| Qualities and Drawbacks |
| Custom Content for the Unisystem Buffy and Angel RPGs |
| Many of these are altered from their original forms, where they were found on the internet, and some were created by myself to fill in gaps left by the Unisystem series. (I have the Buffy Core Rulebook, Slayer's Handbook, Monster Smackdown and Angel Core Rulebook.) |
| A powerful demon or supernatural entity owes the character a favor, which can be called upon at any time. From Cory's Buffy RPG Site |
| Demonic Favor (2-pt Quality) |
| The character has a particular maneuver they like and use often, and it shows. They gain +1 to all rolls with that combat maneuver. This quality can be gained several times, each time applying to a different maneuver. From Stephen McIlvenna's Buffy the Vampire Slayer RPG Series |
| Favorite Move (2-pt Quality) |
| The character is known for tinkering with things -- the more tech-savvy geek. They gain +1 to Perception and Intelligence and a +2 to the Mr. Fix-It skill. When presented with a new technological gadget, they must make a Willpower (doubled) roll to keep from looking at and/or tinkering with the inner workings of the gadget with penalties of -1 to -5 to the roll (depending on the relevance to the character's particular area of obsession). From Morgan's BtVS RPG Page |
| Gearhead (3-pt Quality) |
| Altered from original: In addition to changes within the quality, I have lowered the cost because I feel the 5-pt per level Sorcery quality allows for a wider range of ability (allowing a Sorcerer to use their points in a Necromancy skill), while Necromancy only allows the Necromancer to use their points in Necromancy related spells. Using Necromancy requires Willpower and Occultism and Necromancy levels. It can be used to replace Sorcery in checks and rolls for spells and rituals that affect death, the undead or ghosts. Level 1 (Animation) = With an animal sacrifice, a recently dead corpse can be raised from the grave as a zombie and made to speak. The age of the dead to be raised is limited to one decade per Success Level, plus a decade for the size of the sacrifice (a single chicken being worth nothing, a goat being worth one decade and a human worth one century) and plus one decade per level of Necromancy. The soul does not return to the corpse, but it does retain the memories of its host. If the head is destroyed, the zombie is essentially mindless. An offering of the caster's blood is required to bind the zombie to the necromancer to maintain true control. The zombie cannot lie to the necromancer. If a zombie goes rogue, any necromancer can attempt to wrest control with a contested Willpower (doubled) roll. Level 3 (Improved Animation) = The necromancer can still use the level one ability, but can now apply it to multiple zombies raised and controlled simultaneously. Instead of raising older zombies, the Success Levels can be used to indicate how many dead within a lesser age bracket can be raised. Level 5 (Bind/Banish Ghost) = This level allows the necromancer to engage in a battle of wills with the spirit of a dead person, to either make the ghost do their bidding or lay them to rest. Level 6 (Control Lesser Undead) = Now, the necromancer may control lesser intelligent undead (such as ghouls and revenants) and command them and/or control their bodies as if they were puppets on a string. Level 8 (Control Greater Undead) = A dangerous level, making the necromancer now a target for vampires and their kind [adding the Adversary drawback at level 2 (Vampires)]. The necromancer can control vampires, mummies and liches as if they were zombies. They also now have the power to destroy a vampire's heart, instantly killing them, with a simple Necromancy check (Success Levels equal the penalty to the vampire's Survival Test to avoiding instant dusting; if the vampire survives, they are dazed, but otherwise unharmed). Level 9 (Heal the Dead) = This level allows the necromancer to temporarily rejuvenate the corpse of a zombie into a "fresher" state or heal a vampire of lethal damage [Necromancy check, restoring Life Points equal to 2x the caster's Willpower per Success Level]. Level 10 (Transfer Spirit) = Now, the necromancer can transfer the soul of one living being into an intact, unspoiled corpse and restore that body to life. Levels 11 and up (Uncharted Territory) = Necromancers of this power level have been rumored to have existed, but their is little not no proof. Some ideas for their powers are: the ability to resurrect the dead in their original body or the ability to restore a vampire to human life. The abilities of such necromancers are left to the DM and his/her imagination. From Walking In Shadow |
| Necromancy (3-pt per level Quality) |
| The character's mentor (Watcher, teacher, master, sire, etc.) is famous and well-respected. This quality adds a +2 to all applicable Influence rolls. From Cory's Buffy RPG Site |
| Prestigious Mentor (1-pt Quality) |
| These qualities/drawbacks were created by myself, based on the Werewolf quality/drawback in the Unisystem Buffy Core Rulebook. Links to their respective pages (featuring info about the breed as well as game statistics) follow. Werebear Werecoyote Werehyena Werejaguar Werelion Weretiger |
| Were-animals (Qualities or Drawbacks) |
| The character owes a powerful demon or supernatural entity something as payment for something else (could be used to allow the character to have an Attribute over the human limit, to raise Resources by four points or to grant a human a Supernatural Ability he could not have possessed, otherwise). Adds a 1-pt Secret (Dark Pact). From Cory's Buffy RPG Site (altered slightly) |
| Dark Pact (3-pt Drawback) |
| The character has a sexual kink others who do not share the interest would find disturbing. Each level gives the character a -level to all social interactions with people aware of their tastes who do not share them, and a +level to all social interactions with people who are aware and do share them. 1-pt = Mild (examples: light bondage play, spanking) 2-pts = Moderate (examples: heavy domination, bloodplay) 3-pts = Extreme (examples: sever S&M, bestiality) From Walking In Shadow |
| Fetish (variable Drawback) |
| This character has no parents and no close relatives that they know of. There are no records of their parents, and they probably went through foster care (resulting in emotional scars, if not physical ones). From Cory's Buffy RPG Site (altered) |
| Orphan (2-pt Drawback) |
| This quality represents the Post-First Evil apocalyptic battle and Sunnydale's destruction Watcher Council, re-created by Buffy and Giles. Their training is now more rigorous and includes more physical training than before. They are encouraged to be more than a mentor to their Slayer, acting as an assistant rather than the usual behind-the-desk support. The character gains +1 to any two mental attributes and +1 to any two physical attributes, as well as the Occult Library quality at level 1 and 1 level of Contacts (Watchers Council). They gain +2 Getting Medieval, +2 Occultism and +1 Kung Fu. Their drawbacks are: Adversary 1 (Vamps & Demons) and Obligation 2 (their Slayer & Watchers Council). From Natalie the Vampire Slayer (altered slightly) |
| Neo-Watcher (8-pt Quality) |