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Production Details

This section contains revisions or interpretations of the Unisystem rules presented in the BtVS RPG Core Rulebook. New Qualities, Drawbacks, Combat Manoeuvers, etc are also listed.


Qualities and Drawbacks

Quick Thinking: (3 point quality) The character gains extra actions per turn based on their Intelligence rather than their Dexterity. The same multiple-action penalties and other rules apply.
Favourite Move: (2 point quality) The character gains a +1 bonus to one Combat Manoeuvre. This Quality can be gained several times, but no more than twice for any one manoeuvre.
Divine Faith: (5 point / level quality) Witches and others have the supernatural power to make changes in the world through an act of will and call this magic. Priests and others ask The Powers That Be to make changes in the world through prayer and call this miracles. To outsiders one can look much like the other. Those praying for miracles frequently make use of ritual, recitals in ancient languages, placement of certain icons or relics, etc (whether such dressing is to appease the PTB, to focus the thoughts of the petitioner, or as a demonstration to onlookers is an unanswered question). The chief difference for Directors to bear in mind is that miracles are granted solely at the discression of the PTB - they will only act in a manner and time that suits them. Characters may pray for intervention by a Willpower + Influence roll plus their Divine Faith levels, comparing Success Levels to the spell's Power Level. Multiple prayers are penalised as with spell casting. Instead of Telekinesis, those with Divine Faith can call on the PTB to Hold back demons and undead by making a d10 roll and adding Willpower and Divine Faith levels. If the evil creature fails to resist with a Willpower (doubled) roll (or Brains score) then they may not touch or approach the priest. Only one creature is targeted and the roll must be repeated each turn with cumulative -2 penalties. A Quick Prayer can call for certain aid almost instantly without the need for preparatory ritual or ceremony.
Dragon Blood: (8 point quality) For centuries the Tibetan monks of the Order of the Dragons have sought to promote goodness in the world and hold back the forces of darkness. In ages past their Order was protected by ten great Dragon Spirits. These Spirits gifted their essence to certain monks, with the power being passed to their children. A character with this Quality is a descendant of one of these monks. The character gains +1 to any two physical Attributes and +1 to Willpower (to a maximum of six in any Attribute); they also gain Situational Awareness, a level of Sorcery and the Minority and Obligation (Important, to the monkhood) Drawbacks.
Science Lab: (Variable quality) A range of apparatus and chemicals can make more practical use of the Science skill. This Quality can support CSI-style evidence examination or Q-Department gadgetry. A Minimal lab (1 point) gains basic items available from a high street chemist or hardware store. A Good lab (2 points) is as well equipped as some High School labs. An Impressive lab (3 points) would contain expensive equipment and chemicals normally only available to research institutes and gives +1 to Science research rolls. An Amazing lab (5 points) would put MIT or the Batcave to shame and gives +2 to Science rolls. The better equipped labs may also require decent levels of Resources and a better than average Science skill.

Fight Choreography

Each turn a character may move (up to [Dex+Con] x5 yards), attack once and defend once. A character’s main attack action, the use of Heroic Feat Drama Points and any Full Offence / Full Defence options, must be declared at the intentions phase. The intention of defence actions (and Heroic Feats spent on defence actions) may be declared as needed based on provocation from attackers. The intention of any additional attack actions (from high Dexterity, Drama Points, etc) will be declared and resolved during the turn as appropriate based on the outcome of previous actions.

Initiative will normally be choreographed by the Director based on the Cast Members’ intentions and the current set-up of the scene (generally following the guidelines of mental acts, ranged attacks, movements, melee attacks). Where intentions clash, an initiative roll will choreograph the actions for that turn. Every character will be given a chance to make their one normal attack action before any character may make additional attack actions (from high Dexterity, Drama Points, etc).

Since any additional attack or defence actions may use different manoeuvres or target different opponents, a separate die roll will be required for each action. Should an attack action fail then no further attack actions may be taken that turn.

Miscellaneous actions (such as standing up, drawing a weapon, reloading a crossbow, etc) do not normally require a roll or impose a multiple-action penalty. Such actions will normally be choreographed to take place at the end of the turn. If a character needs such actions to take place sooner (eg. draw a weapon to attack with it that turn, stand up quickly following a knockdown) then they must use an attack action if one is available (and possibly require a roll).

Fight Styles

During creation a new Cast Member should chose their preferred manoeuvres. As a rough guideline they may list Dodge and a number of others equal to their combined levels in Kung Fu and Getting Medieval. A new manoeuvre may be added each time the Cast Member improves one of their combat related skills. Any other manoeuvre may be attempted in play but with a -2 penalty (to encourage faster play and Cast Members with distinct fighting styles). 'Secondary' manoeuvres (eg. Parry, Disarm, Knockout, Decapitation, etc) related to particular weapon or attack will be listed with that main weapon or attack (ie. Parry with a Sword will be listed as a separate manoeuvre to Parry with an Axe).

Combat Manoeuvers

Wing ‘em: This is a shot made to disable or incapacitate an opponent, hopefully without actually killing them. The attack is made with Dex + Gun Fu - 3 (or Combat Score - 3). Damage ignores the Bullet type modifier, but instead the targetted limb takes the crippled Physical Disability (page 45) until tended. Effective against normal humans, but vampires or other nasties ignore the injury.

Back Flip: This is a useful move when facing multiple attacks. It is treated as a Dodge made with Dex + Acrobatics - 2 (or Combat Score - 2), but the Success Levels also act as a penalty to the next attack made against the character that turn.

Roll with it: Instead of avoiding an incoming attack a character can move or position their body to deflect or absorb some of the impact. This defence action is made with Dex + Acrobatics - 3 (or Combat Score - 3). Rather than resisting the attacker (whose attack is effectively resisted by a zero total), the Success Levels of this defence act as Armour to reduce the damage received.

Parry: (page 112) Unsuccessful unarmed attackers will only take damage if parried by a Slash / Stab weapon. Even in this case, they will only take the weapon's Base damage (no adjustment for Type or Successes).

Decapitation: (page 109) If a vampire or beastie somehow remains standing after a decapitation attempt (either because the attack did not reduce them below -10 life points or because they succeeded on a Survival Test), then only apply the pre-x5 damage.

Spell Manipulation

Talented witches (those with the Sorcery Quality) can take a known spell and adjust it for their own needs. The spell must have the same general function, but casting time, ingredients, scope, duration, etc can all be tinkered with. Recalculate the modified Power Level as normal. For each adjusted aspect from the original spell (duration, scope, etc) apply a -1 penalty the first time the modified spell is cast. Any casting mishap should also be exagerated by this same penalty.

Drama Points

Heroes may only ever have a maximum of ten Drama Points and White Hats a maximum of twenty Drama Points. If rewards for an episode would take them beyond these limits then the excess Drama Points can be exchanged for Experience Points. White Hats may exchange one Drama Point for one Experience Point. Heroes may exchange two Drama Points for one Experience Point.

Using Drama Points

Inner Reserve: Once per turn a character may spend a Drama Point to make an additional action (attack or defence). Normal multiple-action penalties apply.

Killing Monsters - Summary

Vampires can be attacked and take damage depending on the damage type. They receive penalties for low life points and require Consciousness Tests to stay conscious below zero life points. An attack from a stake Through the Heart, Crosses or Holy Water which reduces them below zero life points will automatically dust the vamp. Attacks attempting Decapitation, from Fire or from Sunlight require a Survival Test if damage reduces them below -10 life points.

Besides high Ability Scores, Increased Life Points, Armour, etc some critters have Invulnerabilities which make Slaying more complicated. The effects may include ignoring all damage except from certain sources, ignoring Type multipliers (Slash / Stab, Bullet, etc), or simply not dying (continuing to lose life points with no ill effect or possibly remaining above 0 or -10 life points despite further pummelling). It should also be noted that if creatures are unconscious or dying and use an 'I Think I'm Okay' Drama Point, the Director can determine if they receive the benefit immediately (and keep kicking) or stay down for the count (or death).

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