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Buffy the Vampire Slayer Roleplaying Game Message Boards, and for All the Folks on the RPG.Net Message Boards Who Kept Asking About a Unisystem™ Fantasy Game

Buffy the Vampire Slayer Roleplaying Game Message Boards, and for All the Folks on the RPG.Net Message Boards Who Kept Asking About a Unisystem™ Fantasy Game

Swordplay and Sorcery Using the Unisystem™ in Fantasy Roleplaying

-by-

Jason Vey Writer: Jason Vey

Based upon the Unisystem™ Rules, copyright© 2002 by C.J. Carella, and published under exclusive license by Eden Studios, inc.

Cover: Frank Frazetta (used without permission)

Dedication This one is for the folks on the Eden Studios’ Roleplaying Game Message Boards, and for all the folks on the RPG.net Message boards who kept asking about a Unisystem™ fantasy game.

The rules contained herein are a work of fiction, based upon concepts by too many people to name here, and no similarity to any person, living or dead, is intended. Any such similarity present is entirely coincidental.

This work is copyright © 2003 by Jason Vey. It is in the public domain and permission is granted to freely distribute this work, so long as the entire file remains intact, complete with all pages, cover, and this copyright page, and so long as said distribution is free of charge and not for profit.

Use of these rules requires either the Buffy the Vampire Slayer Core Rulebook, or the upcoming Beyond Human Core Rulebook, both published by Eden Studios, Inc. The Unisystem™ is copyright © and Trademark ™ by C.J. Carella, 2002, and is published under exclusive license by Eden Studios. Limited use of Unisystem trademarks is with kind permission of Eden Studios.

AFMBE is copyright © 2002 by Eden Studios, Inc. C.J. Carella’s Witchcraft is copyright © and Trademark ™ C.J. Carella, 2002, and use of trademarks of these games is without express permission. No copyright infringement is intended.

Buffy the Vampire Slayer is Copyright © 2002 by Twentieth Century Fox™, Inc. and is used here without express permission and for references to the roleplaying game only. No copyright infringement is intended.

Table of Contents

Introduction 2

Qualities and Drawbacks 2

Characters 2 Sorcery 2 Race Qualities 3 Character Type Qualities 5 New Qualities 6

Skills 7

Sorcery 8 Book of Shadows 9 Multiple Casting 9 Witchcraft Metaphysics 9

Chi Focus 10 Chi Focus Abilities 10

Runesmithing 11

Combat, Weapons, and Equipment 12 Martial Arts and the Fighting Monk 12

Beasties, Monsters, and Madness 13 N.P.C. Monster Templates 13

however, Directors should keep in mind that while White Hat Introduction characters are somewhat balanced with Hero characters due to Welcome to “beta” version 1.0 of the Unisystem™ “Lite” fantasy their higher amount of Drama Points (and lower purchase cost for rules. This project came into being several months ago when I additional Drama Points), Experienced Hero characters are far started noticing a great many people debating the possibilities of above and beyond both Hero and White Hat characters and will using the rules set presented in the Buffy the Vampire Slayer often overshadow the other two character types. Roleplaying Game for running a high fantasy-style campaign. After awhile, I noticed that while everyone was up on trading ideas, nobody put together a detailed and cohesive conversion set. So I Qualities and Drawbacks started to do just that. The following are new Qualities and Drawbacks appropriate to a Fantasy game setting. While some Qualities like As I was writing, I started to really get into a “zone,” as it were, “Robot” are obviously inappropriate, most Qualities and and to really enjoy what was coming out. Being the nosy writer Drawbacks in the Core Rulebooks are available to Cast that I am, I approached Eden about expanding the set in an official Members, at the discretion of the Director. Note that when dealing capacity. Alex was enthusiastic, but ultimately negative for a with nonhuman races that live for centuries, the Age Quality variety of understandable reasons. That’s not to say you won’t takes on a whole new meaning and will be accessible to some ever see a fantasy Unisystem™ game, just that now may not be the players. The “Military” Commando Quality should be changed to exact right time. In any case, Alex encouraged me to go ahead “Templar,” and is related to a secret and monastic order of knights and post what I had online, and that brings us up to date. I think trained to battle the supernatural in the names of the Gods of these rules provide a very viable alternative to that “other fantasy Light. The “Jock” Quality should be re-named “Natural Athlete,” RPG” that is dominating the market these days, if more of a pulp but is otherwise unaltered. Likewise, the “Nerd” Quality becomes feel than a high fantasy one. In any case, the following guidelines “Scholar,” and “Photographic Memory” is renamed “Total Recall.” are designed to allow players to utilize the Unisystem™ Lite rules in a “high fantasy” or “sword and sorcery” context. I hope you enjoy Sorcery using them as much as I’ve enjoyed writing them. I do plan to The Sorcery Quality is altered in a few important ways in a expand into a fully detailed setting very soon, so please keep fantasy setting. First, the cost of the Quality is lowered from five checking back for more, and feel free to e-mail me with your points per level to three points per level (to level five; see comments! below). The reasons for this are several. First, in a Fantasy setting, the Sorcery Quality does not provide the power of Characters Telekinesis; Telekinesis is a separate, 3 point per level, Quality. Creating characters is fairly standard. Use of races other than Also, spell casting in a Fantasy setting does not use the Occultism human beings will be covered later on in this section, but does not skill, as there is no Occultism Skill. Casting a spell in a fantasy deviate from standard character creation methodology. game uses only the Willpower + Sorcery of the spell caster; thus, Nonhuman races are covered using the Qualities and Drawbacks casting more powerful spells requires a higher Sorcery skill. section of character creation, with each race representing a Lastly, improving the Sorcery Quality after character creation Quality that may be purchased by the Cast Member. The races in gets more expensive; the cost of improving Sorcery is 3 points turn provide a subset of “special abilities” exclusive to players who per level, up to level five. Each level after level five is purchased possess that quality. exactly as though it were a skill, at double the cost of the next level, so very powerful sorcerers are rare. Last but not least, in a Which template the Director wishes to use for character fantasy game, only those with the Sorcery Quality can attempt to creation is entirely up to him or her, and depends upon the nature cast magical spells and rituals; normal men and women have no of the setting. Higher powered, “epic” settings should probably knowledge of how to manipulate magical energies and have utilize the Experienced Hero template, while more mundane absolutely no ability to do so as a result. settings in which the characters are to grow into their powers should use the Hero template. Use of the White Hat template isn’t Characters with Sorcery begin the game with a repertoire of recommended, as most fantasy games tend to be high combat, magic spells at their disposal. These spells can be created by the and White Hat characters aren’t as survivable in such scenarios. Director, using her favorite fantasy game and/or imagination, in Some Directors may decide to make all templates available to conjunction with the Spell Creation Rules on page 144 of the players, and allow the Cast to choose which template their Core Rulebook, or by the player working with the Director, using characters will play. This can work, with the right group; these same rules. Players may begin the game with a group of spells whose total power level does not exceed twice her 2

Sorcery levels. So a character with a Sorcery of 3 may have up to years or more. Dwarves generally dislike magic—at least, the 6 power levels worth of spells, whether it is one spell at power kind of magic that comes in spells and sorcery. They are adept at level 6, or six spells, each of which has a power level of 1. As the their own form of magic, which they call runic magic, which is game goes on, characters can learn new spells as they come responsible for the creation of legendary weapons and armor. upon them, or research and create spells of their own design with Dwarves and Elves have an antipathy for one another, largely proper resources. There is no limit once the game begins to how born of misunderstanding. Dwarves love to craft stone and forge many or how powerful the spells are in a character’s repertoire, metals. They are earthbound artisans who dislike the open sky but pay close attention to the magic system in Chapter 4 of the and the wind in the trees. They are hard workers whose sense of Core Rulebook, which lists guidelines for casting too much magic humor is dry if present at all. They like their ale and meat and at one time. Also keep in mind that it’s far more difficult to cast potatoes and are renowned brewers. The Dwarf Quality grants higher powered spells, and there should be some severe penalties the following abilities: for miscasting spells (nasty effects which are by and large left to • Access to the Runesmith Quality (only Dwarves and the Director’s discretion). Gnomes may take this Quality) • +2 levels in Strength and Constitution. Dwarves may Race Qualities advance Strength, Willpower, and Constitution scores The “default” race for a fantasy campaign is Human, that is, to 8. all players are assumed to be human beings upon character • 2 free levels of Hard to Kill (and can buy up to 8 levels creation. It should be stated that Humans in a fantasy setting are total). inherently a hardier breed than modern day men and women; all • Natural Toughness. human characters begin play with 2 levels of Hard to Kill at no • Dwarven characters suffer from any two of the cost, and the human limit for attributes is 7, rather than 6, and following drawbacks (Player’s choice) but gain no human beings cannot raise a physical attribute above seven, with points for the drawbacks: Honorable (minimal), Mental certain notable exceptions such as Paladins (see the Paladin Problems (Cruelty, Mild), Humorless, Covetous Quality, below). If a player wishes to be a race other than human, (Greedy, Mild). she must purchase a Quality in that particular race. Generally • -1 to social rolls relating to interaction with any non- speaking, Race Qualities are 9 or 10 points each and grant a dwarven peoples. This penalty is increased to –2 when specific set of abilities, bonuses, and Drawbacks to a player dealing with Elves. specific to that race. Nonhuman characters still have a limit of 6 in • Dwarves can see twice as far as human beings in dim most attributes; however, each has 2 or 3 attributes that can be light (torchlight or less). pushed to 8. Some players may point out that the cost of playing • 1 free level in a Craft skill of the player’s choice. nonhumans is somewhat prohibitive and leads to less variety and • One free level of Resistance: Magic. However, diversity among characters within those races. There’s some Dwarves may not purchase levels in Sorcery, Psychic validity to this statement; then again, there’s also a very good Visions, Chi Focus, or Telekinesis Qualities. reason why humanity has risen to become the dominant species in • Underground Direction Sense: when underground, most fantasy settings. Regardless, the seemingly prohibitive cost Dwarves may intuit their approximate depth below the for the races is somewhat equivalent to what it would cost to surface and the direction they are traveling simply by create a human character with similar abilities, and is in fact a bit concentrating for one Turn. In addition, by making a less expensive…a bargain, if you will, to gain these abilities successful Perception + Notice roll, a Dwarf can always through becoming nonhuman. It should also be noted that since find his way to a place underground that he has been these “demi-human” races do not get points to spend for the before, without the need for a map. Drawbacks packaged with the race, these “pre-packaged” Drawbacks also do not count against the 10-point maximum for Race: Elf (10 point Quality) Drawbacks. Elves are a long-lived race of humanoids marked by sharp, angular features, almond-shaped eyes, and large, pointed ears. Race: Dwarf (9 point Quality) Hair and eye color runs the same range as human beings, but Dwarves are a short, hardy, subterranean folk marked by Elves tend to be far more striking and ethereal in appearance their broad shoulders and long beards. Dwarven eyes tend than normal humans. They also tend to be somewhat taller, towards a steel gray or sky blue, and their hair and beards is averaging 6 to 6 ½ feet (2 to 2.25 m) in height. Elves can live generally either red, brown, gray, or white. They stand around for up to a thousand years or longer if not killed. There are no four to five feet (1.25 to 1.75m) tall and live up to five hundred historical records of elves dying of old age; some say that once 3 an elf reaches a certain age, they receive a mystical calling to • Gnomes may not purchase or gain levels in Chi Focus journey to a land beyond the reaches of those who are not of • Underground Direction Sense or 1 free level in Elvish blood. Elves tend to be a very haughty and self-important Wilderness and Animal Skills (Player’s choice; some people, believing that they have the wisdom and favor of the ages Gnomes are forest dwellers, while others are mountain behind them. They have a natural affinity for nature and animals, dwellers). and are adept with magic. Being an elf imparts the following • Gnomes automatically start the game with either the abilities: Clown Drawback or the Covetous (Greedy, Mild) • 1 free level of Sorcery Drawback; however, the character gains no points for • 1 free level in the Wilderness and Animal skills these Drawbacks. • +1 level in Dexterity and +1 in either Perception or Willpower (player’s choice). The elf can improve Race: Halfling (10 point Quality) Dexterity, Perception, and Willpower to a maximum of Halflings are a short race of dexterous, lovable, nomadic 8. thieves and rogues. They are community oriented and love to • -1 level of Constitution and –1 level of Strength. travel in groups. They talk a great deal and love to tell stories; • Elves suffer a –1 to any social or Influence roll involving unfortunately, it’s often difficult to discern the tales they spin from interaction with nonelven peoples. This penalty their facts! Halflings live for approximately 100 years and stand 3 increases to –2 when Dwarves are involved. to 4 feet in height. They tend towards dark eyes and hair, and • Mental Problems: Superiority Complex (Mild). Elves do their nomadic lifestyle gives them a tanned complexion. They not gain points for this Drawback. resemble children upon first glance, and some play upon that • Acute Senses (Eyesight and Hearing) misidentification in their con games. Dwarves tend to • One free level of Attractiveness begrudgingly get on very well with Halflings; despite the fact that • Situational Awareness a Dwarf will complain incessantly about his Halfling companion, • Elves are automatically skilled in Archery, and need not a sort of elder brother/younger brother type bond tends to form spend Weapon Points on that skill. between Dwarves and Halfings that none can explain, but which is too common to deny. Some legends claim that long ago Halflings and Dwarves were the same race, but that a great Race: Gnome (9 point Quality) mystical cataclysm split the race into two halves; the halflings Another underground people, Gnomes are not as haughty as represent the humor and lust for life that Dwarves have lost, and elves nor as gruff as dwarves. They are both miners and so the two complement and complete one another. The Halfling magicians, and some say they represent the best of both worlds. Quality grants the following traits and abilities: Indeed, at a height of 3 to 4 feet (1 to 1.25m) and sporting long • 2 free ranks in the Rogue Skill white beards and pointed ears, they resemble a strange cross • 1 free rank in the Dodge Skill due to their small size between Elves and Dwarves. Gnomes are on good terms, • +1 to Perception, Dexterity, and Willpower. Halflings generally speaking, with both Elves and Dwarves, and often act can increase these attributes to a maximum of 8. as diplomats for the two races’ interactions with one another. • Nerves of Steel. Halflings are almost impossible to However, Gnomes are notorious pranksters and often become so frighten. enamored of gadgets and curious of unusual situations that they • Jack-of-all-trades. Halflings gain an additional 1 point can get their companions into a great deal of trouble. The Gnome per level of Intelligence to put into skills. Quality grants the following special features: • Fast Reaction Time or Situational Awareness Quality • +1 to Constitution and +1 to Perception. Gnomes also gain (player’s choice) a +1 to one other attribute of choice. They can increase • Psychic Visions or Good Luck (1 point) Quality Constitution and Perception to 8. (Player’s choice) • Low Light Vision: Gnomes can see twice as far as • Halflings gain the Clown Drawback or the Emotional humans in areas of low light (torchlight or lower). Problems: Cruel (Mild) Drawback (Player’s choice), • 1 free rank in Dodge, due to their small size but get no points for it. • 1 free rank in a Craft Skill of choice • Halflings gain either the Reckless or Showoff Drawback • 1 free rank in the Notice Skill (Player’s Choice) but gain no points for it. • one free level of Hard to Kill • Access to either Sorcery or Runesmith Qualities (but not both; must choose one) 4

Character Type Qualities who they once were, but fully now aware of their powers and The following list is a selection of new Qualities for use in a purpose in life. Whatever their reason, Paladins journey the world Fantasy campaign using the Unisystem™ Lite rules. They function looking for evil to destroy and innocents to protect. Paladins gain in the same way as standard Qualities, but universally revolve the following benefits: around a special “character type,” such as a warrior monk, • +2 to Strength, Dexterity, Constitution, and Willpower. paladin, etc. Characters are by no means required to take one of Paladins can raise any attribute to a maximum of 10. these Qualities; they simply represent “package deals” for specific • Fast Reaction Time, Nerves of Steel, and three levels of character types (like that “Military” Commando Quality, or the Hard to Kill (and can buy up to 10 levels total). Quality for that “Chosen One” we all know so well in the Core • +1 free level of Melee Weapons and Martial Arts Rulebook). Normal magic users, fighters, thieves, etc. can be • Regenerate one Life Point per Constitution Level, every created without these Qualities. hour. Paladins are also immune to natural diseases. • Sense Vampires, Demons, Ghosts, and other Holy Order of Light Priest (5 point Quality) supernatural creatures within 100 feet by concentrating The Holy Order of Light is a society of priests who study the for one Turn and making a Perception roll supernatural evils that plague the world, learn their names and • Psychic Visions Quality how to best combat them. They are the religious leaders and • Paladins automatically gain the Adversary (Demons wandering clerics of the world, and are associated with the and Vampires) Drawback worth five points, and a 3- Templars, as the scholarly arm of these warriors of Light. Often, point Obligation Drawback. They are also restricted by individual members of this Order seek out the Paladins of the a 2-point Honorable Drawback. world in order to serve at their side, helping to wipe out the evils • Paladins cannot take the Natural Athlete Quality, the that spread across the world like an unholy fire, threatening to Sorcery Quality, the Holy Order of Light Monk Quality, engulf everyone in its dark flame. Priests of the Holy Order of Light or the Templar Quality. gain the following benefits: • +1 level to any one Physical Attribute (attribute levels not Swashbuckler (8 point Quality) to exceed racial maximums) The Swashbuckler is the classic renegade hero in black; the • 1 free level in the Melee Weapons skill, 2 free levels in masked man who battles his opponents with rapier in hand and a the Knowledge: Religion skill, and 2 free levels in the tongue as sharp as his blade. Swashbucklers abhor armor, Demonology skill believing it to be the tool of cowards who rely on heavy • 1 free level of Sorcery weapons because they lack the dexterity to wield anything • 3 point Obligation to track down and destroy requiring finesse. In the Swashbuckler’s line of work, armor gets supernatural evil. The Priest gains no points for this in the way. He doesn’t need two-handed swords or plate mail to drawback. be effective in battle; his speed and wit are his greatest weapons. • 4 point Adversary: Demons and Vampires. The Priest This Quality provides the following package of good stuff: gains no points for this drawback. • +2 to all attack rolls with a rapier or knife • Priests of the Holy Order of Light cannot be Paladins • Jack of All Trades (2 point version) for free • Fast Reaction Time at no cost Paladin (15 point Quality) • +1 to Dexterity and Perception Paladins are paragons of nobility and examples of the purest • Good Luck (2 point version) at no cost warriors of Light. They stand against the forces of darkness and • Taunt—this character can use jibes and insults against evil, and make it their life’s mission to stamp out supernatural an opponent. With a resisted willpower + influence manifestations of darkness wherever they can be found. These are task, the Swashbuckler can inflict a penalty on all of his men and women with a spark of divinity in them, a quiet fire that opponent’s rolls the next turn. This penalty is equal to burns in their breast from birth and erupts into full power sometime the Swashbuckler’s success levels, modified by his during their adolescence. Nobody knows why some are Chosen opponent’s success levels. So if the Swashbuckler to become Paladins and others are not; indeed, the Revelation is gains 3 success levels and his opponent gains only different for each Paladin. Some claim to have a vision of a shining one, the opponent suffers a –2 (3-1=2) penalty on all being of light who reveals their true power and purpose. Others rolls the following turn, due to being flustered and are approached by a strange monastic order that journeys the angry. world looking for those with the potential to battle evil and • Nerves of Steel at no cost darkness. Still others simply wake up one day with no memory of • Danger Sense, at no cost 5

• Gains the following Drawbacks, but gains no points in Chi Focus comes in. Chi Focus takes the place of Chi Mastery exchange: Clown, Reckless, Showoff. rolls and Essence in those two sourcebooks, respectively. It • Cannot purchase levels in Sorcery, Chi Focus, or works in exactly the same way as spell casting; the character Telekinesis rolls Willpower + Chi Focus against the Power Level of the Chi • Cannot wear any armor other than cloth or soft leather. Ability he whishes to evoke. If the number of successes of the roll is equal to or greater than the ability’s power level, the use is Warrior Monk (5 point Quality) successful. Determining power level is relatively easy; the Warrior Monks are men and women who have spent years, Essence cost of the power in question determines power level. even decades, secluded in a monastery, perfecting their bodies Powers with Variable Essence costs have a Power Level equal and minds in an effort to achieve a higher state of being: to the base Essence cost, modified by each success level above immortality, Nirvana, enlightenment, or some other such ideal. the cost. For instance, if a power costs 2 Essence per additional These men and women have learned the greatest truth: that the defense action granted, the power level of the ability is 2. Each body and mind must be one for true mastery to be achieved. additional success level of the roll beyond the 2 required to Characters with this quality have learned all they can at their activate the power grants an additional defense action. So if the monastery, and now search the world for the final steps in their player rolls his Chi Focus + Willpower and the result is 15 (4 quest for enlightenment. The balance has been overturned and success levels), he gains one additional defense action for evil sweeps across the world. Only restoring the balance can achieving the power level (2), and one for each success level allow the Monk to complete his Cycle in the Wheel of Dharma. beyond that (2 more) for a total of 3 extra defense actions! This Quality provides the following goodies: • +1 to any two physical attributes (can raise all attributes A character with Chi Focus can possess Chi abilities whose to a maximum of 8) power levels total twice his levels in Chi Focus. Frex: if the • +3 free levels of Martial Arts character has a Chi Focus of 3, he may possess up to 6 power • + 1 free level of Demonology levels in Chi Abilities. This means he can have 3 abilities, each with a Power Level of 2, 6 abilities with a power level of 1 each, 1 • Fast Reaction Time, Situational Awareness, or Natural ability with a power level of 6, or any other combination thereof. Toughness (choose one)

• 1 free level of the Chi Focus Quality • Obligation (Major): achieve enlightenment. The Danger Sense (2 point Quality) Warrior Monk gains no points for this drawback. You’ve always had a way of knowing when things were about to go wrong. Ever since you were little, right before the • Honorable (Serious): The Monk gains no points for this awful is about to happen, your Sixth Sense tingles, telling you to drawback. get out of the way. On the other hand, sometimes it just alerts you to a surprise around the corner. Real bummer when your friends New Qualities try and throw you a surprise party. This Quality alerts you to The following are new “standard” Qualities and Drawbacks potential danger within the next sixty seconds. You cannot be for use in a fantasy game. surprised under any circumstances, and you always gain an initiative check, even in ambush situations. Ambidextrous (3 point Quality) Ambidextrous characters are neither right-handed, nor left- Endurance (2 point Quality) handed. They can use either hand with equal proficiency, and can You’ve got an iron constitution. You’re a fighter, inside and often coordinate two separate tasks with each hand. This gives out, and it’s pretty tough to put you down for good. You’ve been them a natural advantage in combat situations. An ambidextrous through injuries that would’ve destroyed a lesser person, and character gains one extra action at no penalty each Turn. come through it all the stronger. You’ve cheated death more than once. This Quality grants a +2 to all Survival Checks. It cannot Chi Focus (3 point per level Quality) be purchased more than once. Chi Focus allows a character to focus his or her life energy to achieve astounding mystical results. This Quality isn’t very useful Iron Will (2 point Quality) unless the Director owns either the Mystery Codex, for Eden’s C.J. You’re headstrong and determined. When you put your Carella’s Witchcraft® Role Playing Game, or Enter: The Zombie for mind to it, you can accomplish anything, and nobody tells you the All Flesh Must Be Eaten© Role Playing Game. These games do what to do. It’s difficult for others to utilize magic and psychic not make use of the Lite version of the Unisystem™; this is where domination on you as a result. You gain a +2 bonus to all resisted

6

tasks involving willpower. This Quality may only be purchased It is, obviously, necessary to redefine the skill set for a one time. fantasy game. Certain skills, such as Computer, have no use whatsoever in a swords and sorcery game, and other skills, such Hypnosis (5 point per level Quality) as Occultism, are too broad and general for a world that is This ability functions exactly as the vampiric power on page encompassed by magical creatures, demons, devils, faeries, 165 of the Buffy the Vampire Slayer Core Rulebook. angels, and other such creatures. New skills are detailed below, and those renamed for “flavor” are listed. Other skills from the Jack-of-all-Trades (2 or 4 point Quality) BtVS core book are not listed in an effort to minimize the amount Some people just pick up new things easily. They have a of Eden material reproduced online. If you wish to obtain a full list knack for learning new skills and seem to catch on to whatever of possible skills, I would encourage you to purchase either the new ability is being demonstrated much faster than everyone else. Buffy the Vampire Slayer Roleplaying Game(available now), or This Quality represents that knack through extra skill points. The the Beyond Human Roleplaying Game (available in mid 2003). 2-point version of this Quality allows a character 1 extra point per As always, use common sense when determining which skills are level of Intelligence to put into skills. The 4-point version grants an and are not appropriate to a fantasy setting. extra 2 points per level of intelligence. This Quality must be purchased at character creation and cannot be purchased more Complementary Skills than once. These rules introduce the concept of “Complementary Skills,” or skills that can be used to enhance other skills. A Magical Adept (3-point Quality) character uses a complimentary skill whenever she needs to give Some people just have more of a knack for magic than others. a “boost” to another skill use. The success levels in the They have a sort of natural understanding and comprehension of complimentary skill task are then added to the main skill roll. the way mystical energies work and flow through their bodies. When a character needs to make a poultice to draw poison from You’re like that; you always have been. With this Quality, you a wound, for example, she makes an Intelligence + First Aid test gain a +2 to all Sorcery checks. This Quality must be purchased at to see if she is successful. However, let’s say the character also character creation and can only be taken once. has skill in Herbalism. This is certainly a skill that would come in useful for such a situation as this. Rather than decide which of the Runesmith (3 point per level Quality) two skills are better, the player first makes an Intelligence + Runesmithing is the magic of the Dwarves and Gnomes. It is Herbalism test. The success levels of this test are then added to their exclusive domain and is rarely if ever taught to outsiders. her First Aid roll as a bonus. Under the various skills, you will These artistic folk are adept at creating weapons and armor of find suggestions for complementary uses of several. However, exceptional magical power. Doing so is time consuming and this is by no means an exhaustive list of possibilities and your taxing on the smith in question; it is not often an ability that is of Chronicler will certainly come up with other possibilities as the great immediate use; however, characters with levels in game progresses. Runesmithing begin play with permanent magical items that have a total power level equal to their levels in Runesmithing. These New Skill List items do not affect levels in Runesmithing as do later created items; Alchemy (New) they are considered to be “inherited,” from a family member, Animals (New) guildmaster, or other source. Magic items and the use of Archery (New) Runesmithing in the game are covered later on. Craft (New) Demonology (New) Telekinesis (3 point per level Quality) First Aid (Renamed from Doctor) Telekinesis is, quite simply, the ability to move objects using Herbalism (New) only the power of one’s mind. This ability works identically to the Martial Arts (re-named from Kung Fu) Telekinesis power described on page 143 of the Core Rulebook, Melee Weapons (re-named from Getting Medieval) but does not come pre-packaged with the Sorcery Quality. Rolls Riding (New) for Telekinesis use Willpower + Telekinesis, not Willpower + Rogue (Renamed from Crime) Sorcery. Wilderness (New)

Skills New Skill Descriptions Alchemy 7

The alchemy skill determines aptitude with mixing chemicals, Demonology acids, poisons, etc. Alchemy can be used to identify unknown Demonology is the knowledge of the legions of the liquids and substances, their nature (herbal, man-made, etc.) and Netherworlds, the types of creatures that serve Ahriman and his purpose (healing, poison, explosive, etc.) It can also be used to evil Asuras. This skill provides knowledge in regards to cults, mix compounds, medicines, acids, and poisons, given the proper strengths, weaknesses, histories, and any other pertinent ingredients. It does not provide the ability to identify plant life; information the Chronicler deems the character might have merely to use plants in the proper fashion insofar as making access to. This skill replaces Occultism in the standard rules, and compounds, poisons, medicines, etc. go. may function as complementary to some Sorcery checks, at the Chronicler’s discretion. Animals The Animals skill covers all aspects of animal knowledge and Herbalism lore. It concerns identifying species, tracks, and signs; it also Herbalism is the knowledge of plants and their practical uses covers training, handling, calming, and otherwise dealing directly in medicines, poultices, and even some alchemical purposes. This with both domestic and wild animals, diagnosing injury and illness skill is useful in both concocting treatments for illnesses, potion in animal species (though Alchemy and/or First Aid is needed to making, and finding food when caught in the wilderness. It is a treat such injuries and illnesses). Directors should choose an complementary skill for Alchemy, First Aid, and Wilderness. Note appropriate attribute + skill combination, depending upon the that while this skill provides the necessary knowledge to mix the circumstance. For example, identifying a creature would require correct herbs to create poultices and medicines, the First Aid skill an Intelligence + Animals check, while calming an agitated beast is necessary for effectively administering the treatment. And would require a Willpower + Animals check. This skill may be while Herbalism provides knowledge of the possible uses of used as a Complimentary skill with Riding. certain plants in magical potions, it doesn’t provide the knowledge of how to properly mix and compound the ingredients Archery (Type) to produce a final product. Effective doctors and midwives have This is skill with ranged weapons. Cast Members should both Herbalism and First Aid; effective Alchemists have both choose the type of distance weapon they are proficient with: Short Alchemy and Herbalism. or Recurve Bow, Long Bow, Heavy Crossbow, or Light Crossbow. This skill also covers thrown weapons and sling-style Riding weapons, so Thrown and Sling are also valid choices for the Riding is, quite simply, skill in riding a horse. Note that most Archery skill. It is generally used with the Dexterity attribute in characters in a fantasy setting have rudimentary knowledge in combat; the skill does not require repair and construction of how to ride a horse for transportation. This skill comes into play weapons; this is covered under the Craft skill. when trying to maneuver the animal under pressured situations, stay on and calm a spooked horse, engage in mounted combat, Craft (Type) or other similar stressful situations. It replaces (obviously) the At first glance, it would seem that Craft and Art are one and Drive skill in the core rules. the same; while they are similar, they are not the same skill. Crafts are hands-on types of skills that have more of a practical use. In Wilderness general, if an art form provides a service of some sort, it counts as This skill is possessed by those who are adept in survival in a craft. Thus, the Craft skill covers such things as brewing beer, the wild and unexplored areas of the world. It provides weapon smith, armor smith, blacksmith, bowyer/fletcher, etc, rudimentary knowledge in finding food and water, skills in while the Art skill covers painting, drawing, creative writing, hunting and trapping game, and tracking both animals and sculpting, and other skills of that sort. Given this fact, it would seem people through wooded, forested, desert, or other wilderness that Craft skills are similar to Mr. Fix It; this is true, but the Mr. Fix It areas. Most that live in the Wilderness possess both this skill and skill provides knowledge in quick patches, and repair work. It Herbalism, which provides knowledge in identifying plants that functions more as a “field armorer” type of ability, performing quick are useful in a myriad ways. patches to damaged armor, or fixing a nicked wagon wheel. It doesn’t provide skill in forging, creation, or sturdy and long-term repair work. Craft and Mr. Fix It are complementary skills. Sorcery Sorcery is used in the same way as in the Core Rules, save that all Sorcery Tests are performed using only Sorcery and Willpower; there is no Occult skill. In some situations, dependent

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upon the individual spell, the Chronicler may opt to allow Demonology or appropriate Knowledge skills as complementary Multiple Casting Penalties to the task, using the rules for complementary skills, above. Multiple Casting penalties are somewhat altered in a Fantasy game, where magic is supposed to be more prevalent and powerful. Wizards in fantasy worlds are accustomed to The Book of Shadows channeling magical energies through their bodies, and directing All Sorcerers must maintain a Book of Shadows, a grimoire of them to a specific end; they are not quite as frail in this sense as the spells they know and use. When not adventuring, Sorcerers are people in a modern era game. In a Fantasy game, spell must spend a bare minimum of three hours per day studying their casters do not suffer multiple casting penalties for fatigue as in the Book of Shadows to keep their mind fresh and feed the mystical Core Rulebook; rather, a caster may throw a number of spells writings with psychic energy focused through the study of the equal to the average of her Constitution score and Sorcery levels arcane formulae in the book. Consistent failure to study the Book (rounded down) before multiple casting penalties begin to of Shadows means the sorcerer begins to forget spells; they accrue. This average is the character’s Casting Threshold, and actually fade from the book and disappear. Highest level spells should be recorded somewhere on the character sheet. Once the require the most attention, and these are the first to disappear from caster’s Casting Threshold is exceeded, she begins to accrue the book. Each day that the sorcerer fails to study her book, she multiple casting penalties exactly as described in the Core must make a Willpower + Sorcery test against the highest level Rulebook and must meditate or sleep for a period equal to 8 spell in her book, or lose that spell. Re-obtaining a lost spell is hours, minus the character’s Constitution score, before these standard, as described below. penalties disappear.

Sorcerers begin play with a number of spells whose power Witchcraft Metaphysics levels total twice their Sorcery levels, as described under the The Witchcraft RPG provides a great starting point for spell Quality. Spells should be created, adapted, and/or designed by selections for your characters, and the beauty of it all is that the the Chronicler and Player using the Spell Creation rules in any conversion rules at the back of the BtVS Core Rulebook already Unisystem™ Lite Core Rulebook. New spells are gained through provide a system for determining power levels for the spells, so the expenditure of experience points; the player must spend that your mage character already has a nice starting repertoire of experience equal to half the power level of the new spell she spells available. Alternately, you may decide to use the following wishes to obtain, rounded up, and then succeed at a “test casting” rules for converting the Buffy sorcery system to the use of (standard Sorcery + Willpower test vs. the Spell’s Power Level) of Witchcraft-style metaphysics. the spell in order to be able to use the new spell in her book. Failure means that while she’s got the spell in her book, she can’t Sorcery and Metaphysics cast it just yet. She may attempt once per Chronicle (Episode) to Any Buffy the Vampire Slayer® character who purchases at least learn the spell via test casting, but cannot use the spell until she 3 levels in the Sorcery quality is considered Gifted (does not succeeds at the test casting. Once she successfully tests the spell, need to purchase the Gift Quality) and may if they wish use their she may use it without restriction. Note that limitations on Quick starting Drama points to buy Invocations, Necromancy, or The Casting still apply as in the base rules; some spells are simply Sight metaphysics, but may not combine the various arts. The made to be cast via ritual. process works as follows: 10 Drama points are converted into 30 Metaphysics points for White Hat characters, and 7 Drama Points Example: Genevieve the sorcerer comes upon a new spell and are converted into 20 Metaphysics points for Hero characters. wishes to add it to her Book of Shadows. The spell is Fireball, and has a This has the effect of making White Hat sorcerers the equivalent Power Level of 5. First, Genevieve must spend 3 experience points to of Gifted characters, and Hero sorcerers the rough equivalent of obtain the spell (half of five, rounded up, is 3). Now that she has Lesser Gifted characters. After character creation is finished, expended the experience, she must attempt to learn the spell through a Drama points can no longer be used to purchase Metaphysics; “test casting.” She makes a standard check as though casting the spell, future Metaphysics must be obtained in the standard manner, but trying to achieve five success levels on her roll (whew! She might want to the Buffy® sorcerer must always remain in their field of focus. spend a Drama Point on this one!) If she succeeds, she has now learned Spells in the BtVS Core Rulebook are considered Incantations and Fireball and may use it without restriction. If she fails, she does not lose the work as per the “Essence Point Assignment Table” chart in the spell; rather, it is in her Book of Shadows but she just lacks the talent to appendix of the book on page 234. For spells with a power level utilize it quite yet. She may attempt another test casting next Episode, and greater than 6, the Essence Point assignment is determined by once per Episode thereafter, until she learns to successfully cast the spell. squaring the power level of the spell. So a spell with a power 9 level of 7 would cost 49 Essence to cast. Power level 8 would Chi Focus Abilities cost 64 Essence, and so on. Alternately, Sorcerers can decide to Chi Focus represents the “mind over matter” ability of martial use the standard Buffy system for spellcasting, with no artists. You’ve seen the old Kung-Fu Theater flicks where Bruce modifications. In this case, to find power levels for spells, simply Lee gets the crap beat out of him by seven guys, then focuses his reverse the process for determining Essence costs. Any beginning internal energy (usually shown on film by a close-up of his spells must still be purchased with Drama Points; otherwise, the steely-eyed gaze) and launches into a flurry of impossible character knows no spells at the beginning of the game and must movements, wasting all of them. That’s Chi Focus at work. In learn them in game as standard for the Buffy rules. game, Chi Focus can be used in any of three ways: Attack, Defense, and Self Healing. Any character with at least one level Sorcerers recover lost essence at a rate equal to their Sorcery of Chi Focus can attempt to use any of the three abilities at any level per minute. Sorcerers do not need to worry about Essence time she so chooses. Systems for using these abilities follow; Channeling and can channel as much Essence at once as they every use of the Chi Focus skill requires one action of like, but can still die from Essence loss. In addition, Sorcerers must concentration, and only one of the three powers can be used at make a Willpower + Sorcery test to use more than one spell in a any given time. What this means is that a character may not use round, and each additional spell attempted incurs a cumulative -2 Chi Attack and Chi Defense in the same round, but must choose to the test. Worse, if the Sorcerer fails her test, the Essence is still one of the two. The same applies for Chi Healing; if the character spent, and she suffers an Essence backlash that forces her to make uses Chi Healing, she may not use Chi Attack or Chi Defense a Survival Test with a penalty equal to the current Sorcery test until the Healing is complete. penalty. Failure means the Sorcerer falls unconscious for 1 hour per spell cast that round. Channeling that much Essence at once is Chi Attack highly dangerous and taxing. A character uses Chi Attack to make himself (or herself)

more potent in an offensive manner when it comes to combat Cassandra has just cast a spell and wishes to cast another. She Example: situations. If successful, the character can either make a single makes a Sorcery and Willpower test at a -2 penalty and gets an 11 (minus attack far more potent, or add several more attacks in a round, at 2, which is 9). She succeeds. She wishes to cast a third spell. Now the his discretion. To use the ability, a character makes a Chi Focus + penalty is -4. This time, sadly, she only rolls a 12. 12-4=8, so she fails. She Willpower roll. He may do one of three things: make a number of must now make a Survival Test at a -4 penalty (equal to her last Sorcery extra attacks equal to half his success levels (rounded up) at no test penalty). If she fails, she will fall unconscious for 3 hours (3 spells penalty, add his success levels as a bonus to his next attack roll, attempted in one round). or may add the success levels of the Chi Focus roll to the success levels of his next attack for the purposes of determining damage. Starting Essence for these characters is determined as standard, Chi Attack can only be used with bare-handed or close combat and the character gains Increased Essence Pool for free at a level weapons. It does not apply to ranged weapons. equal to half her Sorcery level. She may purchase more levels of Increased Essence Pool at the standard cost. Chi Defense

Chi Defense adds to the potential of a character to defend Chi Focus herself in combat. It works in a very similar manner to the Chi Earlier, in the description of the Chi Focus Quality, you Attack, but for defenses rather than attacks. The character may probably noticed the assertion that it isn’t really that useful without take an additional defense action equal to half her success levels certain sourcebooks for other Eden games. While I can’t in the Chi Focus + Willpower test (rounded up) at no penalty, or recommend these sourcebooks enough (both of them are fantastic add the success levels of her Chi Focus test to the total of her next material for any fantasy-type game), it’s unrealistic to just expect defense roll. Finally, she may opt to add the success levels of the everyone to up and run out to buy them for the sake of these free Chi Focus test to her Armor Value for one round per level of rules. I know that much (wink, wink). So, let’s work out a way to Willpower she possesses. However, if the character opts to boost make it useful without access to those other (great) sourcebooks. her Armor Value, she may not use Chi Focus in any other manner However, if you do own the Mystery Codex, or Enter: the Zombie and so long as her Armor Value remains augmented. opt to use the Chi abilities from one or both of those games, it is recommended that you do not allow characters with Chi Focus Chi Healing access to the abilities below, in the interest of overbalancing Chi Healing represents the capacity to instantly knit wounds martial arts characters within the game. and injury. By succeeding at a difficult Chi Focus + Willpower test, the character instantly heals wounds equal to her 10

Constitution level, multiplied by her success levels in the roll. So a reduced by 1 level permanently, and can never again buy character with a Constitution of 3 who makes a Chi Healing roll another level in the Quality. Had he gained four to six success and gets 3 success levels instantly heals 9 Life points (3X3 is 9). levels, he’d have a more powerful weapon, but would lose two The process is not instantaneous, however, and takes 1 hour per to his Runesmithing. This happens with each weapon or suit of attempt. arms the character crafts, so eventually he becomes drained of Earth Magic. A character who gains more than three successes Runesmithing on his roll may opt to take only three successes for weapon Runesmithing is the magic of the Dwarves and Gnomes, and creation by sacrificing only 1 level of Runesmithing, rather than the they guard the secret with their lives. Dwarves especially will not requisite amount for all successes. reveal the secrets of Runesmithing, for they cannot practice standard Sorcery, and legend has it that their souls are made of If a character ever fails a Runesmithing Test, or his levels in stone and will not allow the focusing of their chi energy. They the Quality ever reach zero, he is drained of Earth Magic and can have, however, learned of the secret power inherent in the stones never again imbue another item with mystical power. of the earth, and within their own bodies, which they can use through their secret runic alphabet and language. Thus, Example: Joe the Dwarf creates a Runic battle axe, and gains six sometimes, when a Dwarf or Gnome crafts a truly exceptional successes on his Runesmithing Roll. However, he decides he can’t afford weapon or suit of arms that he pours all of his heart into, he can to sacrifice that many levels in the Quality, so he opts to devote only 1 inscribe upon it a sigil that traps within it a tiny piece of his own life level of Runesmithing to the creation. His sacrifice still provides him three essence, which imbues the weapon with great power. The successes with which to build his weapon, but he can now never again greatest magical weapons and armor in the world are created by increase his Runesmithing levels. Eventually, he will run out, and will no Dwarves and Gnomes. Unfortunately, these weapons are rare longer be able to craft magical items. and precious, as each Dwarf and Gnome will create perhaps one

weapon, or perhaps two, and one coat of arms, throughout his life. Once the sacrifice has been made, the weapon is complete. Certainly it is possible to create more, but to do so is a threat to his The character has now only to assign magical properties to it. very existence. The base property for any weapon is a bonus to hit and to base

damage. For each success level on the Runesmithing test, the To create a magic weapon or suit of armor, the character weapon gains a +1 bonus to hit and to its base damage. In the must first forge the item to be enchanted; he cannot simply enchant case of suits of arms, every success level increases the Armor any item he so pleases. Further, the Craft: Weaponsmith or Craft: Value of the suit by 1. The character can “exchange” bonuses for Armorsmith test to create the weapon requires at least four success special abilities, a few of which are listed below. Note that once levels to achieve a high enough quality weapon to enchant. Once success levels are used to purchase special powers, they no the weapon has been fashioned to a high enough quality, the longer grant bonuses to hit and damage. character may be gin the process of enchanting it. It should also be noted that only hand to hand combat weapons may be Example: Joe the Dwarf creates a weapon and gains four enchanted via the Runesmithing skill. Ranged weapons are not the successes on his Runesmithing test. By default, he now has a weapon domain of Dwarves and Gnomes, and thus cannot be made that is +4 to hit and damage in combat. However, he decides he wants to magical in this fashion. Legends tell of ancient Elven bows, cloaks, be able to shoot lightning from it 3 times a day. The cost for lightning is 1 and rings that have strange, magical properties, but if they exist, success level per daily blast, as shown below. So if Joe buys 3 shots of few are alive who have seen them, and fewer still who can claim lightning per day, he has a weapon that deals an extra +1 damage and to possess the secrets of their creation. The art is considered lost. has a +1 to hit, and can fire lightning bolts at his opponents 3 times per

day. Enchanting the weapon requires a successful Willpower +

Runesmithing roll. If successful, the character has managed to instill an enchantment into the weapon. In order to make the Thunder Weapon: this ability can only be applied to enchantment stick, however, the character must devote part of his bashing weapons, such as hammers, maces, and the like. Once own life essence to the process. What this means in game is that per round, when the weapon strikes, it releases a deafening the character permanently loses 1 level of Runesmithing, and may thunderclap and deals double normal damage. This ability never again purchase new levels in the Quality, for every three requires sacrificing 2 success levels worth of bonuses. success levels on his Runesmithing test. So a Dwarf who has crafted one rune weapon and gained anywhere from 1 to 3 Energy Blast: Once per day, per success level of bonus successes on his Runesmithing Test, now sees his Runesmithing sacrificed, the item can emit a blast of fire or electricity. The 11 wielder must roll to hit his opponent with a Dexterity (doubled) or approximately the same damage. When looked at in this sense, Dexterity + Archery test, and if successful, the burst deals damage the Buffy tables work just fine. In the end, it’s entirely up to you. equal to the Wielder’s Willpower per success level. When deciding on damage for weapons, you’ll notice that Buffy uses a “flat damage” system, while Witchcraft uses a die roll for Defender: If a weapon, this item generates an invisible, damage, but provides stats for flat damage if you so desire. magical energy field around its wielder, enhancing his Armor Which system you use is entirely up to you. Some people prefer Value by 2 for every success level in bonuses sacrificed to the the greater range of possibility from die rolls for damage, while creation. If a suit of arms, each success level sacrificed to creation others (myself included) enjoy the faster-paced combat that grants the ability to make one extra defense action at no penalty, results from a flat-damage system. each round. Optionally, you may decide to remove damage type Vorpal: This ability can only be applied to bladed weapons modifiers from your weapons in a fantasy campaign. This would and costs 4 success levels. The weapon gains an extra +2 bonus have the effect of making characters far more survivable in a when making decapitation attacks, and inflicts damage X6 on setting where combat is likely to be the order of the day. If you such attacks, rather than X5. do, however, remove damage type modifiers, it’s recommended that you leave the multipliers for special attacks such as Through Increased Damage: This ability can be added to any the Heart and Decapitation, as these “special maneuvers” are weapon or coat of arms. For a weapon, the ability costs 3 success designed to kill instantly. But on that subject, how does one deal levels, and automatically adds 3 success levels to the base with attacks like this in a fantasy style game, where a successful damage of every strike the weapon makes. For a suit of armor, the decapitation can kill the Big Bad in one shot, effectively ruining ability costs 5 success levels, and adds 2 success levels worth of the climax of an adventure? This is a very difficult situation to damage to any weapon wielded while wearing the suit. resolve. You could require special training for the use of decapitation maneuvers, making characters purchase a Quality of some sort to represent their ability to perform a decapitation, or Coat of the Rogue: This ability can only be applied to a coat rule that certain types of armor add additional protection against of arms. It costs 4 success levels and has the effect of making the decapitation and/or Through the Heart maneuvers. Certainly, it’s armor weightless, noiseless, and grants a chameleon-like quality far more difficult to stab someone in the chest if they’re wearing to blend in with one’s background. This has the effect of adding +3 plate armor, or to decapitate someone wearing an iron neck to any Rogue skill test to move quietly or avoid detection. brace, or even a chain mail one (though in the latter case,

breaking the neck is certainly possible). Or you could just go Assassin’s Blade: This ability may only be applied to a knife, with the flow and see how it works out. The ability to decapitate short sword, or rapier. It costs 4 success levels. The weapon gains might not be such an unbalancing factor when dealing with a Big an extra +2 bonus when making Through the Heart attacks, and Bad whose combat abilities allow him to parry or dodge such increases the damage multiplier for such attacks by 1. This ability obvious tactics. can also be applied to blades made of fine ash or ebony; these weapons are quite rare and are known as Stakes of Vampire Slaying, and when used against vampires, they inflict double Martial Arts and Monks damage on a Through the Heart maneuver even if the vampire There comes a time in every fantasy campaign when doesn’t dust from the staking. characters must fight hand-to-hand, and a system for this is required. The basic system in the BtVS Core Rulebook works just fine for most characters; however, in a fantasy campaign we’ve Combat, Weapons and introduced the concept of Fighting Monks, who are a cut above Equipment the rest. Some Chroniclers may decide they want a wider range Weapons and Equipment in many fantasy games tend to be of options for Fighting Monks than those listed in the Core Rulebook. varied and many. Therefore, it is suggested that the tables from If so, I would recommend (yet again) the Enter the Zombie Witchcraft or All Flesh Must Be Eaten be used for selection of sourcebook for All Flesh Must Be Eaten. This book provides an weapons and equipment for your characters, as these provide a alternative martial arts system that is still completely compatible much broader selection of weapons, rather than the general with any characters using the core BtVS system, but opens up a selections available in Buffy. However, there is something to be broader range of possibilities for hand to hand action. If you own said for the idea that the difference between a longsword and a or can get your hands on this book, I’d allow Fighting Monks scimitar is semantics, in the end, and both should deal (and only Fighting Monks) to take martial arts from it, and 12

perhaps balance it by restricting their weapon selection to martial arts specific weapons, such as nunchaku, sai, tonfa, bo staves, Beasties, Monsters, and etc. These weapons, by-the-by, are also covered in the Enter the Madness Zombie sourcebook. The BtVS Core Rulebook already provides everything you need to create monsters to populate your game, and presumably the upcoming Monster Smackdown will be a great addition onto these rules. Keeping that in mind, I’ve included below just a few “Quick Sheet” monster templates to get you started.

N.P.C. Monster Quick Sheets

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example, create rain. For this, she would need the Appendix: Errata Elemental Control: Water Invocation. The following changes should be made to the Casting spells using Invocations is standard. The text, for smoothness of play. As they say on Eden’s mage rolls a Willpower + Sorcery test against the website, even with the best of intentions, and no power level of the effect she wishes to create. For matter how much criticism and playtesting you have, effects listed in the WitchCraft core rulebook, the some things just slip through the cracks. Here are the power level is equal to the Essence Cost of the ability fixes. in question. For effects not listed, which the Sorcerer creates “on the fly,” the Director is referred to the rules Page 11: Hypnosis should be a 4 point per level in either the Core Rulebook or the Magic Box Quality, not 5. sourcebook to determine Power Level. All power Page 13: The rules for using Witchcraft-style levels should receive a -1 to their Power Level due to Metaphysics in a fantasy game are badly worded, the limited range of ability wielded by the sorcerer and a bit cumbersome in their execution. They should through Invocations, but the power level of any given be replaced with the following: spell must be at least 1 (no spells with negative power levels). Using Witchcraft Invocations It is possible to use both the standard Sorcery The standard method of spell casting presented in method of spellcasting, in which sorcerers have the Core Rulebook works just fine, and can even allow specific spell effects they can create, as presented for Sorcerers who possess enough power (I’d earlier in these rules, and the WitchCraft invocation recommend a minimum of 7 levels of Sorcery) to rules for spellcasting. The two systems, if used as create spells on the fly, making up mystical effects as presented in these rules, are not at all incompatible they go along. Using Invocations from C.J. Carella’s and could indeed represent two different schools of WitchCraft in a Cinematic Unisystem™ game is a spellcasting in your world. In this case, magi using the viable and wonderful substitution, however, that adds spell and “book of shadows” method are called its own flavor to a game unlike any other fantasy Sorcerers, while those using the Invocations from game out there. WitchCraft has now been released as WitchCraft are called Invokers. In this case, it is a free download at : recommended that Sorcerers cannot create spells “On the fly,” no matter how many levels of Sorcery they http://edenstudios.net/witchcraft/ possess. Such flexibility, limited by spheres of power, This makes for a ready and convenient method is reserved for Invokers. Sorcerers must rely upon the of play. It can be accomplished using the following formulae written in their Book of Shadows to cast rules. specific spells, and will often spend a great deal of time questing for more spells to add to their book. Each Invocation is a single 3-point Quality, and combines with Sorcery levels to represent one “area Other WitchCraft Metaphysics of control” that the Sorcerer has. These areas of control (Invocations) act as limiting factors on the Detailed Rules for using other metaphysics from type of power that the Wizard, Witch, or Warlock WitchCraft can be found in the Magic Box sourcebook. possesses; she cannot create magical effects outside Rules for using WitchCraft-style vampyres and Chi of her sphere of control. Thus, a sorceress with the Abilities from the AFMBE sourcebook Enter: the Zombie Elemental Control: Fire Invocation cannot, for can be found at http://buffy.grey-elf.com/.

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