TEXT:  
  1
   
  Introductory Pack 
  And Demo Kit 
   
   
  Introduction 
  Buffy: It's my first day!  I was afraid that I 
  was gonna be behind in all of my classes, that I 
  wouldn't make any friends, that I would have last 
  month's hair!  I didn't think there'd be vampires on 
  campus.  And I don't care. 
  —1.1 Welcome To The Hellmouth 
  Welcome to the Buffy the Vampire Slayer Roleplaying 
  Game demo pack. Within these pages you’ll find 
  everything you need to start your own battle against the 
  forces of darkness. Well, everything but a few friends to 
  share the fight and a ten-sided (D10) die or two. You’ll 
  need to supply those on your own, but given your taste in 
  games, we’re sure you’ll have no problems there. 
  Either you or one of your friends will get the job of 
  actually running the game.  This lucky individual is called 
  the Director, and gets to decide and describe the actions of 
  all Supporting Cast Members and Adversaries.  The 
  Director will need to read the rest of this pack thoroughly.  
  The others get to play the Cast Members, the characters 
  actually participating in the events of the game.  They can 
  read the rules portion of this pack, but should avoid reading 
  the adventure at the end.   
   
  Setting 
  Giles: This world is older than any of you know, 
  and contrary to popular mythology, it did not begin 
  as a paradise.  For untold eons, demons walked the 
  earth; made it their home . . . their hell.  In time 
  they lost their purchase on this reality, and the 
  way was made for the mortal animals.  For Man.  
  What remains of the Old Ones are vestiges: certain 
  magicks, certain creatures. 
  —1.2 The Harvest 
  If you’re a fan of the TV show, you already know this bit. 
  For those of you just joining us, the world of Buffy the 
  Vampire Slayer is very much like our own. With vampires 
  and demons added into the mix, of course. And magic. 
  And a Hellmouth. OK, maybe we should strike the ‘very’ 
  from that description.  
  The default setting for the game is the small, lazy town of 
  Sunnydale, CA, which is located just a few hours from 
  L.A. Lazy, that is, except for the aforementioned Hellmouth, 
  which attracts all manner of supernatural weirdness to the 
  area. Fortunately for the human inhabitants, it has also 
  attracted the Chosen One to fight evil. She is the Slayer, 
  who along with her friends and allies holds back the 
  darkness from the rest of the world. 
   
  Original Cast Members 
  Giles: The good-guys are stalwart and true.  The 
  bad-guys are easily distinguished by their pointy 
  horns or black hats and we always defeat them and 
  save the day.  Nobody ever dies . . . and everybody 
  lives happily ever after. 
  Buffy: Liar. 
  —2.7 Lie To Me 
  
   
  2 
  Included in this demo pack are pre-generated 
  characters based on the cast of the TV show as of the 5th 
  season. We’ll use them to learn the basics of the game, and 
  they will also come in handy for the adventure included at 
  the end of this pack.   
  A typical cast for the game consists of a mixture of 
  Heroes, White Hats and possibly Experienced Heroes. 
  Heroes are the action types, with higher attributes and skills 
  than the norm. White Hats are the normal folks caught up in 
  the bad mojo, with average abilities but determined to 
  make a difference. They start the game with double the 
  amount of Drama Points that Heroes do. Most of the 
  Original Cast listed here are very experienced, blurring 
  the line between types, but that’s to be expected, as 
  they’ve been at this a while. 
  All characters have Attributes—basic physical and 
  mental abilities. In BtVSRPG these are Strength, Dexterity, 
  Constitution, Intelligence, Perception, and Willpower. 
  Human Attributes range from 1 to 6, with 2 being average. 
  Life Points (LPs) represent the amount of damage a 
  character can absorb, and are calculated from their 
  Attributes. When a character’s Life Points are exhausted 
  they are at or near death.  
  Drama Points are the extra edge that allows a character 
  to succeed when it is vital, against overwhelming 
  opposition.  They allow for huge bonuses to actions, and 
  quick recovery from devastating wounds.  Starting Drama 
  Points are based on the character type, but will go up and 
  down throughout an adventure as they are spent and 
  earned by the character’s actions. 
  Qualities and Drawbacks are positive and negative 
  traits that help round out a character. They can modify 
  Attributes, Life Points, and provide special abilities or 
  penalties.  The game effects of the character’s Qualities 
  and Drawbacks are explained under each entry, and 
  bonuses to other Attributes are already applied. 
  Skills are the abilities of the Cast Member. Skill level 1 
  represents an amateur. A 2 or 3 represents general 
  competency. Extreme competence comes with levels 4 or 
  5.  Higher levels are possible, indicating mastery of the 
  skill. There are 18 broadly defined skills in BtVS RPG, 
  allowing a character to be just as proficient in a number of 
  areas as their typical TV counterpart. Where skills may 
  overlap (such as the ability to sneak in the case of the 
  Acrobatics and Crime skills), it is up to the Director to 
  decide which applies in any given situation. The Wild 
  Card skill is a catchall that allows the player to define a 
  narrow-focus skill for character reasons, or to create a 
  new skill not otherwise covered (at the Director’s 
  discretion). 
  Maneuvers are a list of a character’s signature combat 
  moves (punches and kicks, that sort of thing – not 
  screaming like a girl and running). They include the 
  Attribute + Skill Bonus and Base Damages already, so you 
  don’t have to make like a calculator during play. Unless 
  the Notes, which may contain modifiers, say otherwise. 
  The following Original Cast Members are provided to 
  get the group playing as quickly as possible.  The Director 
  should hand them around to the players or have each one 
  select which Cast Member they wish to play.  There are 
  notes for each, describing the starting situations and 
  personalities of each for the included adventure. 
   
  
   
  3
   
      
    
   CHARACTER NAME  Buffy Anne Summers 
     
   CHARACTER TYPE   (Very) Experienced Hero 
   
    
   LIFE POINTS  
   
   
   
  CHARACTER 
  PICTURE/DRAWING 
    
   DRAMA POINTS  
   
   
    
   EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
     ATTRIBUTES 
    
   STRENGTH             8 
   
  INTELLIGENCE   3 
   
  DEXTERITY            9 
   
  PERCEPTION        4 
   
  CONSTITUTION   8 
   
  WILLPOWER        6 
   
   
  ------------------------------------------------------------------------ 
   
     SKILLS 
   
   ACROBATICS               9____          KNOWLEDGE    3____ 
   
  ART                         
        0____          KUNG FU            9____ 
   
  COMPUTERS                  0____          LANGUAGES    0____ 
   
  CRIME                             3____          MR. FIX-IT           1____ 
   
  DOCTOR                          2____          NOTICE               5_____ 
   
  DRIVING                            0____          OCCULTISM    4_____ 
   
  GETTING MEDIEVAL   8____          SCIENCE            1_____ 
   
  GUN FU                            0_____       SPORTS               1____ 
   
  INFLUENCE                     3_____       WILD CARD       0____ 
   
                                                      
                ________   _____ 
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) 
     __________________ 
   
  _________________________       __________________ 
   
  _________________________       __________________ 
   
   
  ------------------------------------------------------------------------ 
   
   SUCCESS LEVELS TABLE 
  9-10 
  1 SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
   
   
  QUALITIES 
  Attractiveness +3 (+3 on all Social Tasks) 
  Fast Reaction Time (+1 on Fear Tests; +5 to Initiative) 
  Hard to Kill 9 (+27 Life Points; +9 on Survival Tests) 
  Nerves of Steel (+4 on Fright Checks; only necessary under very 
  unusual circumstances) 
  Psychic Visions (sees future in visions or dreams, when the Director 
  wants) 
  Slayer (adds bonuses to Attributes, Qualities and Drawbacks already 
  figured, heals 8 Life Points per hour) 
   
  --------------------------------------------------------------------- 
   
  DRAWBACKS 
  Adversary (Lots) 8 (occupational hazard; Slayers attract enemies) 
  Honorable 2 (always keeps word and will not betray trust of others, 
  once accepted) 
  Love (Tragic) (develops romantic relationships that end badly; -3 
  Willpower check to follow head over heart) 
  Obligation (duties of the Slayer, to the death) 
   
  --------------------------------------------------------------------- 
  COMBAT MANEUVERS 
   MANEUVER 
               BONUS 
  DAMAGE NOTES 
  Axe 
   
         
  17 
  40 
  Slash/stab 
  Crossbow 
   
  17 
  16 
  Slash/stab  
  (Through the Heart) 
  14 
  16 
  x5 vs vamps 
  Dodge 
   
   
  18 
  — 
  Defense action 
  Grapple  
   
  20 
  — 
  Resisted by Dodge 
  Jump Kick 
   
  15 
  27 
  Bash; Acrobatics + 
  Dexterity roll first 
  Kick 
   
   
  17 
  18 
  Bash 
  (Groin Kick) 
   
  14 
  18 
  Ouch! 
  Punch 
   
   
  18 
  16 
  Bash 
  Quarterstaff 
   
  17 
  27 
  Bash 
  Spin Kick 
   
  16 
  20 
  Bash 
  Stake 
   
   
  17 
  16 
  Slash/stab 
  (Through the Heart) 
  14 
  16 
  x5 vs vamps 
  Sweep Kick 
   
  17 
  8 
  Bash; target prone 
  Sword 
   
   
  17 
  32 
  Slash/stab 
  (Decapitation) 
   
  12 
  32 
  x5 damage  
  Thrown Stake 
   
  16 
  16 
  Slash/stab 
  (Through the Heart) 
  13 
  16 
  x5 vs vamps 
  Toss 
   
   
  12 
  8 
  Bash; must  
  Grapple first 
   
  101
  10 
   
  
   
  4 
   
      
    
   CHARACTER NAME  Willow Rosenberg 
     
   CHARACTER TYPE   (Very Experienced) White Hat 
   
    
   LIFE POINTS  
   
   
   
  CHARACTER 
  PICTURE/DRAWING 
    
   DRAMA POINTS  
   
   
    
   EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
     ATTRIBUTES 
    
   STRENGTH             1 
   
  INTELLIGENCE   5 
   
  DEXTERITY            2 
   
  PERCEPTION        2 
   
  CONSTITUTION   3 
   
  WILLPOWER        5 
   
   
  ------------------------------------------------------------------------ 
   
     SKILLS 
   
   ACROBATICS               4___              KNOWLEDGE   6____ 
   
  ART                         
        0____           KUNG FU           3____ 
   
  COMPUTERS                  7___              LANGUAGES   3____ 
   
  CRIME                             1__    _         MR. FIX-IT           4____ 
   
  DOCTOR                          2__ __         NOTICE               4_____ 
   
  DRIVING                            0____         OCCULTISM     5_____ 
   
  GETTING MEDIEVAL   2_   __          SCIENCE            5_____ 
   
  GUN FU                            0_____       SPORTS               0____ 
   
  INFLUENCE                     2    ___       WILD CARD       0____ 
   
                                                      
                ________   _____ 
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) __  
       ------------------------------------------------------------------------ 
   
      SUCCESS LEVELS TABLE 
  9-10 
  1  SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
     __________________ 
    
   
  _________________________       __________________ 
   
   
  _______________________       __________________ 
   
   
   
   
   
   
   
  QUALITIES 
  Attractiveness +2 (+2 on all Social Tasks) 
  Occult Library 2 (modest collection, containing D10 + 30 spells) 
  Nerd (bonus to two Mental Attributes and one skill; -1 on all Social 
  Tasks) 
  Sorcery 7 (+5 to spellcasting;add to Willpower for telekinesis;quick 
  casting) 
   
  --------------------------------------------------------------------- 
   
  DRAWBACKS 
  Adversary (Assorted) 4 (hazard by association; a Slayer’s allies 
  attract enemies) 
  Love (develops romantic relationships; -3 Willpower check to follow 
  head over heart) 
  Minority (Gay Jewish Wicca) 
   
  --------------------------------------------------------------------- 
  COMBAT MANEUVERS 
   
   MANEUVER 
   
  BONUS 
  DAMAGE NOTES 
   
  Dodge 
   
   
  6 
  — 
  Defense action 
   
  Magic 
   
   
  15 
  Varies By spell 
   
  Punch 
   
   
  5 
  2 
   
  Stake 
   
   
  4 
  2 
  (Through the Heart) 
  1 
  2 
  x5 vs vamps 
   
  Telekinesis 
   
  12 
  2 x 
  Bash or 
  Success Slash/stab  
  Levels  
   
   
   
   
  26 
  20 
   
  
   
  5
   
      
    
   CHARACTER NAME  Alexander “Xander” La Velle Harris 
     
   CHARACTER TYPE   (Very Experienced) White Hat 
   
    
   LIFE POINTS  
   
   
   
  CHARACTER 
  PICTURE/DRAWING 
    
   DRAMA POINTS  
   
   
    
   EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
      ATTRIBUTES 
    
   STRENGTH             3 
   
  INTELLIGENCE   2 
   
  DEXTERITY            3 
   
  PERCEPTION        2 
   
  CONSTITUTION   4 
   
  WILLPOWER        4 
   
   
  ------------------------------------------------------------------------ 
   
      SKILLS 
   
   ACROBATICS               5____          KNOWLEDGE    2____ 
   
  ART                         
        0____          KUNG FU            5____ 
   
  COMPUTERS                  0____          LANGUAGES    0____ 
   
  CRIME                             2____          MR. FIX-IT           4____ 
   
  DOCTOR                          1____          NOTICE               4_____ 
   
  DRIVING                            3____          OCCULTISM    3_____ 
   
  GETTING MEDIEVAL   5____          SCIENCE            1_____ 
   
  GUN FU                            1_____       SPORTS               0____ 
   
  INFLUENCE                     1_____       WILD CARD       1____ 
   
                                                      
              (Military Knowledge) 
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) 
     __________________ 
   
  _______________________       __________________ 
   
  _________________________       __________________ 
   
   
  ------------------------------------------------------------------------ 
   
   SUCCESS LEVELS TABLE 
  9-10 
  1 SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
   
   
  QUALITIES 
   
  Attractiveness +2 (+2 on all Social Tasks) 
   
  Hard to Kill 5 (+15 Life Points; +5 on Survival Tests) 
   
  Good Luck 5 (once per game session, add +5 to any Task or a total 
  of +5 spread among more than one Task) 
   
   
   
  --------------------------------------------------------------------- 
   
  DRAWBACKS 
   
  Adversary (Assorted) 4 (hazard by association; a Slayer’s allies 
  attract enemies) 
   
  Clown (jokes at all times, even inappropriate ones) 
   
  Love (develops romantic relationships; -3 Willpower check to follow 
  head over heart) 
   
   
   
  --------------------------------------------------------------------- 
   
  COMBAT MANEUVERS 
   
   MANEUVER 
   
  BONUS 
  DAMAGE NOTES 
   
  Axe 
   
   
  8 
  15 
  Slash/stab 
   
  Dodge 
   
   
  8 
  — 
  Defense action 
   
  Kick 
   
   
  7 
  8 
  Bash 
   
  Punch 
   
   
  8 
  6 
  Bash 
   
  Stake 
   
   
  8 
  6 
  Slash/stab 
  (Through the Heart) 
  5 
  6 
  x5 vs vamps 
   
  53 
  20 
   
  
   
  6
   
   
     
   
   
  CHARACTER NAME  Anyanka “Anya” Christina Emmanuella Jenkins 
    
   
   CHARACTER TYPE   Ex Demon 
   
   
   
   LIFE POINTS  
   
  R 
  PICTURE/ DRAMA POINTS  
  DRWING 
   
   
  EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
      ATTRIBUTES 
    
   STRENGTH             2 
   
  INTELLIGENCE   3 
   
  DEXTERITY            3 
   
  PERCEPTION        2 
   
  CONSTITUTION   3 
   
  WILLPOWER        4 
   
   
  ------------------------------------------------------------------------ 
   
      SKILLS 
   
   ACROBATICS               3____          KNOWLEDGE    3____ 
   
  ART                         
        0____          KUNG FU            2____ 
   
  COMPUTERS                  1____          LANGUAGES    3____ 
   
  CRIME                             1____          MR. FIX-IT           0____ 
   
  DOCTOR                          1____          NOTICE               4_____ 
   
  DRIVING                            2____          OCCULTISM    4_____ 
   
  GETTING MEDIEVAL   3____          SCIENCE            0_____ 
   
  GUN FU                            0_____       SPORTS               0____ 
   
  INFLUENCE                     2_____       WILD CARD       10____ 
   
                                                      
              (Demon Facts) 
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) 
     __________________ 
   
  _______________________       __________________ 
   
  _________________________       __________________ 
   
   
  ------------------------------------------------------------------------ 
   
   SUCCESS LEVELS TABLE 
  9-10 
  1 SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
   
   
  QUALITIES 
   
  Age 3 (+9 Skill Points; add Adversary or Secret adding up to level 3) 
   
  Attractiveness +3 (+3 on all Social Tasks) 
   
  Contacts (Demonic) 3 (allies help in any way they can) 
   
  Hard to Kill 5 (+15 Life Points; +5 on Survival Tests) 
   
   
   
  --------------------------------------------------------------------- 
   
  DRAWBACKS 
   
  Covetous (Greedy) 1  
  Emotional Problems (Fear of Rabbits) 1 
  Love (develops romantic relationships; -3 Willpower check to follow 
  head over heart) 
  Mental Problems (Cruelty) 2 (likes to inflict pain and suffering on 
  those who have angered or attacked her) 
  Misfit (-2 to Influence Tasks) 
  Secret (Ex-demon) 3 (life threatening if revealed) 
   
   
   
   
  --------------------------------------------------------------------- 
   
   
  COMBAT MANEUVERS 
   
   MANEUVER 
   
  BONUS 
  DAMAGE NOTES 
   
  Dodge  
   
   
  6 
  — 
  Defense action 
   
  Punch 
   
   
  5 
  4 
  Bash 
   
  Stake 
   
   
  6 
  4 
  Slash/stab 
  (Through the Heart) 
  3 
  4 
  x5 to vamps
   
  45 
  20 
   
  
   
  7
   
      
    
   CHARACTER NAME  Riley Finn 
     
   CHARACTER TYPE   Experienced Hero 
   
    
   LIFE POINTS  
   
   
   
   
  CHARACTER PICTURE/DRAWING 
    
   DRAMA POINTS  
   
   
    
   EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
      ATTRIBUTES 
    
   STRENGTH             5 
   
  INTELLIGENCE   3 
   
  DEXTERITY            5 
   
  PERCEPTION        3 
   
  CONSTITUTION   4 
   
  WILLPOWER        4 
   
   
  ------------------------------------------------------------------------ 
   
      SKILLS 
   
   ACROBATICS               7____          KNOWLEDGE    3____ 
   
  ART                         
        0____          KUNG FU            7____ 
   
  COMPUTERS                  2____          LANGUAGES    0____ 
   
  CRIME                             6____          MR. FIX-IT           3____ 
   
  DOCTOR                          3____          NOTICE               5_____ 
   
  DRIVING                            4____          OCCULTISM    3_____ 
   
  GETTING MEDIEVAL   5____          SCIENCE            2_____ 
   
  GUN FU                            9_____       SPORTS               2____ 
   
  INFLUENCE                     3_____       WILD CARD       4____ 
   
                                                      
              (Initiative Tech) 
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) 
     __________________ 
   
  _______________________       __________________ 
   
  _________________________       __________________ 
   
   
  ------------------------------------------------------------------------ 
   
   SUCCESS LEVELS TABLE 
  9-10 
  1 SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
   
   
  QUALITIES 
   
  Attractiveness +2 (+3 on all Social Tasks) 
  Fast Reaction Time (+1 on Fear Tests; +5 to Initiative) 
  Hard to Kill 5 (+15 Life Points; +5 on Survival Tests) 
  Initiative Commando (bonus to 2 Physical Attributes and Qualities; 
  Obligation) 
  Natural Toughness (4 Armor points vs. blunt attacks) 
  Nerves of Steel (+4 on Fright Checks; only necessary under very 
  unusual circumstances) 
   
   
  --------------------------------------------------------------------- 
   
  DRAWBACKS 
   
  Adversary (Various) 4 (occupational hazard; demon hunters attract 
  enemies) 
   
  Love (Tragic) (develops romantic relationships that end badly; -3 
  Willpower check to follow head over heart) 
   
  Obligation (Initiative) (duty to the death) 
   
   
  --------------------------------------------------------------------- 
   
  COMBAT MANEUVERS 
   
   MANEUVER 
   
  BONUS 
  DAMAGE NOTES 
   
  Dodge 
   
   
  12 
  — 
  Defense action 
   
  Kick 
   
   
  11 
  12 
  Bash 
   
  Knife 
   
   
  10 
  10 
  Slash/stab  
   
  Punch 
   
   
  12 
  10 
  Bash 
  Stake 
   
   
  10 
  10 
  Slash/stab  
  (Through the Heart) 
  7 
  10 
  x5 vs vamps 
   
  Hand Taser 
   
  14 
  5 
  Bash; knockout
  61 
  10 
   
  
   
  8 
   
     
  CHARACTER NAME  Spike (aka William the Bloody) 
     
      CHARACTER TYPE   Reformed (?) Big Bad 
   
    
   LIFE POINTS 
    
   
   
   
  CHARACTER PICTURE/DRAWING 
    
   DRAMA POINTS  
   
   
    
   EXPERIENCE POINTS 
   
          ________________________________________________ 
   
   
  ATTRIBUTES 
    
   STRENGTH             8 
   
  INTELLIGENCE   3 
   
  DEXTERITY            8 
   
  PERCEPTION        3 
   
  CONSTITUTION   7 
   
  WILLPOWER        3 
   
   
  ------------------------------------------------------------------------ 
   
  SKILLS 
   
   ACROBATICS               9____          KNOWLEDGE    4____ 
   
  ART                         
        2____          KUNG FU            8____ 
   
  COMPUTERS                  0____          LANGUAGES    0____ 
   
  CRIME                             5____          MR. FIX-IT           2____ 
   
  DOCTOR                          2____          NOTICE               5_____ 
   
  DRIVING                            4____          OCCULTISM    4_____ 
   
  GETTING MEDIEVAL   7____          SCIENCE            0_____ 
   
  GUN FU                            2_____       SPORTS               0____ 
   
  INFLUENCE                     4_____       WILD CARD       0____ 
   
                                                      
               
   
   
  ------------------------------------------------------------------------ 
   
      USEFUL INFORMATION 
   
   
  INITIATIVE (DEX + D10) 
   
     __________________ 
   
  PERCEPTION (D10 + PER + NOTICE) 
     __________________ 
   
  _______________________       __________________ 
   
  _________________________       __________________ 
   
   
  ------------------------------------------------------------------------ 
   
   SUCCESS LEVELS TABLE 
  9-10 
  1 SUCCESS      
  11-12 
  2 SUCCESSES 
  13-14 
  3 SUCCESSES 
  15-16 
  4 SUCCESSES 
  17-20 
  5 SUCCESSES 
  21-23 
  6 SUCCESSES 
  +3 
  +1 
   
   
   
   
  QUALITIES 
   
  Age 2 (+6 Skill Points; add Adversary or Secret adding up to level 2) 
  Attractiveness +3 (+3 on all Social Tasks) 
  Fast Reaction Time (+1 on Fear Tests; +5 to Initiative) 
  Hard to Kill 8 (+24 Life Points; +8 on Survival Tests) 
  Nerves of Steel (+4 on Fright Checks; only necessary under very 
  unusual circumstances) 
  Situational Awareness (+2 on Perception Tests to sense trouble) 
  Vampire (bonuses to Attributes and Qualities; 1/5 damage from 
  bullets; heals 7 Life Points per day from fire damage, 7 per hour 
  otherwise; Vampiric Vulnerabilities) 
   
   
  --------------------------------------------------------------------- 
  DRAWBACKS 
  Adversary (Several) 3 (vampires who hurt demons attract enemies) 
  Covetous (Lecherous) (-1 to –3 to resist with a Willpower doubled 
  check) 
  Love (Tragic) (develops romantic relationships that end badly; -3 
  Willpower check to follow head over heart) 
  Mental Problems (Cruelty) 2 (likes to inflict pain and suffering on 
  others) 
   
  --------------------------------------------------------------------- 
  COMBAT MANEUVERS 
  MANEUVER 
   
  BONUS 
  DAMAGE NOTES 
   
  Bite 
   
   
  18 
  24 
  Must Grapple first; 
  no defense action  
   
  Dodge 
   
   
  17 
  — 
  Defense action 
   
  Grapple  
   
  18 
  — 
  Resisted by Dodge 
   
  Kick 
   
   
  15 
  18 
  Bash 
   
  Punch 
   
   
  16 
  16 
  Bash 
   
  Spin Kick 
   
  14 
  20 
  Bash 
   
  Stake 
   
   
  15 
  16 
  Slash/stab  
  (Through the Heart) 
  12 
  16 
  x5 vs vamps 
   
  Sweep Kick 
   
  15 
  8 
  Bash; target prone 
   
  Sword 
   
   
  15 
  32 
  Slash/stab
   
   
  94 
  10 
   
  
   
  9
  The Rules 
  Xander: People can't do anything they want.  
  Society has rules, and borders, and an end zone. 
  —4.22 Restless 
  That’s right, roleplaying games are still games, and like 
  most games they have rules. The main rule is for the 
  Director and the players to have fun. 
  Rules are not necessary for many aspects of the game. 
  Simple things like talking or picking up an object do not 
  require rules. Only if the outcome of an action is in doubt 
  and the results of that action are important, do the rules 
  come into play. That’s when it’s time to start rolling dice.  
  All tested actions are resolved with a ten-sided die 
  (D10). Basically, a player rolls a D10 and adds the 
  appropriate Attribute and/or skill to the number rolled. If 
  the result is 9 or higher, the action was successful. If it is 
  less than 9, the action failed. A higher total value means a 
  more spectacular success, and some actions may be more 
  difficult than others (when modifiers are applied). 
  Most actions add the values of one Attribute and one skill 
  to a D10. The Director always determines which Attribute 
  and skill should be used for a particular action. When no 
  skill is appropriate, the Attribute is usually doubled and 
  added to a D10. Some tough actions don’t get the doubling.  
  The Director determines which Attribute is used, and 
  whether it is doubled or not. 
  Example Away:  Kevin is playing Pete Malraux, a 
  White Hat. Kevin wants Pete to climb from a balcony up to 
  the roof of a building. The Director decides that this should 
  be resolved using Pete’s Strength of 4 and Acrobatics Skill 
  of 2. The player rolls a 4 on a D10, and adds 6 (the sum of 
  Attribute 4 and skill 2). The result is 10. Since this is higher 
  than 9, Pete succeeds in making his way to the rooftop. 
  Kevin then decides that Pete will attempt to jump down to a 
  ledge on the neighboring building. The Director decides 
  that due to the precarious footing required, once the jump is 
  successful (using a Dexterity + Acrobatics Task), the 
  player must roll a Dexterity (doubled) action for Pete to 
  keep his balance. Pete’s Dexterity is 3, so this is doubled to 
  6. A D10 is rolled and comes up 6, for a total of 12. The 
  Director informs the player that Pete wobbles, but is able to 
  keep from falling from the narrow ledge. 
  Sometimes a character attempts something and another 
  character tries to stop her or avoid the action. This is a 
  Resisted Action. It is resolved as a normal action, but both 
  sides get to roll. If both rolls fail, neither side gets the 
  desired effect. If one fails and one succeeds, the successful 
  character wins. If both rolls are successful, the better result 
  wins. In the case of a tie, the defender (if there is a 
  defender) wins; otherwise it is just a tie. 
  To keep die rolling to the bare minimum, the basic rules 
  apply only to Cast Members and (if you so choose) 
  important Guest Stars and Adversaries. Whenever Cast 
  Members need to fight or outwit the Supporting Cast, they 
  need only beat the appropriate Ability Score number for 
  the Supporting Cast Member in question. No dice for them! 
  Ability Scores are generated by taking the character’s 
  Attribute and skill averages and adding six to the total. 
  There are three Ability Scores: Muscle (for Strength 
  contests), Combat (for attacks and defenses) and Brains 
  (for perception and… brainy stuff).  
   
  Modifiers 
  Sometimes circumstances make an attempted Task 
  easier or more difficult. In such a case, a positive or 
  negative modifier determined by the Chronicler may be 
  added to the attempt. The following table shows some 
  modifiers that may be used. 
  Base Modifiers Table 
  Easy 
  +5 
  Moderate 
  +3 to +4 
  Average 
  +1 to +2 
  Challenging 
  0 
  Difficult 
  -1 to -2 
  Very Difficult 
  -3 to -5 
  Heroic 
  -6 to -9 
  Shaah, right 
  -10 or worse 
  In addition to those modifiers, Drama Points can add 
  bonuses to rolls. 
   
  Success Levels 
  In some situations, you need to know more than whether 
  the character has succeeded at something—you need 
  how well she succeeded. When that’s the case, check the 
  result against the Success Level Chart. The greater the 
  number of Success Levels, the better the character did. 
  Some difficult tasks require more than one Success Level. 
  
   
  10 
  For Supporting Cast Members that have Ability Scores, the 
  Damage listed in their Combat Manuevers already 
  includes the average Success Level for your convenience.   
  Example Me, Baby: When the character attacks 
  someone, how well she struck influences how much she 
  hurt the target. Add the Success Levels of the attack roll to 
  the base damage of the attack. On the flip side, for uses of 
  the Doctor Skill, each Success Level heals one point of 
  damage.   
  Success Levels Table 
  Roll Total 
  Success 
  Levels 
  Description 
  9-10 
  1 
  Adequate 
  11-12 
  2 
  Decent 
  13-14 
  3 
  Good 
  15-16 
  4 
  Very Good 
  17-20 
  5 
  Excellent 
  21-23 
  6 
  Extraordinary 
  24-26 
  7 
  Mind-boggling 
  27-29 
  8 
  Outrageous 
  30-32 
  9 
  Superheroic 
  33-35 
  10 
  God-like 
  +3 
  +1 
   
   
   
  Getting the Wiggins 
  Riley: That might be toxic.  Don't touch it. 
  Xander: Oh, yeah, touching it was my first 
  impulse.  Luckily, I've moved on to my second, 
  which involves dry heaving and running like hell. 
  —5.9 Listening to Fear 
  When the big hairy scary happens, the characters have 
  to make a Willpower (doubled) roll (Qualities like Nerves 
  of Steel or Fast Reaction Time help).  This is known as the 
  Fear Test.  Modifiers may be called for.  That’s up to the 
  Director. 
  If the result of the roll is nine or higher, the character may 
  be afraid or apprehensive, but she can act normally.  If the 
  result is eight or less, she wigs out.  Use the Panic Table for 
  inspiration.
   
  Panic Table 
  Roll Result 
  Effect 
  7-8 
  Startled: The character is startled but not paralyzed, and can act normally.  Initiative is lost, however; the 
  critter wins Initiative automatically on that Turn. 
  5-6 
  Freak out: The character screams and/or flinches away.  Only defense actions can be attempted on that 
  Turn, and the character cannot go on Full Defense. 
  3-4 
  Run Away!: The character takes off running like a spider-eating spine-missing Zeppo for a full Turn, 
  unless cornered, in which case cowering in terror is on the agenda.  No attacks are possible, and defense 
  actions are at -2.  After each Turn (or handful of seconds), a new Fear Test can be rolled (reduce any 
  penalties by one with each successive Turn, until the character snaps out of it). 
  2 or less 
  Total Terror: The character is not in control of her actions.  She may lose her lunch, pass out or suffer some 
  other oh-so-embarrassing fate. 
   
  
   
  11
  Combat 
  Buffy: I wasn’t gonna use violence.  I don’t 
  always use violence, do I? 
  Xander: The important thing is, you believe that. 
  —2.4 Inca Mummy Girl 
  To make things go a bit easier when the rough stuff 
  starts, the action is divided into segments, known as Turns.  
  A game Turn represents a short bit of time—five seconds or 
  so—during which characters can attack and defend.  
  During a Turn, a normal character can attack once and 
  defend from one attack without penalties.  Experienced or 
  fast characters can make more than one attack during a 
  Turn.  
  At the beginning of each Turn, the players declare the 
  intentions of their Cast Member. This is where they say, “I 
  want to aim my crossbow,” or “I cast a Spell.” The Director 
  decides if that action is possible in one Turn. Most simple 
  actions are, but if a character wants to knock a large hole 
  in a wall with her axe, she is going to need more than five 
  seconds. 
  At the beginning of a fight, the Director determines who 
  attacks first.  Common sense is the first check, such as in 
  the case of surprise or ambush. If the situation is less clear-
  cut, the character with the highest Dexterity (modified by 
  Fast Reaction Time) goes first.  If both sides have the same 
  Dexterity (and they both have or lack Fast Reaction 
  Time), each side rolls a die.  The higher roll wins; a tie 
  means both characters act at the same time. 
  Once initiative is determined, the intended Tasks and 
  Tests are rolled. Usually, a character may only take one 
  action per Turn, but those with Dexterity 5 or greater gain 
  extra actions according to the Additional Actions Table. 
  Additional Actions Table 
  Dexterity 
  Additional Actions 
  5-6 
  1 
  7-8 
  2 
  9-10 
  3 
  11-12 
  4 
  +2 
  +1 per 
  As it is difficult to do more than two things at once (or 
  walk and chew gum for some of us), additional actions 
  suffer cumulative penalties of -2.  The player only rolls 
  once—successive attacks or defenses each reduce the 
  total by two.  If the target defends against any of those 
  attacks, the character can no longer continue attacking on 
  that Turn. 
  In close combat, attacking is a Task using Dexterity and 
  the appropriate skill (Kung Fu bare handed or Getting 
  Medieval with a weapon) or the Combat Score.  In a 
  pinch, Sports might be substituted for swinging attacks with 
  a stick (baseball bat, hockey stick). When two or more 
  attackers gang up against a single target, they get a +1 
  bonus to all actions for each attacker, to a maximum of +4 
  for four or more attackers. 
  Weapons may only be Parried by weapons; a hand-to-
  hand attack may be Parried by a weapon and that’s going 
  to cause normal damage for that weapon to the bonehead 
  who rushed in unarmed.  A Parry uses a Dexterity and 
  Kung Fu, or Dexterity and Getting Medieval roll, or the 
  Combat Score.  Thrown weapons can be parried at a -2 
  penalty.  Arrows and crossbow bolts are parried at a -6 
  penalty.  No character can parry bullets unless she arrived 
  in Sunnydale on a transparent plane from some Amazon 
  island. 
  Anyone may attempt to dodge an attack. Dodging 
  hand-to-hand attacks can be done once per Turn without 
  penalty; dodging missile attacks (bullets, ninja stars, 
  harpoons) suffers a -2 penalty on top of any other 
  modifiers. Use a roll and add Dexterity and the highest 
  appropriate skill (Acrobatics, Getting Medieval or Kung 
  Fu), or just use the Combat Score. 
  Note that for those most feeble of Guest Stars and 
  Adversaries (Combat Score 8 or lower), the only way to 
  have any chance of success when attacking is to go Full 
  Offense.  This means the character foregoes any defense 
  against attacks that turn, in exchange for a +2 on all attacks 
  the character makes.  The flip side is Full Defense, which 
  allows the character to defend against two attacks at no 
  penalty (and against others if extra actions are available), 
  and gives her a +3 bonus to all defense actions (Dodges 
  and Parries, for the most part).  No attacks are allowed on 
  the Turn the character goes into Full Defense mode.   
  Sometimes a character just wants to grab someone and 
  shake ‘em until their teeth rattle in their head.  She has to 
  grapple them first, though.  Grabbing people is fairly easy; 
  use a Dexterity and Kung Fu + 2 roll, or the Combat Score 
  + 2.  The victim resists with a Dodge action. When 
  Grappled, the target is at -2 to actions that involve the 
  grappled limb, or -1 to all actions if grappled around the 
  body.  If two attackers grapple both arms, the victim is at -
  4 to most rolls, and cannot Dodge. The victim can try to 
  
   
  12 
  break free with a Strength doubled roll, or the Muscle 
  Score versus another Grapple action. 
  You Guessed it—Example Time!: Shannon, a Hero 
  Type Slayer with Dexterity 7, finds herself up against three 
  vamps in the graveyard.  She’s in a hurry to help a friend 
  so she decides to attack each vamp in one Turn.  That’s 
  fine, her high Dexterity allows her two additional actions, 
  which she decides to take as attacks.  Still, the second and 
  third suffer penalties.  She rolls a 9 and adds her Dexterity 
  and Kung Fu 4; the result is 20.  That’s over the first vamp’s 
  Combat Score of 18, so he gets hit.  Shannon’s second 
  attack uses the same result (20) but subtracts two and 
  becomes an 18.  That ties the second vamp’s Combat 
  Score (18 as well), so the blow doesn’t land (ties go to the 
  defender).  Finally, Shannon does not get her third attack 
  as the second vamp defended successfully against her.   
  Now Shannon has a problem.  She has one defense 
  action available at no penalty.  Unfortunately, she has two 
  uninjured vamps in her face.  One tries to Grapple.  She 
  Dodges with a roll of 9 + Dexterity and Acrobatics 5 = 21, 
  beating the Combat Score (18) + 2.  The other strikes 
  unhindered; his Combat Score (18) is greater than the 
  minimum success total (9), so he automatically connects.  
  Let’s hope that Shannon’s been eating her Wheaties. 
  Buffy: Cool!  Crossbow!  Huh.  Check out these 
  babies.  Hmm.  Goodbye stakes, hello flying 
  fatality. 
  —1.7 Angel 
  Generally speaking, missile combat works just like 
  regular combat. Attackers make their rolls or use their 
  Combat Score, and the target tries to defend (usually by 
  Dodging). Sometimes it pays to take careful aim—if the 
  character misses the vampire’s heart with a crossbow shot, 
  she may not get a second chance.  Aiming delays the shot 
  action until near the end of a Turn.  The player adds 
  Perception and the appropriate skill (Gun Fu for guns, 
  Getting Medieval for archaic ranged weapons) to the roll, 
  or just uses the Brains Score.  The shot action gets a bonus 
  equal to the Success Levels of the Aiming roll. 
  To keep things simple assume no penalty at Short Range, 
  a -1 penalty to shots at Medium Range, and a -3 penalty to 
  shots at Long Range. Short range is under five yards for 
  pistols, and 20 yards for rifles. Medium range is under 20 
  yards for pistols, and under 100 yards for rifles. Long range 
  is up to 50 yards for pistols and up to 300 yards for rifles. 
  If shooting doesn’t work at first, shoot them again and 
  again. Most guns can fire more than once in a five-second 
  period (in fact, most handguns can be emptied in five 
  seconds). Roll and add Dexterity and Gun Fu; each 
  additional shot uses the same roll, but drops down one 
  Success Level. Bows use the Multiple Action rules. 
  Crossbows and other single-shot weapons must be 
  reloaded after each shot. 
  Automatic weapons (assault rifles and machine guns) 
  can fire a constant stream of bullets until the gun runs dry or 
  the barrel overheats. Trained soldiers fire bursts—
  controlled gunfire that sends three or more bullets 
  downrange. For bursts, make one attack roll; each 
  Success Level in the roll allows one bullet to hit the target. 
  The base damage for each bullet is modified by armor, and 
  then added together before applying the Bullet type 
  modifier. Success Levels do not affect the damage 
  calculation.  
  Damage is measured in Life Points. If reduced to 0 Life 
  Points, the character is critically injured and risks death. 
  Each attack action has a base damage number or a 
  formula, which is calculated and listed under Combat 
  Maneuvers for the Cast presented in this pack. The actual 
  damage inflicted is equal to the base damage, plus one per 
  Success Level of the attack roll, minus any Armor Value 
  possessed by the defender (if applicable) multiplied by 
  any damage type or other modifiers. In the case of bullet or 
  slash/stab damage, damage is doubled against normal 
  humans.  Bash damage has no multiplier, but is the only 
  type that can knock a person out (as opposed to killing 
  them). 
  Fire damage is a special case; fire can scar horribly, 
  and its damage heals more slowly than normal. A person 
  on fire takes three points of damage every Turn until 
  somebody puts her out. If more than 20 points of Fire 
  damage are inflicted on a character, some scarring occurs. 
  Fire damage also heals at half the normal rate (or one LP 
  per Constitution level per day for Vampires); the player 
  should keep track of fire damage separately. On the plus 
  side, fire can kill vampires, if they burn long enough. A 
  vampire reduced to –10 Life Points or below must make 
  Survival Tests (see below), dusting out if they die. 
   
  
   
  13
  Vampires 
  Willow: A lot of it we already knew.  Turn-offs: 
  wood, fire, crosses, garlic.  Turn-ons: nice duds, 
  minions, long slow bites that last for days.   
  —5.1 Buffy vs. Dracula 
  Which brings us to that $25,000 question—just what 
  does it take to kill a vampire? Plastic bags over the head 
  and guns aren’t the answer.  So what is?  Fire, as we’ve 
  just discussed, works great, as do a few other things, 
  including the basics: stakes and sunlight. 
  Through the Heart: Any sharp wooden object firmly 
  inserted in the vampire’s heart with enough force to pierce 
  it through results in a near-instant and fairly impressive 
  “dust-up”—the vamp explodes in a cloud of dust, briefly 
  exposing its skeleton before even that crumbles away.  
  Thus, a stake (or pool cue, or wooden crossbow bolt, or 
  arrow) that hits the vampire’s heart inflicts five times 
  normal damage (after modification for Success Levels and 
  armor), and if the total damage is enough to reduce the 
  vampire to zero Life Points, the vamp is dusted.   
  Dusting a vampire is not very easy, though.  The critters 
  have a terrible aversion to letting people stab them with 
  sharp wooden implements, and the heart is well-shielded 
  by the rib cage, requiring both precision and strength.  If 
  the stake damage (after all modifications) doesn’t reduce 
  the vamp below zero points, apply the pre-x5 damage 
  instead (this means the stake didn’t quite get to the heart, 
  so the damage is not boosted over normal).    
  For example, Ian, a Hero Type Watcher (Strength 3), 
  gets a solid stab in with a stake, and the roll is good for 
  three Success Levels.  The base damage is (2 x Strength), 
  or six in this case; with the three Success Levels, this goes 
  up to nine.  Since this is a heart attack (as it were) damage 
  is multiplied by five, for 45 points.  The vamp only had 43 
  Life Points, and poofs away like a dandelion.  If the vamp 
  was tougher—say 50 Life Points, the damage would not be 
  enough to reduce it to zero Life Points.  In that case, the 
  attack is considered a near miss (didn’t actually pierce the 
  heart) and the damage inflicted is not multiplied by five.  
  So, facing a 50 Life Point vamp, Ian would have only 
  inflicted nine points of damage.  That sucks beyond the 
  telling of it. 
  Slayers and other very strong characters can take out 
  fairly tough vamps with a single stake thrust.  Still, it pays to 
  soften up a vampire with 10-30 points of damage before 
  trying to use Mr. Pointy.  This reflects the “reality” of the 
  series, where much fisticuffs occurs before the staking.  
  Remember, a vamp can use a Drama Point to halve the 
  damage (which would negate the dusting absent some 
  pummeling beforehand).  So, for characters, forsake not 
  the pounding. 
  Crosses and Holy Water: These holy objects cause 
  pain and even injury to vampires.  If someone shows a 
  cross to a vampire, it instinctively recoils—the vamp loses 
  initiative on that Turn.  As long as a character holds a cross 
  on a vampire, the critter cannot attack the wielder.  The 
  vamp can try to knock the item away, though actually 
  touching a cross burns a vampire, inflicting two points of 
  damage per Turn of contact. 
  Holy water is also good against the undead.  Applied 
  externally, it inflicts two points for a splash, five points for a 
  glassful, and 10 points for a bucketful.  If the vampire ingests 
  the holy water, damage is multiplied by 20, which gives a 
  whole new meaning to “don’t drink the water.” A vampire 
  reduced to zero points or less through contact with a cross 
  or holy water dusts away.   
  Beheading: Your basic samurai killing slash; it needs a 
  sword, axe or similar big slashing weapon.  Decapitation 
  uses a Dexterity and Getting Medieval - 5 roll, or the 
  Combat Score - 5, but damage is multiplied by five (after 
  Success Level bonuses are added and armor effects 
  subtracted; damage type is not applied).  If the damage is 
  enough to kill the victim, the head comes off, and the rating 
  of the show goes up to TV-14.  Flashy way to dust 
  vampires if they reach –10 Life Points. 
  Sunlight: As a creature of darkness, a vampire cannot 
  abide the touch of sunlight. If a vampire is exposed to the 
  sun for more than a Turn, the burning begins.  The undead 
  takes 20 points of damage at the end of every Turn in full 
  sunlight.  If the exposure is for less than a Turn, the damage 
  is only about two points.  If a vampire is within reach of a 
  shadowy spot, it can “dodge” the sunlight by leaping into 
  the covered area, taking only the minimum amount. That 
  means that a careful vampire can operate during the day 
  to some extent. As soon as the vamp goes below -10 
  points, it is dusted.  Sunlight damage is healed normally; 
  the sunburn doesn’t last long. 
  Private Property: This isn’t really a way to kill vampires, 
  but it gives heroic hunters a good fleeing-to place.  Just as 
  the legends say, vamps cannot enter a private dwelling 
  without an invite.  An unwelcomed vamp hits an invisible 
  mystical wall at the threshold, and is physically unable to 
  
   
  14 
  push through; this also applies to windows, pet doors or 
  any other means of ingress.  This restriction doesn’t apply 
  to public places, so stores and restaurants are not safe 
  (everybody is effectively invited to those places, even 
  where they reserve the right to refuse admittance).  But 
  why hide, you ask? 
  Vamps Suck, Vamps Bite: When a vamp has grappled 
  or secured (i.e., tied up or otherwise subdued) a victim, it’s 
  feeding time.  A strong vampire can totally drain your 
  average human in less than a minute.  The vampire Bite 
  uses a Dexterity + Kung Fu + 2 roll, or the Combat Score + 
  2.  It inflicts 3 x Strength base damage (Success Levels 
  and armor modify, but damage type does not) every Turn 
  that the vampire sucks blood from the victim.  When the 
  victim fails a Survival roll, she has been drained of all her 
  blood and is dead.  A normal victim will die in a Turn or so; 
  Slayers and tougher humans may take a little longer.  
  Breaking free from a grappling vampire works like resisting 
  a Grapple, but the victim is at a -2 penalty. 
   
  Effects of Injury 
  Buffy: Oh, puffy Xander.  I'm sorry, I got—I 
  guess I got carried away.  Are you okay? 
  Xander: I'm alive.  I can tell 'cause of the pain. 
  Buffy: Do you want to sit down? 
  Xander: I'm not that bendy.  I could lean. 
  —5.15 I Was Made to Love You 
  If a Cast Member is hurt enough, bad things start to 
  happen. Characters reduced to 10 Life Points or below are 
  severely injured, and find it hard to continue fighting; all 
  combat rolls are at a -2 penalty. If reduced below five Life 
  Points, this penalty goes up to -4. At zero LPs or below, the 
  character is knocked down, stunned and semi-conscious. 
  A Consciousness Test (Constitution and Willpower minus 
  the number of LPs below zero) is required to remain 
  conscious. So, at -7 LPs, a Consciousness Test suffers a -7. 
  At -10 LPs, a Survival Test is required (Constitution and 
  Willpower minus 1 for every 10 LPs below zero). The 
  Survival Test must be passed once each minute until the 
  character receives some doctor’n. Each additional Test is 
  at a cumulative -1. A successful Intelligence and Doctor roll 
  stabilizes the character. 
  Bitesize Example: Jess, a White Hat, is bitten by a 
  vampire for 51 points of damage before she can force it 
  back with her cross. She had 38 LPs and is now at -13 LPs. 
  Her Constitution is 2 and her Willpower is 4. This total of 6 
  is reduced by 1 (1 for every 10 points below zero) for her 
  Survival Test. She needs to roll a 4 or better to live. If she 
  lives, she must make a Consciousness Test to avoid 
  passing out. This is at a -13, so unless she uses a Drama 
  Point (see below), she is going to go unconscious. If she 
  does not receive any kind of medical attention, a minute 
  later she has to make another Survival Roll with a -1 
  penalty. 
   
  Getting Better 
  For most Cast Members (the purely human kind), 
  injuries heal at the rate of one Life Point per Constitution 
  level every day spent under medical care.  Slayers, 
  vampires and other critters heal much faster, at the rate of 
  one Life Point per Constitution level every hour or faster.  
  Use of Drama Points can greatly speed recovery. 
   
  Drama Points 
  Spike (to Buffy): Now might be a good time for 
  something heroic. 
  —5.20 Spiral 
   
  Drama Points are the great equalizers between the 
  Slayer and the Scooby Gang. They are what keep 
  Xander’s insides inside after some of the pummeling he’s 
  taken over the years, and what allows Buffy’s mom to 
  knock down Spike with one blow from an axe. Drama 
  Points allow the White Hats of the world to act like Heroes, 
  if only for a round or two. Which is not to say Heroes don’t 
  need them; nothing beats a DP or two when you need to 
  dust a half-dozen vamps in time to save the world. 
  Drama Points can be used in several ways: 
  Heroic Feat: By spending a Drama Point, the character 
  gets a +10 bonus on some value.  This can be an attack or 
  defense roll, or any use of a skill, or even for a Fear or 
  Survival Test.  The Heroic Feat can also make things hurt 
  more; the +10 bonus is added to the base damage in 
  addition to any Success Level bonuses (then armor, 
  damage type and other modifiers are applied).   
  A player has to announce her character is using a 
  Drama Point during the Intentions phase of a Turn, or before 
  
   
  15
  rolling during non-combat situations.  Also, only one Heroic 
  Feat may be performed in a Turn.  It can be used either for 
  attack, defense or damage, but not for more than one of 
  those in the same Turn. 
  I Think I’m OK: For a mere Drama Point, half the Life 
  Point damage (round down) the character has taken up to 
  that point is healed up. The character is still bloody and 
  battered, but she can act normally. I Think I’m Okay can 
  be used only once per Turn, but it can be used several 
  Turns in a row, each use halving whatever damage 
  remains. If the character had suffered enough damage to 
  be incapacitated or unconscious, however, healing does 
  not necessarily awaken her. The Director decides if the 
  time is right for the character to revive and join the action. 
  Plot Twist: Heroes often find help and information from 
  the most unlikely places or at precisely the right time. Once 
  per game session, each character can spend a Drama 
  Point and get a “break.” This is not a Get Out of Jail Free 
  Card. If the heroine stupidly walked into a vampires’ lair 
  and she is surrounded by a horde of bloodsuckers, a Plot 
  Twist won’t allow her to escape unscathed. If the Director 
  decides that a Plot Twist is not possible, the player gets 
  back the Drama Point. 
  Righteous Fury: By spending two Drama Points, the 
  character gets a +5 bonus to all attack actions, including 
  magical attacks, for the duration of the fight.  These benefits 
  are cumulative with Heroic Feats, above.  Problem is, an 
  appropriate provocation is necessary to invoke the 
  Righteous Fury rule.  A player can’t decide her character is 
  pissed about the existence of vampires, or global warming, 
  or even the mystery meatloaf they served at school that 
  morning.  She needs to be truly provoked. 
  Repeating Example: If Jess spent a Drama Point to aid 
  her Consciousness Test, she would add + 10 to her base 
  modifier, for a total of +3.  So she could stay conscious and 
  try to defend herself against the nasty, cross-burned 
  vampire with a roll of 6 or better.  An even better use of the 
  Drama Point would be to halve the damage done 
  immediately, reducing it from 51 to 25 pts.  This leaves her 
  in positive Life Point territory, lucky 13, negating the need 
  for the tests at all!  She’s still not ‘the hills are alive’ fine, but 
  able to hold on for now.  Next Turn, she’ll be able to use 
  another Drama Point to further reduce the damage from 25 
  pts to 12.  Then ol’ Cross-Face better watch out! 
   
    
  Magic 
  Willow: Ignis incende. 
  Buffy: Willow, check you out.  Witch-fu. 
  Willow: It's no big.  You just have to balance the 
  elements, so when you affect one, you don't wind 
  up causing . . . (rain starts) I didn't do it, I didn't 
  do it!  
  —5.1 Buffy vs. Dracula 
   
  The dark (and not-so-dark) arts are part and parcel of 
  the Buffyverse, where anyone with the right books can 
  summon forces from the beyond. Of course, calling on 
  these occult powers does not mean your character can 
  control and use them with impunity. More often than not, 
  magic has unintended consequences. A mispronounced 
  word or a missed cue and the result may be the total 
  opposite of what your character intended. But the real 
  kicker—the thing that drives all practitioners straight to 
  over-consumption of ice cream goodies—is that even 
  succeeding does not mean everything works perfectly. 
  There is always a price, both for success and failure.  You 
  have been warned. 
  Each spell has a Power Level.  This determines the 
  overall strength of the spell—the higher the Power Level of 
  a spell, the more difficult it is to cast properly, and the more 
  damaging the consequences of failure.  Additionally, spells 
  have Requirements—the ingredients or ritual components 
  needed to attempt the magical endeavor.  Finally, spells 
  have an Effect.  This is usually descriptive (“all the body 
  hair is removed from the victim,” for example), but can also 
  include rules concepts like damage inflicted, area affected, 
  and duration. 
  Once everything is in place, casting a spell requires a 
  roll using Willpower and Occultism.  Drama Points can be 
  used normally to increase the spell’s chance to succeed.  If 
  the roll fails (i.e, the total is less than nine), the spell doesn’t 
  work—the ritual simply fails.  Generally, there’s no other 
  down side here; your character just wasted some time, 
  candlepower and pretty speechifying.  Actually, it’s when 
  the roll succeeds that things get interesting . . . in the sense 
  of the ancient Chinese curse “may you live in interesting 
  times.”  
  Witches, meaning those with true power (or in this case, 
  the Sorcery Quality), have an advantage when casting 
  
   
  16
  spells.  Characters add their Sorcery level to any 
  spellcasting roll, to a maximum bonus of +5.  After that, 
  additional levels of Sorcery stop adding up (although they 
  still have other uses).  With this bonus, Witches can cast 
  high-power spells with a better chance of success than 
  your typical book-reading spell-flinger.   
  The roll’s Success Levels are compared to the spell’s 
  Power Level.  If the number of Success Levels is less than 
  the spell’s Power Level, something magical happens—but it 
  may not be exactly what the caster intended.  The spell’s 
  intent may be twisted or perverted, and the caster may be 
  injured—or even killed—as the magicks draw on her life 
  force to fulfill their purpose.  The Director can decide what 
  happens, or she can roll on the Spell Side Effect Table. 
  If the roll results in Success Levels equal to or greater 
  than the spell’s Power Level, all’s well and the spell works.  
  Unless, of course, the spell takes an unexpected turn no 
  matter how many Success Levels were rolled.  In some 
  cases, a spell might work too well.  But no good and true 
  Director would do something like that, now would they? 
  Casting multiple spells without resting is very difficult, as 
  the magician’s will is sapped by the constant strain.  Every 
  successive spell cast without a significant period of rest (at 
  least two hours per spell Power Level) suffers at least a 
  cumulative -2 penalty.  So, the second spell of the day is at 
  -2, the third at -4, and so on.  Only powerful Witches can 
  cast multiple spells in a row, and even then they’ll 
  probably have to burn some Drama Points to keep it up.  
  Even worse, using the same spell more than once adds an 
  additional -1 to the penalties above. 
  Examplus Totalitus: Suzi, a White Hat Witch, attempts a 
  relatively simple warding ritual to protect a young girl from 
  the forces of darkness after her.  The Ward has a Power 
  Level of 3, which with Suzi’s Base Spell Modifier 
  (Willpower 4 + Occultism 3 + Sorcery 3 = 10) should be a 
  cakewalk.  Unfortunately, Suzi has already cast two spells 
  in helping free the girl from the Big Bad’s clutches, so she’s 
  at –4 for this third spell of the evening.  So instead of cake, 
  we have very difficult pie.  She needs to match the Power 
  Level in Success Levels, which means a final score of 13 or 
  better.  She rolls a 5, for a total of 11.  Good enough for 
  something to happen, but not necessarily what she was 
  intending.  The Director rolls a 10 and compares that result 
  to the Side Effect table.  For a spell with Power Level 3, this 
  means the Ward takes effect, but the energies also 
  rebound on Suzi, causing 15 points of damage.  Ouch! 
  Some spells have continuing effects (curses, for 
  example) or may 
  even be permanent (some 
  transformation spells).  Canceling their effects requires 
  access to the spell itself (ideally taking it directly from the 
  magician's own books) and a spellcasting roll as above 
  with the effective Power Level of the spell reduced by one 
  (it’s easier to undo a spell and return nature to its natural 
  state). 
  There is another way to stop an ongoing magic effect—
  find the caster of the spell and get her to stop the spell, say 
  by cutting off her head or turning her into a sports trophy.  
  Either way, continuing spells stop working, but permanent 
  ones may not.  For this reason, and others, wholesale 
  slaughter is discouraged. 
  Spell Side Effect Table 
  Roll D10 and add the Spell’s Power Level.  
  Roll Total 
  Result 
  4 or less 
  Phew!  Lucked out, and the spell still works. 
  5-7 
  The spell is delayed.  It appears the spell failed, but it will work normally at a time of the Director’s 
  choosing (ideally, a dramatically appropriate time).  
  8-10 
  The spell works, but it’s less effective than expected.  The duration, damage or effect is halved (if 
  not applicable, then the spell is delayed as above). 
   
  11-13 
  The spell works, but the caster is damaged by its energies.  The magician takes five Life Points of 
  damage per Power Level of the spell. 
  14-15 
  The spell affects the wrong target (the Director decides who gets to be the lucky recipient). 
  16+ 
  Spell has a completely unexpected effect.  The magical energies run rampant, often causing 
  physical damage to the area or summoning dangerous entities from beyond our reality.  This can 
  also happen if the spell is disrupted during a critical point. 
   
  
   
  17
  Quick Casting 
  Willow: Thicken. 
  —5.19 Tough Love 
  Most spells require the caster to recite a formula or 
  incantation out loud, or perform some type of ritual.  All that 
  hooha takes time.  Witches can cast some spells almost 
  instantly, with only a single word or phrase, or even just a 
  simple gesture.  This won’t work on spells that require a 
  very specific ritual and cannot be speeded up, but some 
  can be cast in a few seconds (as an action in a Turn).  
  Whether a spell can be quick cast or not is detailed in that 
  spell’s description. 
   
  Telekinesis 
  Willow:  It's all about emotional control.  Plus, 
  obviously, magic. 
  —3.16 Doppelgängland  
  Witches can move objects with the force of their will.  To 
  use this power, the Witch rolls and adds her Willpower 
  and Sorcery levels.  Each Success Level in the roll 
  becomes a point of “Strength” for the telekinetic effect.  So, 
  if the roll results in five Success Levels, the Witch could 
  move an object as if she had a Strength 5—good enough to 
  pick up a grown man and slam him against a wall.  Lifting 
  and tossing things around requires no additional rolls, but 
  precise tasks (guiding a key into a keyhole, staking a 
  vamp) require a Perception and Dexterity roll, or a roll 
  using Dexterity and an appropriate Skill (staking the vamp 
  would use Getting Medieval).  These tasks have a -1 
  penalty because the Witch is manipulating the object at a 
  distance.  Tossing small objects at someone also requires a 
  Willpower and Sorcery roll, and must overcome the 
  target’s defense roll. The damage value of such an attack 
  is two times the Success Levels rolled. 
  Two or more Witches can combine their power to move 
  very large objects.  Witches working together roll as 
  above, and add their combined Success Levels to 
  determine the Strength of the effect.  
  This power does not last long.  Each turn after the first, 
  another Willpower and Sorcery roll must be made, at a 
  cumulative -2 penalty.  So, the second Turn, the roll suffers 
  a -2 penalty; on the fifth Turn, a -8 penalty is incurred.  This 
  penalty applies to all further uses of Telekinesis until the 
  Witch gets at least three hours of rest between uses.  This 
  ability is good for throwing a few things around, but your 
  character can’t go all Carrie with it.  
   
  
   
  18 
  I of the Beholder 
   
  I of the Beholder is an introductory Episode tailored 
  for the Original Cast as presented in this material (see 
  p. 3).  Those who plan to play through this adventure 
  should read no further (like that’s going to stop you, 
  eh?). 
   
  Plot Synopsis 
  Ethan Rayne returns to town, summoning a demon 
  which steals the reflections of various townsfolk, 
  putting them under its control.  Buffy receives a 
  prophetic dream warning her, and she and the rest of 
  the gang start encountering cases of mistaken identity 
  and confusion caused by the demon.  Research will 
  identify the demon, and suggest further danger if its 
  summoner accesses the Hellmouth.  Ethan, disguised 
  as Giles, will direct the gang to help him work a 
  counter spell to prevent this, leading them into a trap 
  that will help him open the Hellmouth. 
   
  Previously on Buffy the Vampire 
  Slayer… 
  This Episode takes place immediately following 
  Season Four.  Adam is dead, the Initiative is 
  disbanding, and Riley has just returned from his 
  debriefing.  Spike is still wary of the Scooby gang 
  after his recent betrayal of them to Adam.  Suggested 
  PCs—Buffy, Willow, Xander, Anya, Riley and Spike.  
  If there are less than six players, use Spike as a 
  Supporting Cast Member, or have Xander’s player 
  double up with him (they balance well between 
  combat and non-combat).  Giles should remain 
  Supporting Cast, to blur the line when Ethan takes his 
  place as needed by the Director.  You’ll note that 
  there are no stats for Ethan Rayne included here.  
  None are needed, as most of his actions occur off 
  screen, and once he’s discovered, he will either give 
  up (probably after the first punch) or run away. 
   
  
   
  19
  Character Notes 
  The following information may be handed out to the Cast. 
   
  Buffy:  You are still rooming with Willow in Stephenson Hall, though since Riley left, you’ve been out most 
  nights, alone, hunting.  You are very much looking forward to Riley’s return, though you have been really 
  enjoying the nights out, alone.  Too much, maybe? 
   
  Willow:  You are still rooming with Buffy in Stephenson Hall, though you are spending more nights at Tara’s.  
  You tend to catch up with Buffy on the previous night’s patrol after class (or sometimes during – she’s been extra 
  wired lately).   
   
  Xander:  Still living in your parent’s basement, you’ve been able to spend more time with Anya recently since 
  Buffy hasn’t needed you since Adam was killed.  Getting regular work is still a problem, so you are currently 
  working for the local Sunny Pizza Kitchen franchise. 
   
  Anya:  You like that Xander has been spending more time with you, but he still lives in his parent’s basement 
  and is constantly short of money.  His jobs are dull, but you sometimes tag along to encourage him to stick with it, 
  since when he gets fired he has even less money to spend on you.  Also on the plus side, with the Initiative gone, 
  you don’t have to worry so much about being discovered as an ex-demon. 
   
  Riley:  You have just returned from debriefing with an honorable discharge.  You were flown back in with a 
  group of Initiative folks who are tasked with shutting down the base for good, but have now been left on your 
  own.  You have your TA job for the rest of the semester (you still TA for Buffy’s psych class, actually handling 
  some of the lectures now that Prof. Tomlinson has stepped in for the late Prof. Walsh), and your dorm room in 
  Lowell, but soon you’ll have to figure out what you’re going to do for the rest of your life.  Having always 
  assumed a military career, you are sometimes at a loss when you aren’t fighting alongside Buffy.  You haven’t 
  seen her since getting back, but are looking forward to getting reacquainted. 
   
  Spike:  You’ve been lying low in your crypt, catching up on ‘Passions’ since your betrayal of the Scoobies to 
  Adam was revealed.  They haven’t come gunning for you yet – probably think they can take their time, since 
  you’re no threat with that chip in your head.  That really burns you!  Still, that means there’s time to ‘make it up to 
  them’.  And that means pounding demons alongside them – which is the only way you can get in your daily 
  quotient of violence these days anyway.  Win – Win. 
   
  
   
  20 
  Teaser  
  The following cut scene can be read out loud to the 
  players. 
  It’s night, on the outskirts of the Sunnydale 
  business district (Main Street).  Jasper, a young 
  college guy, is walking down the street, alone.   
  Passing by an alley, he stops when he spots the 
  young blond girl walking down it towards the 
  shadows.  A wry smile plays across his lips as he 
  heads in after her, careful not to make a sound. 
  “SYDNEY!” he calls out when he’s right behind 
  her, causing her to jump, startled.  “What’re you 
  doing here, girl?  It’s too late to be out here alone.” 
  She shrugs.  Then she gestures him closer, 
  leaving her hand outstretched in anticipation. 
  Jasper’s smile widens.  “You want someone to 
  walk you back to campus, then?  My pleasure.”  He 
  takes her hand and she leads him into the dark at 
  the back of the alley. 
  Jasper’s screams start almost immediately. 
   
  Act One: Introduction 
  Perchance to Scream 
  Setup 
  Starting in media res, to keep the players from 
  immediately realizing it’s a dream, we have Buffy 
  being attacked by several generic Vampires on the 
  site of the burnt out high school.   
   
  Action 
  Get the character assignments handed out, and 
  then go right into the battle.  Buffy is armed with just a 
  stake, the vampires with just their fists and fangs. 
  To get everyone in the swing of the rules without 
  consequences, we have the other players controlling 
  the vampire characters attacking Buffy, making it 5 to 
  1 against her (using the Dream Vampire template at 
  the end of this section, rolling each attack).  If there 
  are fewer players, the Director can either increase the 
  vampire attribute scores or add an additional npc 
  vampire or two to help balance out against the Slayer.   
  Use this opportunity to go through the basic die 
  mechanics and options in combat, as well as the rules 
  for drama points – each vampire has four as well, so 
  should be able to give Buffy a run for her money. 
  The twist is that as each vampire is staked, when 
  they explode into dust, they fall, revealing the actual 
  character that person is playing, dead (except for 
  Spike’s player, who will have Giles revealed 
  instead).  After this happens the first time, explain 
  drama point-based righteous fury – that should help 
  Buffy clean up the rest of them.  If this is played with a 
  new cast, such a sight might be worth a Fear Test, but 
  Buffy has seen just about everything by now. 
  If things start to go against Buffy, have Spike (under 
  Director’s control) step out of the shadows to help slay 
  the vampires, stating that she isn’t ‘the only one who 
  gets to kill her friends’.  Otherwise he steps out as the 
  last vampire dusts out, clapping as he steps over the 
  bodies of her friends.  “Finally come round to my way 
  of thinking,” he says, lighting a cigarette.  “Never 
  could stand a one of them, not that you weren’t the 
  worst of the lot.  But that’s all changed.  It’s just you an’ 
  me, now, Slayer.  Who’d a thought we’d end up with 
  so much in common?”  He points towards a 
  freestanding mirror covered with a dark cloth.  A 
  demon with glittering scales reaches from behind the 
  mirror to remove the cloth, revealing that Buffy no 
  longer has a reflection.  Raising a hand to her face, 
  she can feel the bumpy ridges of a vampiric visage.  
  Then she wakes up. 
  Oh, remember to reset Buffy’s Life and Drama Points 
  before the next Act.  It was just a dream, after all. 
  
   
  21
  Stats 
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7 
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15            -                                Resisted by Dodge
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7 
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15            -                                Resisted by Dodge
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  
   
  22 
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7 
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15            -                                Resisted by Dodge
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7 
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15            -                                Resisted by Dodge
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  
   
  23
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15            -                                Resisted by Dodge 
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  Name: Dream Vampire 
   
  Motivation: Predator, Kill Buffy 
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Skills:  Acrobatics 7, Vamp Fu 7, Getting Medieval 7 
  Life Points: 73 
  Drama Points: 4 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage  
  Notes 
  Bite 
   
  15 
  18 
   
  Must Grapple first; no defense action 
  Dodge  
  13 
  — 
   
  Defense action 
  Grapple                 15 
  - 
                  Resisted by Dodge 
  Kick 
   
  12 
  14 
   
  Bash 
  Punch 
   
  13 
  12 
   
  Bash 
   
   
  
   
  24 
  Act Two: Conflict 
  Miss-Taken Identities 
  Setup 
  Be flexible in relating the incidents in this act, as the 
  players may go in several directions.  This section 
  assumes that the players will initially go about their 
  daily business as per usual, but since Buffy will be 
  aware of the dream at the start, her player might 
  decide to skip classes and call the others together to 
  discuss it.  If so, you may need to be creative in 
  getting across the info contained in the incidents.  Be 
  careful not to let Spike languish in his Crypt for too 
  long.  If the players pass up on opportunities to involve 
  him early on, be ready to spring him via other means. 
  -Buffy, Willow and Riley have the opportunity to 
  discover some strange goings on during their 
  psychology class.   
  -Xander and Anya run into an impossible sight, and 
  get insight from the Magic Shop. 
  -Riley meets up with former Initiative friends as the 
  confusion escalates (here or next Act) 
  Action 
  Psych Class:  Riley is giving a lecture on how 
  people use their senses to build a coherent picture of 
  the world around them, and how victims of strokes, as 
  well as other types of aphasia, have to relearn all of 
  the cues their confused brains are now sending them.  
  Keyword: operant conditioning! 
  Buffy and Willow, however, are most likely being 
  distracted by what they overhear the two girls sitting 
  in front of them (Heather and Melanie) gossiping 
  about – Riley!  Heather says she saw him last night 
  outside of the Student Union – making out with – get 
  this – a freshman!   
  No way!   
  Totally way, as in all the…   
  Isn’t that illegal?   
  What’ya mean?   
  Don’t be a simp.  Against school rules… y’know, 
  codes of….. conduct.   
  Yeah, I think so.   
  While that sinks in we get added spectacle when 
  Jesse, the girl sitting next to Parker, slaps him.  A hush 
  falls over the class as Jesse spouts, “I can’t believe 
  you’ve got the nerve to use that line on me… today… 
  after coming on to my roommate last night.  I SAW 
  you two.”  She storms off, and an embarrassed Parker 
  slinks out as well.   
  If Parker is approached later, he will sheepishly 
  deny Jesse’s accusations.  And he has an alibi for last 
  night —he was over at the Espresso Pump with a girl 
  from his philosophy class.  A girl NOT Jesse’s 
  roommate. 
  Riley of course did NOT have a tryst with another 
  freshman—he just got in late last night. 
  Something strange is afoot. 
  Pizza Coupons:  Xander has to spend the afternoon 
  passing out pizza coupons on Main Street, picking up 
  old flyers from bulletin boards at the various 
  businesses, and stapling up new ones.  Anya is 
  tagging along because… well, she’s Anya.  While 
  swapping out the flyers inside the liquor store, a 
  successful Notice roll will have one or both of the duo 
  catch sight of Spike on the close circuit monitor in the 
  store.  He’s walking out of the Magic Shop and down 
  the street past the Espresso Pump – in broad daylight!  
  If they rush out to confront him, he’s nowhere to be 
  seen.   
  Checking at the Magic Shop, Mr. Bogarty confirms 
  that a man of Spike’s description was just in, 
  purchasing items for a ritual.  He bought some very 
  specific supplies for what he described was a 
  cleansing ritual, though it didn’t sound like any type 
  Bogarty had heard of before.  Hearing the list of 
  ingredients, Anya can, on a successful Occult or Wild 
  Card check, determine that they are better suited for 
  
   
  25
  some sort of unlocking or unbinding spell of some 
  kind.   So Spike is walking around during the day, 
  looking for a way to disable the chip?! 
  If they do not go immediately, this info may be found 
  later, if someone goes to gather spell components.  For 
  example, if Anya wants to use her demon contacts, 
  and this info is still unknown, have her go to the Shop 
  to gather supplies to contact them.  A mirror behind 
  the counter will fail to display her image, and Mr. 
  Bogarty will comment that someone earlier in the day 
  also failed to reflect, and… 
  Since Spike is still staying in his crypt, they may 
  choose to go there immediately to check up on him 
  while he is still “docile.”  If Giles is consulted, he’ll 
  suggest this.  Spike will have no knowledge of the 
  Magic Shop trip, and still smokes in the presence of 
  sunlight, thank you very much.  He’s been watching 
  “Passions” (and if being played as a Supporting Cast 
  Member resents the implications of someone running 
  around, looking like him, and dragging his good name 
  through the sunlight and all.  Someone must be 
  impersonating him!  Somebody thinks he’s the new big 
  bad – well, he’ll just have to trounce the wanker). 
  Alternately they may decide to take the info to 
  Buffy, Willow and Giles to compare notes.  On the 
  surface it may look like Spike is trying to develop his 
  own private cure for chip headaches, but this notion 
  has problems.  First, Spike has been known to rely on 
  others to do his spellcasting (as in Season Three).  
  Secondly, it doesn’t explain his non-combustionality 
  in the sunlight.  Still, as Giles will point out, messing 
  about with the mind with magic is a dangerous 
  endeavor, even an undead one.  The odds are good 
  that even if the chip isn’t removed, enough damage 
  might be done to turn Spike into a raving, murderous 
  lunatic.  Well, a raving, murderous lunatic with no 
  sense of pain for the chip to restrain him with.  If early 
  on, this line of thinking could possibly lead to battle 
  plans, culminating in confronting Spike as above.  
  Alternatively, this could stretch into Act Three 
  territory, when Spike is liable to walk right in on their 
  discussion. 
  If the players don’t draw Spike into the mess, he 
  needs to be pulled in by other means.  A slimey 
  Jawralen demon, Nestor, will enter the Crypt, tape 
  measure in hand, and start measuring various aspects 
  of the décor, dripping as he goes.  He doesn’t notice 
  Spike at first, but when he does, he gets very 
  apologetic.  He explains he heard about Spike’s jaunt 
  out into the daylight, and figured the crypt would be 
  available.  He can relate the story as it’s already 
  made its way into the demon grapevine. 
  
   
  26
  Act Three: Complication 
  B is for Book 
  Setup 
  By now the group should have plenty of info 
  indicating something deeply bizarre is going on.  This 
  Act may overlap with the first somewhat, especially if 
  the Gang decides to regroup before confronting Spike 
  about the Magic Shop happenings.  They may split up; 
  some researching and some patrolling.  In that case, 
  consider advancing the townsfolk attack to the patrol 
  (see Act Four). 
  It’s nightfall now, so Spike is able to wander freely.   
  The Gang has no reflections from this point out.  It’s 
  also about this time that some of the victims start 
  exhibiting loss of will from the mind control aspects of 
  the reflections of their “souls” being taken.  In a non-
  demo environment, you could allow for some of the 
  players to be overcome if they don’t resist with a 
  simple Willpower doubled roll, but for demo purposes 
  you should probably let them remain unaffected, 
  regardless of any rolls.  And Vampires are immune, of 
  course, not having a soul to be reflected and caught 
  (just the usual visual reflection of light which allows 
  all of us to see and be seen). 
  Action 
  Research:  Hitting the books proves useful, as a 
  successful Occultism check uncovers references to a 
  Nelvock demon.  Anya can substitute her Wild Card 
  skill.  Info varies depending on the Success Levels. 
  1-2:  The Nelvock “steals” the reflections of others.  
  They use these reflections to cloak their true 
  appearances and lull victims into allowing them close 
  enough for the kill.  A side effect is that most of those 
  whose images have been snatched are susceptible to 
  suggestion or a limited form of mind control from the 
  demon.   
  3-4:  Passages are found indicating that wizards 
  have been known to summon these creatures to 
  foment confusion among their enemies, and to gain 
  some control over their vassals via the mind control.  
  The spellcasters need to stay near the demons, 
  however, or they begin to act randomly. 
  5-6:  The crew learns that a summoning wizard 
  can “cause the demon’s chaos to descend 
  permanently” by infusing the demon with the pure 
  energies gathered from hell.  They also learn that the 
  demon MUST remain in some kind of light, no matter 
  how small, at all times.  Its powers and stolen 
  reflections vanish in the dark, everything returning to 
  normal. 
  This last bit may cause Willow to look for a 
  darkness spell, which she can find with another 
  successful check, though it will take some time and a 
  run to the Magic Shop. 
  Diminish Light 
  Quick Cast: Yes 
  Power Level: 3 
  Requirements: Simple ingredients to be found at the 
  Magic Shop. 
  Effect: Light is gradually excluded (like a haze 
  forming, or deepening twilight after the sun sets) 
  from a circle no more than ten feet in diameter for 
  each Success Level, centered at a chosen point 
  within the caster’s view.  The effect lasts for one day 
  per Success Level. 
  The Initiative:  Though officially disbanded, the 
  government is still in the process of dismantling the 
  facility under Lowell Hall.  In addition, Graham and a 
  few grunts have been dispatched to Sunnydale to 
  look for the escaped Ethan Rayne, though they are 
  under orders not to discuss this, even with Riley.  They 
  are having a progressively harder time getting in or 
  out of the Initiative facility, which leads to an 
  involuntary lockdown situation as the day progresses 
  due to the retinal scans not being registered correctly.  
  
   
  27
  The bulk of the troops are trapped below, and 
  Graham and a few agents are ordered by phone and 
  radio to get out and help maintain the peace—
  straighten out misunderstanding and the like.  They 
  are to stay in civvies, split up, and limit themselves to 
  hand stunners, but only if necessary.  They can be 
  used as mind control fodder later in the story. 
  The scientists trapped below run a number of tests, 
  and provide additional exposition if need be.  Via 
  radio, they can give the gang a summary of the 
  reflection effects, the mind control and suggestibility 
  aspects, etc.  In a pinch, they could even “triangulate” 
  the reflection issue to map coordinates corresponding 
  to the old school.  If Riley has not yet contacted the 
  Initiative, Graham contacts him by phone with a 
  heads up regarding what they’ve discovered just 
  before the gang decides to head to the Hellmouth.   
  If the players do not uncover enough information in 
  research, or don’t correctly interpret the information, 
  there are still other avenues to pursue.  A trip to 
  Willy’s Place might elicit remaining needed info as 
  well. 
  When it Raynes, It Pours:  Ethan takes Giles’ 
  place—using the demon’s power and an auditory 
  glamour on his voice.  If the others don’t suggest it, 
  have Giles/Ethan indicate that whomever summoned 
  the demon may be trying to distract them from the true 
  purpose—opening the Hellmouth to insure the effects 
  are set. 
  Ethan doesn’t want to open it so much as access a 
  crack in the closed gateway to complete his 
  enchantment.  This isn’t just revenge—he’s hoping the 
  resulting confusion will ensure his escape.  He enlists 
  the others in an attempt to “reinforce” the barrier over 
  the Hellmouth.  In reality, he needs the group there to 
  be sacrificed as the final part of the ritual.  To that end, 
  he has already paid a gang of vampires to act like 
  controlled townspeople, cloaked in stolen reflections, 
  and attack the group once they reach the school. 
  
   
  28
  Act Four: Climax 
  Objects Are Closer Than They Appear 
  Action 
  The Ambush:  Once the group decides to head for 
  the Hellmouth, whether under Giles/Ethan’s direction, 
  or by interpreting the dream and other clues indicating 
  the importance of that site, the demon follows and 
  sends a handful of REAL controlled townsfolk against 
  them.  This is to slow them down, and give them a 
  false sense of achievement, before the trap is sprung.   
  Suggestions for those to include are Graham (along 
  with any Initiative Commandos still available on the 
  surface), and minor recurring characters such as 
  Jonathan Levenson, Devon (the Dingoes lead singer), 
  and Percy.  Drop the number to two or three if the 
  whole group is not there (say if Buffy and Spike 
  decide to patrol while Research is being done), or if 
  time is dragging on.  This is meant to get the group 
  jittery, and to lay groundwork for the scene at the end. 
  School Daze:  Once past this initial threat, which 
  should be dispatched fairly easily, the group will have 
  no problems reaching the burnt out school.  Once 
  there, they find the way barred by an even larger 
  group of townsfolk, nearer and dearer to their hearts.  
  Of course, though it appears they face Joyce 
  Summers, Tara Maclay, Shelia Rosenberg, Harmony 
  Kendall (a DIFFERENT vampire disguised as 
  Harmony, unless the gang is doing poorly, in which 
  case it might be the real Harmony, and Spike 
  convinces her to help), Xander’s folks and others 
  (including ones used earlier – Parker, Jonathan, etc.) 
  – these are all really vampires disguised by the 
  demon’s magics.  There should be two each for Buffy, 
  Spike and Riley, and one each for the others.   
  Giles/Ethan directs the others to engage the folks 
  and keep them out of his way while he prepares and 
  starts the ritual to keep the Hellmouth closed – ‘and be 
  sure not to harm them!’  The demon is close by, 
  powering the illusions, cloaked mostly in shadows (or 
  possibly as another one of the townsfolks, if the group 
  is doing badly – have one of the cloaked vampires be 
  the demon, and when it is taken out, so are the 
  illusions).  In the close confines of the school, the 
  demon can be spotted with an extended Notice check 
  garnering ten Success Levels over several Turns.  
  Those engaged in combat can also keep an eye out 
  as a ‘free’ extra action (in addition to any combat 
  actions) for an additional –2 to all actions that Turn.  
  Success indicates some “wrong” with the shadows in 
  one corner.   
  If grabbed, the demon feels slippery and only semi-
  solid to the touch, but this doesn’t help it avoid attacks 
  – that’s just part of its nature.  If the Diminish Light spell 
  is used, and it works too well (and the players are 
  having too easy a time of it), then as the illusions start 
  dropping, have the sphere of darkness extends out 
  over them, requiring Notice Tasks to ‘Listen’ for the 
  enemy before attacking (at a –2 penalty, to both 
  sides, of course!)  If killed, the Nelvock will rapidly 
  ooze away into nothingness. 
  With an Occultism roll, Anya or Willow can 
  determine that the ritual Giles/Ethan is intoning is the 
  one of unlocking, not closure.  If the group turns 
  against him, Giles/Ethan attempts to take refuge 
  behind the mass of vampires (if any) remaining.  If the 
  demon is defeated, or has his power blocked by 
  darkness (or is otherwise revealed), Ethan uses his 
  Ace in the hole – Giles.  He has Giles trussed up over 
  the Hellmouth itself, out of sight of the scene of the 
  battle, held upside down with a rope by a vampire 
  with orders to drop him in at the climax of the ritual, or 
  if things go badly.  Ethan will bargain for his freedom 
  with this knowledge  (he can also use this to entice 
  the group to go to the Hellmouth if they discover him 
  too early, escaping when the vamps attack).  Given 
  the chance, of course, he’ll just slink out in the last 
  stages of battle if it’s going against him, using 
  whatever Drama Points are necessary to ensure his 
  escape.  If the group captures him, Graham and the 
  other Initiative boys show up to take custody. 
  
   
  29
  Stats 
   
   
  Name: Nelvock Demon 
  Motivation: Chaos, Obedience to Summoner, Feed 
  Critter Type: Demon 
  Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3, Perception 4, Willpower 2 
  Ability Scores: Muscle 14, Combat 14, Brains 12 
  Life Points: 42 
  Drama Points: 2 
  Special Abilities: Claws, Reflection Illusion 
  Maneuvers 
  Name  
  Score Damage Notes 
  Claw 
   
  14 
  11 
   
  Slash/stab 
  Dodge  
  14 
  — 
   
  Defense action 
  Punch 
   
  14 
  11 
   
  Bash 
   
   
   
  Name: “Townsfolk” Vampires 
   
  Motivation: Predator, Kill Buffy and Gang, Protect Ethan  
  Critter Type: Vampire 
  Attributes: Strength 6, Dexterity 6, Constitution 6, Intelligence 3, Perception 3, Willpower 3 
  Ability Scores: Muscle 18, Combat 19, Brains 13 
  Life Points: 73 
  Drama Points: 1 
  Special Abilities: Hard to Kill 5, Vampire 
  Maneuvers 
  Name  
  Score Damage Notes 
  Bite 
   
  19 
  23 
   
  Must Grapple first; no defense action 
  Dodge  
  19 
  — 
   
  Defense action 
  Grapple                 21 
  — 
   
  Resisted by Dodge 
  Kick 
   
  18 
  19 
   
  Bash 
  Punch 
   
  19 
  17 
   
  Bash 
   
  
   
  30
  Name: Graham and Initiative types 
  Motivation: Fight the HST threat 
  Critter Type: Human 
   
  Attributes: Strength 4, Dexterity 4, Constitution 3, Intelligence 2, Perception 3, Willpower 3 
  Ability Scores: Muscle 14, Combat 15, Brains 10 
  Life Points: 37 
  Drama Points: 2 
  Special Abilities: Hard to Kill 2 
  Maneuvers 
  Name  
  Score Damage                 Notes 
  Dodge  
  15 
  — 
   
  Defense action 
  Kick 
   
  14 
  13 
   
  Bash 
  Punch 
   
  15 
  12 
   
  Bash 
  Hand Taser 
  15 
  9 
   
  Bash; knockout 
   
   
  Name: Jonathan Levinson 
  Motivation: Get some respect, be happy 
  Critter Type: Human 
   
  Attributes: Strength 1, Dexterity 2, Constitution 2, Intelligence 3, Perception 3, Willpower 2 
  Ability Scores: Muscle 8, Combat 8, Brains 11  
  Life Points: 22 
  Drama Points: 3 
  Special Abilities: +1 to Brains for Knowledge rolls; Sorcery 1 (untrained) 
  Maneuvers 
  Name Score Damage  
  Notes 
  Dodge 8 
  — 
   
  Defense action 
  Punch 
  8 
  2 
   
  Bash 
   
   
  Name: Joe Townsperson (Devon, Percy, etc) 
  Motivation: Survive, sex, money 
  Critter Type: Human 
   
  Attributes: Strength 2, Dexterity 2, Constitution 2, Intelligence 2, Perception 2, Willpower 2 
  Ability Scores: Muscle 10, Combat 8, Brains 10 
  Life Points: 26 
  Drama Points: 1 
  Special Abilities:  n/a 
  Maneuvers 
  Name Score Damage  
  Notes 
  Dodge 8 
  — 
   
  Defense action 
  Punch 
  8 
  4 
   
  Bash 
   
   
  
SOURCE: textdata/thevault/Buffy the Vampire Slayer RPG (unisystem)/Buffy the Vampire Slayer - Introductory Pack and Demo Kit.pdf