don't. It's your neck. [b]Photographic Memory (2Q)[/b] - You remember everything. +1 to +3 to any skill roll where memorization helps. [b]Physical Disability (Variable D)[/b] - 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) [b]Psychic Visions (1Q)[/b] - Vague prophetic dreams of the future, sent when DM wants [b]Reckless (2D)[/b] - Leap, looking optional. [b]Recurring Nightmares (1D)[/b] - After night of bad dreams (DM fiat), -1 to all rolls next day [b]Resistance (1Q per level)[/b] - 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) [b]Resources (2Q per +1, 2D per -1)[/b] - Your (or your parents') personal wealth ranges from Destitute (-5) to Multimillionaire (+5). Specific USD figures in book. [b]Robot (5Q)[/b] - 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. [b]Secret (Variable D)[/b] - 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. [b]Showoff (2D)[/b] - Braggart; not one to sit back in a crowd. [b]Situational Awareness (2Q)[/b] - +2 to Perception rolls to notice danger, and to resist Crime or Acrobatics rolls for those trying to sneak up. [b]Slayer (16Q)[/b] - +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. [b]Sorcery (5Q per level)[/b] - +level to magic rolls. Telekinesis. Can quick cast some spells [b]Talentless (2D)[/b] - no creative ability. Max of 1 success on any creative attempt (this includes lying) [b]Teenager (2D)[/b] - for the sub-18yr olds. now get off my lawn ya young punks! [b]Vampire (12Q or 15Q)[/b] - +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. [b]Watcher (5Q)[/b] - +1 to any physical Attribute (human max 6), +2 Getting Medieval, +2 to any rolls learning about demons [b]Werewolf (3D, 6Q or 12Q)[/b] - 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. [b]Zealot (3D)[/b] - Will sacrifice self and others for beliefs. From The Magic Box [b]Demonic Tutor (2D)[/b] - That guy who taught you everything you know? He has plans that you agreed to help with before reading the fine print. [b]Empathy (2Q)[/b] - Make Perception + Notice to tell what someone is feeling [b]Enchanted or Superscience Item (2Q per level)[/b] - Start with an enchanted or superscience item of power level equal to or lower than level of this quality. [b]Enchanter (5Q per level)[/b] - You can make enchanted items up to a power level equal to your level in this quality. [b]Superscientist (5Q per level)[/b] - You can make superscience items up to a power level equal to your level in this quality. [b]Invisible (10Q)[/b] - You are invisible, with all the good and bad that entails. [b]Iron Mind (3Q)[/b] - Immune to telepathy and demonic mind reading and control. [b]Magic Magnet (2D)[/b] - Magic mishaps nearby? They target you. [b]Magical Family (0-2Q or 2D)[/b] - 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. [b]Magical Group (Variable Q or D)[/b] - You belong to a magical group. The cost depends on the resources, requirements, and benefits of membership. [b]Psychometry (4Q)[/b] - Feel/see history of stuff you touch. Roll Perception (doubled) or Perception + Notice, and consult chart in book. [b]Resistance - Mystical (1Q per level)[/b] - +level bonus to rolls resisting mystic effects. Cannot also take mystical qualities, like Sorcery. [b]Spirit Medium (2Q)[/b] - You can talk to the dead, and they talk to you. [b]Telekinesis (3Q per level)[/b] - Roll Willpower + Telekinesis level, number of successes is the Strength of TK effect. [b]Telepathy (5Q)[/b] - You can speak into people's thoughts and hear their responses. Probing optional - opposed Willpower (doubled) rolls. [b]The Sight (3Q)[/b] - 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: [b]Cop/Ex-Cop (4Q or 5Q)[/b] - +1 to a physical stat, +1 to Crime, Driving, and Gun Fu. If you have legal authority 5Q, if retired/fired 4Q. [b]Criminal (2Q)[/b] - +1 to any attribute, +1 Crime, +1 to a skill related to career, but must make Willpower (doubled) tests to avoid criminal temptations. [b]Mental Problems - Phobia (1-3D)[/b] - As Mental Problem above, but afraid of something. [b]Nosy Reporter (5Q)[/b] - +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. [b]Occult Investigator (4Q)[/b] - 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. [b]Slayer-in-Training[/b] - 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. [b]Totem Warrior (12Q)[/b] - 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][b]Acrobatics:[/b] move, twist, jump, climb, etc... [b]Art:[/b] create music, paint, write, or judge same made by others [b]Computers:[/b] programming, hacking, and such geekery [b]Crime:[/b] sneaking, picking locks, sleight of hand [b]Doctor:[/b] fixing up people [b]Driving:[/b] cars, motorcycles, trucks... not so much with the military grade stuff [b]Getting Medieval:[/b] using weapons [b]Gun Fu:[/b] using firearms [b]Influence:[/b] deception, seduction, intimidation and manipulation [b]Knowledge:[/b] non-scientific disciplines [b]Kung Fu:[/b] using fist, foot, occasional knee [b]Languages:[/b] fluent in 1 language per level [b]Mr. Fix-it:[/b] repair broken things [b]Notice:[/b] spotting things [b]Occultism:[/b] the wierd stuff, magic [b]Science:[/b] basic physical and pure sciences [b]Sports:[/b] the fun stuff [b]Wild Card:[/b] 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. [/QUOTE]
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