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QUALITIES

Combined Qualities
Artist (2-point Quality)

Your character's an artist, someone unusually talented and creative. Artists get +1 to
any two mental Attributes; +1 to the Art skill; and -1 to all rolls for controlling emotions.

Cop/Ex-Cop (5-point or 4-point Quality)

All cops get +1 to any one physical Attribute; +1 to the Crime, Driving, and Gun Fu
skills. A working beat cop also gets 2 points of legal authority, balanced by one-point
Obligation (Important) to the force. A detective or other higher-up should also take the
Contacts Quality and the Rank Quality.

Criminal (2-point Quality)

Criminals get +1 to any one Attribute, and +1 to Crime and one other skill related to
their criminal career. However, they have poor impulse control, and must make a
Willpower (doubled) roll whenever the opportunity to make a fast buck presents itself.

Ex-Watcher (5-point Quality)

Ex-Watchers get +1 to any one physical Attribute, and +2 to the Getting Medieval
skill. They also get +2 to any monster research rolls.

Initiative Commando (4-point Quality)

A military or para-military commando gets +1 to any two physical Attributes; either


the Fast Reaction Time or Situational Awareness Quality; Hard to Kill +4; and the
Obligation (Total) Drawback worth 3 points.

Jock (3-point Quality)

Jocks get +1 to any two physical Attributes, and +2 to the Sports skill. However, they
get -1 to all intellectual rolls

Nerd (3-point Quality)

Nerds get +1 to two mental Attributes, and +2 to the Computers, Knowledge, or


Science skill. However, they get -1 to all social rolls.
Nosy Reporter (5-point Quality)

Reporters get +1 to Intelligence and Perception; and +1 to the Notice skill and one
other skill. They also get 2 points of the Contacts Quality. However, they have an
insatiable curiousity, and must make a Willpower (doubled) roll to resist it.

Occult Investigator (4-point Quality)

Occult Investigators get +1 to two mental Attributes; +2 to the Occultism skill. Like
reporters, they have an insatiable curiosity but specifically about the supernatural. They
must make a Willpower (doubled) roll to resist learning something supernatural.

Robot (4-point Quality)

Robots along the lines of Ted or April get +4 Strength, +1 Dextery, and +2
Constitution. However, they cannot heal naturally. A person with Science 3 or higher can
fix the robot -- each success in a Science + Intelligence roll restore 1 Life Point per
Constitution level per hour.

Slayer (16-point Quality)

Slayers get +3 Strength, Dexterity, and Constitution; as well as +2 Willpower. They


automatically get the Qualities Fast Reaction Time, Nerves of Steel; and Hard to Kill +5.
They have +1 to the Getting Medieval and Kung Fu skills. They also fast healing;
vampire detection; 5pt Adversary; 3pt Obligation

Slayer-In-Training (4-point Quality)

Though these aren't likely to exist after Willow's spell, they would have +1 to any two
physical Attributes; and +2 to the Acrobatics, Kung Fu, Getting Medieval, and Occultism
skills. They also have a 1-point Adversary Drawback (the First and other evils) and a 1-
point Obligation (Watcher's council).

Totem Warrior (12-point Quality)

These are Native Americans imbued with the power of animal spirits of their
ancestors. They may add +8 divided among Attributes (fitting their totem animal). They
also have one Acute Sense and the Fast Reaction Time and Hard to Kill +3 Qualities.
They have +1 to the Kung Fu skill. But they have a 3-point Adversary Drawback (the
Wendigos), and they have a -1 penalty to Willpower rolls to resist their basest impulses.

Vampire (12-point Quality)

Vampire PCs have +3 Strength; and +2 Dexterity and Constitution. They have the
Hard to Kill +1 Quality. They also use the special damage rules for vampires.
Werewolf (controlled) (12-point Quality)

In animal form: +4 Str; +2 Dex and Con; Acute Sense (Smell); claws/bite

Standard Qualities
Acute Sense (2-points/level Quality)

This gives +3 bonus to any Perception-related roll using that sense.

Attractiveness (1-point/level Quality)

This gives +1 bonus per level to any activity (usually Influence Skill rolls) where
persuading people is a factor.

Contacts (1-point/level Quality)

You should pick a sphere of influence for your contacts: Criminal, Financial,
Governmental, Supernatural. Contacts that provide only rumors cost 1 point. Contacts
that convey reliable information cost 2 points. Actual allies who help the character in any
way can cost 3 to 5 points, depending on the contacts resources.

Empathy (2-point Quality)

With a Perception + Notice roll, your character can tell what someone is feeling.

Enchanted or Superscience Item (2-points/level Quality)

Your character has a wondrous item, which is rated by power level similar to spells
(see pp. 90-97 in The Magic Box).

Enchanter/Superscientist (5-points/level Quality)

Your character can create wondrous items, which are rated by power level similar to
spells (see pp. 90-97 in The Magic Box).

Fast Reaction Time (2-point Quality)

This gives a +5 bonus to initiative, and a +1 bonus on Willpower tests resisting fear.

Good Luck (1-point/level Quality)


Each level of Good Luck allows the character to, once per session, re-roll a roll.
Further, after the second roll he may decide to retroactively spend a Drama Point to boost
it. Normally Drama Points must be declared before the roll.

Hard to Kill (1-point/level Quality)

Each level adds +1 bonus to Survival Tests, and add 3 Life Points to your character's
pool.

Invisible (10-point Quality)

The character is permanently invisible. Even in close combat, any attacks against her
require a Perception + Notice roll, and have a -4 penalty.

Iron Mind (3-point Quality)

Your character is immune to all forms of Telepathy and some Supernatural Senses
(GM's discretion), as well as all spells or powers that seek to read or control her thoughts
or emotions.

Magic Family/Group (Variable Quality)

Your character has relatives and/or similar-minded magicians who support her.

Natural Toughness (2-point Quality)

The character has four points of Armor Value against blunt attacks only.

Nerves of Steel (3-point Quality)

Immune to fear except when confronted with the strangest supernatural


manifestations, and even then gains a +4 bonus to his Willpower rolls.

Occult Library (1-point to 5-point Quality)

Immune to fear except when confronted with the strangest supernatural


manifestations, and even then gains a +4 bonus to his Willpower rolls.

Photographic Memory (2-point Quality)

The character can memorize long passages or documents without difficulty, and gains
+1 on any skill roll where memorizing facts is useful.

Psychic Visions (1-point Quality)


The character gains visions at GM's discretion, or by spending a Drama Point for the
plot twist.

Psychometry (4-point Quality)

The character may sense the history of an object by rolling Perception + Notice, which
may range from feeling emotions for the past day (1 Success) to visions within the past
year (4 successes) or more.

Rank (1-point/level Quality)

Your character has priviledges in the army, police, or other organization. This ranges
from 1 (Sergeant or Agent) to 4 (Captain or Bureau Chief) or more.

Resistance (1-point/level Quality)

Choose a type: paranormal, pain, poison/disease, or demonic powers. Each level adds
+2 to rolls to resist that effect.

Resourceful (3-points/level Quality)

The character has notable access to useful stuff. Note that any character can buy
normal stuff and may even have a car or house. However, they will not have no guns or
special gadgets, and do not use their money on adventures such as bribes. A non-
resourceful character may be relatively wealthy, in which case (1) their money is tied up
in investments, (2) they lack saavy to use your money on adventures, and/or (3) they are
unwilling to spend it.

Resourceful: 3 point Quality


You have things like a stash full of medieval weapons, a secret room or office,
and other special gear. You can bribe people with money or perhaps
favors/connections (+3 to Influence under appropriate circumstances). With effort
and possibly an Int + appropriate skill roll, you can do things like get legal but
hard-to-find equipment, an untraceable car perhaps, and other mundane resources.
With a drama point this could do more. This would probably be Xander's level.
Someone who is really rich (millionaire or close) should always have at least this
level.
Very Resourceful: 6 point Quality
You may have a safe hideout and multiple caches of weapons, possibly with
military-grade stuff for yourself (only) -- such as armor, taser, or night-vision
goggles. With effort and a skill roll, you can get specialized equipment like tracer
dart, explosives, and such. You have +6 to Influence under appropriate
circumstances (bribe, call in favors, etc.). This would be Riley's level.
Super Resourceful: 9 point Quality
You have a base of operations and minions. Of course, this doesn't go as far as
one might hope or expect on Buffy, but it's certainly handy. This would be
Warren's or Maggie Walsh's level.

Situational Awareness (2-point Quality)

This gives a +2 bonus to sense danger in your character's immediate surroundings.

Sorcery (5-points/level Quality)

This is inner magical power, which adds directly to spellcasting rolls and telekinesis
rolls.

Spirit Medium (2-point Quality)

Your character can see (and talk to) dead people.

Telekinesis (3-points/level Quality)

Roll Willpower+Telekinesis to move things with your mind. The strength is equal to
the success levels.

Telepathy (5-point Quality)

Your character can speak into the minds of anyone she knows well, as long as she can
see them or knows where they are. She can communicate simultaneously with a number
of people equal to her Willpower. If she touches someone or looks into their eyes, she can
listen in on what the person is thinking, resisted by a Willpower (doubled) roll.

The Sight (3-point Quality)

Your character can see magic and traces of supernatural power.

DRAWBACKS
Addiction (Variable Drawback)

Varies from habitual drinking or smoking (1 point) to heavy use of heroin (6 points).

Adversary (Variable Drawback)


Ranges from a normal person (1 point); new vampire or gang of thugs (2 points); a
Green Beret, veteran vampire, or local police (3 points); city police (4 points); CIA (5
points). The Season Five main cast have adversaries as follows: Oz (1 point), Dawn (2
points), Willow/Xander/Tara/Spike (3 points each), Riley (4 points), Giles (5 points),
Angel (7 points), Buffy (8 points).

Bad Luck (1-point/level Drawback)

Any time you roll a "10", you roll another die. If it is less than or equal to your Bad
Luck, a mishap occurs through no fault of your own. The player then announces this, and
the exact result is GM-determined. It should be significantly worse than failure, affecting
the scene as a whole.

Clown (1-point Drawback)

A role-playing disadvantage where people have trouble taking you seriously. It has no
direct mechanical effects.

Covetous (1-point to 3-point Drawback)

At 1 point, a role-playing disadvantage with no mechanics. At 2 points, requires


Willpower (doubled) rolls at -1 to -3. The character may steal credit from a friend. At 3
points, requires Willpower (doubled) rolls at -1 to -5. For enough reward, the character
may turn on friends or even loved ones.

Demon Tutor (2-point Drawback)

Dependent (2-point to 3-point Drawback)

One dependent (like Joyce or Dawn) is 2 points. Multiple dependents are 3 points.

Emotional Problems (1-point to 3-point Drawback)

One of: Depression (1 or 2 points), Emotional Dependency (1 point), Fear of


Commitment (1 point), Fear of Rejection (1 point).

Honorable (1-point to 3-point Drawback)

Humorless (1-point Drawback)

A role-playing disadvantage with no direct mechanical effects.


Impaired Sense (2-points/level Drawback)

Gives -2 per level to all Perception rolls.

Love (2-point or 4-point Drawback)

At 2 points, a serious attachment, which may require Willpower (doubled) roll at -3 at


critical points. For 4 points, this is "Tragic Love" but the love is fated to end badly.

Magic Magnet (2-point Drawback)

Magic Family/Group (Variable Drawback)

Mental Problems (1-point to 3-point Drawback)

Minority (1-point Drawback)

A role-playing disadvantage to represent negative bias that often is carried against


minorities. It has no direct mechanical affect.

Misfit (2-point Drawback)

Dorks, squibs, freaks, geeks, wads, etc. The character has a -2 penalty to all Influence
tasks.

Obligation (Variable Drawback)

Obsession (2-point Drawback)

Paranoid (2-point Drawback)

Physical Disability (Variable Drawback)

Reckless (2-point Drawback)

Recurring Nightmares (1-point Drawback)

Secret (Variable Drawback)


Showoff (2-point Drawback)

Talentless (2-point Drawback)

Teenager (2-point Drawback)

Unresourceful (2-point Drawback)

Werewolf (Uncontrolled) (3-point Drawback)

Zealot (3-point Drawback)

John H. Kim <jhkim-at-darkshire-dot-net>


Last modified: Fri Jan 28 00:28:09 2005

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