The BtVS Card Rules
Modified by Mysteria51
Deck
Construction:
Optional:
If you have more than 4 people it is recommended to
use two decks. Pull out the extra set of Jokers.
The Hand
Each player is dealt a hand of six cards at the beginning of the
game. This hand of cards is not replenished during play, except at the whim of
the Director, for something like superb role-playing or really intelligent
planning.
Optional:
During character creation, players may purchase more cards through
the Supernatural Quality Strong Fate. Every 2 points spent on the Quality
provides the player with one addition card at the beginning of the game. Like
the rest of their hand, these cards are not replaced except in rare occasions.
In Play
When a character has to make a test/roll they can choose to do one
of two things. Either a card can be flipped from the Fate Deck and that number
added to their skill and attribute (just like a die roll in standard Unisystem
rules) or they can use a card from their hand instead. This card, is not
replaced, is simply used up.
If a character wants to use more than one card for a test (from
their hand), they must pay an amount of Essence and Endurance equal to twice
the total value of both cards played. No more than two cards can be played at
one time. This can only be done if the player uses a card from his hand, not if
a card is flipped from the Fate Deck. For Essence and Endurance costs, face
cards are treated as their final value, whether a 5 or a 10. This can be
dangerous to an extremely drained character, possibly bringing them below 0 in
either Essence or Endurance.
Complications
Face cards are treated just like they are in the optional card
system in the Unisystem rules. When played, they count as a 5 and a card is
flipped. If that flipped card is also a face card (Jack, Queen, King), then the
card's value is 10. This is not treated as a "natural 10" with
regards to the Rule of 10.
Drama Points
If the PC uses a drama point they have the option of using it as a
‘natural 10’ or as a normal Drama Point.
Optional;
Ones
If the card comes up a one it may become a miss. Flip a second
card (Card Value minus five) and subtract the amount from your total.
Optional;
Natural 10
If the card is a ‘natural 10’ then it may become an improved success.
Flip a second card (Card
Value minus five)and add the amount to your total.
Jokers
If a Joker is ever used or drawn, there is a chance that it may be
a critical successes or a critical botch. Once the Joker is played, flip the
next card in the Fate Deck over. If the card is black, it is a critical botch.
If the card is red, it is a critical success.
Optional:
Max
of two Jokers to a deck, even when using multiple decks. The player may also
pass on the Fate Event, but has to re-shuffle the Joker back into the Fate Deck.
Critical
Botch
When a Joker is flipped from the Fate Deck and comes up as a
critical botch, the player may choose to sacrifice any red card they have in
their hand to simply make the test a failure. This cannot be done if the Joker
is played from the hand, however. Sometimes you have to take chances. Once
again, this sacrificed card is not replenished.
Critical
Success
If a second Joker is drawn when determining the color of the first
Joker, draw another card. If that card is red, then both Jokers are considered
red and the action is considered to have been performed better than a critical
success, above and beyond the player's wildest dreams. If the card is black,
however, both Jokers are similarly black and the result is similarly worse than
a normal black Joker.
The Really, Really, Really Heroic Card
System
This is the first card system we tried out (in Mein Zombie), and
we found that if made for a staggeringly heroic and never-fail game. It was
feedback on these rules (and playtesting TORG 2000) that led to the above
rules, which we have adopted as our standard.
Each player is dealt a hand of six cards at the beginning of the
game. Once they have used all of their cards, they are dealt another hand of
six cards.
Cards are played exactly like above (and just like in the
Unisystem optional system for cards) for use in task resolution. Play a card
and add it to the appropriate traits.
Face cards also follow the same rule. They count as a 5 unless the
next card in the Fate Deck is also a face card, and then they are a 10.
For Jokers, if the character is dealt a black Joker in their
initial (or any later) hand, they must take that card out of their hand
(replacing it with a card from the Fate Deck) and place it in front of them.
This black Joker may be "called in" at any time by the Director as a
critical botch. Until then, it hangs over the character's head.
A red Joker, on the other hand, is a critical success and may be
held in reserve by the player until they decide to use it. It remains in their
hand until such time.
A player may choose to play two cards at once by paying an amount
of Essence and Endurance equal to the sum of both cards being played (face
cards count as whatever their value ends up being after the draw).
Damage, like in the system above, is assumed to simply be the
standard (somewhat below) average value given for each weapon.
Alternate Character Creation Rules
Because I don't like the standard character creation system that
much (it smacks too much of the dreaded character classes to me), I used and
alternative during my last game. Instead of choosing to be Mundane, or Lesser
Gifted or Major Gifted (we've been using WitchCraft character classes just to
test them out and because they're kinda fun), all players simply get a total of
80 points to spend across the board as they see fit. Attributes, skills,
qualities, and everything else are all bought from the same base of points. All
of the points are considered "of type" when purchasing traits, that is,
to buy an Attribute to 3 costs 3 points total. Buying a Skill (normal) to the
same level costs the same.
To summarize:
Everyone has 80 points to spend
Everything is bought from that pool of points
Skills cost same
Qualities cost the same
Metaphysics cost the same
Attributes cost the same
Drawbacks increase the basic pool of points
The only flaw of this system is, as is obvious, the flat level of
cost for both Attributes and Skills. The only way to change this would be to
increase both the number of total points as well as the cost for Attributes.
Initial tests of that did not work well at all, however, so the "80 point
rule" was used instead, and when the Director takes a close involvement
with the players, it works out well enough.
Live-Action Rules
Just-now-brainstormed Live Action Rules for the Unisystem
Bear with me here, I haven't really done anything more than
thought about this than the initial brainstorming, like I said. None of this is
tested or even looked at thoroughly. Lemme know what you think, by all means,
I'll be using it tonight.
Task Resolution: All tests are resolved by a series of
rock-paper-scissors games between players or the game master. Those unfamiliar
with the game are advised to visit preschools. Whoever wins the game wins the
test (i.e. hits their opponent, saves against the poison, notices that the used
car salesman is lying). Everyone gets a base of 1 test
for nearly all tasks (except those that the game master rules require special
training or skill). High Attributes and Skills allow for more retests.
Attributes: Range from -2 to 3, with 0 being the human average.
Skills range from 1 to 3. A skill rating of 1 is okay, competent enough. 2 is
good, solid work, someone with experience. 3
translates as a master of the art.
Life Points are determined by adding Strength and Constitution (if
the total lower than 1, raise to 1) and multiplying the result by 5. Endurance
Points are 3 times to total of Strength, Constitution
and Willpower (again, if their total is less than 1, raise to 1). Essence is
the sum of all of the Attributes (any Attribute below 1 counts
as 1 when adding for Essence).
The character's Attribute + Skill is the
number of retests (minimum of 0) that they may call on any test. That is to
say, a character with Sword 3 and Dexterity 1 can call for up to 4 retests on
one task, hoping for success or additional success each time.
Degree of Success is determined through retests. A skilled
character can retest to either change a failed roll or to increase their level
of success. Each game of RPS "won" after the first increases their
degree of success by 1. The more successes, the better the task is
accomplished.
Damage is multiplied by the number of successes on the attack roll
minus the number of success on the dodge or parry roll. Damage ratings for most
weapons are small, for example, a knife would be (1+Strength) while a katana
might be (3+Strength) and a shotgun would be (5).
Character Creation: Players have a total of 20 points to spend.
Each Attribute level costs 5 points, Skills cost 1 point. Qualities and
Drawbacks will have to be eyeballed until I get a system for them. Metaphysics
I haven't looked at yet because none of my players will be playing Gifted,
except maybe Inspired.