EpilogueIt has been a few days and there have been no new attacks. No one has
heard from Anya since she left the caves. Summoning her has also been
without success. Giles should have the books and be going through them
comparing passages to the Enochian Tablets (from Episode 1). The books are
very difficult to decipher but he has made some disturbing discoveries.
First, under no circumstance will he allow Willow access to the books.
They are Dark Magic and he will not let her near them. He is doing this out
of his love for her as he doesn't want her tempted. This could boil into an
issue between the two because after all Willow did touch the books in the
past with no ill effects.
Second, some of the secrets of the books are deciphered. Most important,
the Hammurabi text reveals: "Darkness lurks and the ground trembles as once
dead begins to awaken. Only a sacred love can face the evil with many names.
The blood of the returned will free him." BUT- the other text contradicts
that. "The Assyrian Book of Shadows" says, "The Returned's heart must beat
with the sound of two drums. Only the two can exile the darkness."
Giles has crossed referenced the Watcher's Diaries to these books and to
"The Hand". There was a Watcher and a Slayer (Morgan) at the battle that
Willow, Tara and Buffy witnessed in the past. The diaries relate the
history of a blond slayer and two soul-bound witches. Giles always felt
these passages referred to Morgan and Liath and Bodhmal respectively, now he
is not so sure. He is certain that their destiny is now a shared one.
One thing Giles is hesitant to reveal is that the texts also state that the
dark one can be released if a sacrifice of the returned one is made. He is
not making any interpretations yet, but it seems obvious to him that this is
Tara.
Of course anyone could mention that this could mean Buffy herself or even
Angel.
A couple of nights later while patrolling, Buffy discovers why they have not
heard from Sarabda. In the graveyard Buffy finds Sarabda's corpse. She is
ripped open and pinned up seven feet high with her own knives. Written in
Sarabda's own blood is "Fear not the monsters, but that which the monsters
fear."
Wrap-upUpon completing this Episode, Cast Members should be awarded a base
three-four experience points with bonuses as described above.
Drama Points can be given out according to the guidelines given in the BTVS
RPG Core book, also with bonuses as described above.
In particular the players of Tara and Willow (and maybe Xander) have the
best chance of earning the most drama points. Giles, Xander, and Buffy the
most experience points.
Directors should award Willow and Tara four (4) less experience points than
the rest of the cast and instead award them with the new quality,
Old
Soul, described below. The characters should gain about 5 total levels
of this quality throughout the course of the entire season. Directors
should reward the players for actively seeking out these past lives with a
new level per 4 experience points. This is different than what is dictated
by the rules, but is dramatically pleasing. Additional levels must be
bought per normal methods before the end of the season.
Directors are urged to make this "soul searching" only a very minor part of
the season. The characters may not even have the time.
New SkillSeductionThe ability to make oneself sexually attractive to other people by saying
the right things and putting on the right act. Intelligence is used,
modified by any Charisma or Attractiveness bonuses or penalties the
character might have. Other skills may give bonuses to Seduction attempts.
For example, previous Tasks using Influence or some magics (like Glamour)
add their Success Levels to the Seduction attempt.
Note: For crossovers with other Unisystem games this can be
interchanged with the Social skill "Seduction", on which this is based.
New QualityOld Soul4 points/level Quality
These characters have been reborn many times. As a result, their souls have
become stronger. Old Souls tend to be very mature and precocious for their
age. It would be nice to believe that age invariably provides wisdom, but
Old Souls are equally likely to be depraved or insightful, cruel or kind.
Whatever their orientation, it is usually more extreme having been refined
over several lifetimes.
This Quality can be acquired for multiple levels during character creation,
but it cannot be acquired afterwards (with some exceptions, see below). Each
"level" represents some 3-5 previous lives lived before the character's
current incarnation. Every level gives one "magical" past life and 2-4
"mundane" ones. The player can determine who these former selves were,
where they lived, and what they know, or they can leave such information in
the hands of the Director. From a roleplaying point of view, creating a
"past lives tree" can be interesting.
Successive lives tend to increase the character's overall insights and
understanding-for good or ill. Every level of Old Soul adds 1 point to
Mental Attributes. These can go beyond the human maximums. For example, if a
witch has 5 levels of the Old Soul Quality. This gives her 5 more points to
put into her Mental Attributes, and 30 more Essence Points if your game uses
Essence.
Anyone with this quality can call upon the magic of their past lives to aid
in casting spells. They can add 1 sorcery level for every magical past life
they have. So every level of Old Soul adds one level to the player's
Sorcery level.
To call on the power of the old soul costs 1 Drama point, or one Essence
Point for games that use Essence.
An Old Soul is sometimes able to tap into the knowledge of their previous
lives. These attempts require the character to pass a single Test using both
Willpower and Intelligence as modifiers, and each attempt drains the
character of 1 Drama Point, which is regained normally (via play). When
attempting to perform an unskilled Task, the character may receive a flash
of knowledge from one of her previous lives. If the player took the time to
decide what her character's previous lives knew, then the character gains,
for that one Task, a skill level equivalent to the character's past life's
level but never higher than their current Old Soul level. Only the skills
that the character knew in her previous lives are available. If the previous
lives are not known, the character uses only one half of the Old Soul level
(rounded down), but virtually any skill might be known. The only exception
would be high-tech Skills that a previous life would be unlikely to know.
Asking one's ancestral memories how to hack into a computer system is not
likely to work very well .
For example, a witch with 5 levels of Old Soul, has about 20 past
incarnations, five of which were witches/magic users. The player in this
example has figured out that at least half (10) were peasants. Others
include five "magic" using lives.
During an adventure the character needs to play a game of fidchell against a
demon to rescue her friends. Fidchell is an ancient Celtic game similar to
chess and the character does not know how to play, but one of her past lives
was an expert (her level was 6). If she passes the Willpower and
Intelligence Test, she can play with an effective skill (Wild Card:
Fidchell) of 5, at the cost of 1 Drama point. The skill lasts as long as
the game lasts. If later in the day she needs to play it again a new Test
and an expenditure of Drama Points are required. If the player had not
fleshed out the past incarnations, she would have been able to play
fidchell, but with a skill of only 2.
Generally, only human beings can have Old Souls. Long-lived supernatural
beings rarely reincarnate, or do so only over spans of millennia.
This quality is not accessible to vampires, demons, zombies, robots (all of
whom have no souls), werewolves in werewolf form, or one can argue Slayers.
Slayers by their very nature have a bit of the Old Soul quality in the
Slayer quality.
Directors could also further limit it to White Hats if they so desired.
Awakening the Old SoulNot every character will or should have access to this at character
creation. Some characters are new souls and do not have any previous lives
to call upon. There are some circumstances in which the character's Old
Soul can be re-awakened.
When this quality is first added to the game the Director will need to have
a good in game or storyline reason for allowing the character access to
this. These reasons could also be used for characters that wish to acquire
this Quality later, but directors are strongly urged to only limit this to
characters during the character creation process.
1. Meeting a past life. The karmic and dharmic energies released when a
soul meets a previous or future life is usually enough to jar that soul
awake.
2. Exposure to a psychically tainted object related to that old soul.
Example if a person picks up a dagger that was used to kill one of their
past lives.
3. Psychic regression. No not the type done in less reputable psychiatric
offices or even calling Shirley McClain or Ms. Cleo. A real psychic, such
as a member of the Cabal of the Psyche, must help with the past life
regression.
After this point, Old Soul should be limited to character creation only.
Note: For crossovers with other Unisystem games this can be
interchanged with the Supernatural Quality "Old Soul", on which it is based.
New SpellsBrigit's Hands of FlameQuick Cast: Yes
Power Level: 5
Requirements: A command word in Gaelic, "Adhain"
Effect: Upon utterance of the command word flames erupt from the
hands of the witch causing 4 x caster's Will + Success Levels of Life Point
damage, and double to vampires and other undead.
The flame leaves the hands in a fan like pattern. The length of the fan is
in yards equal to the caster's Will plus the Success Levels.
Brigit's Waves of FlameQuick Cast: No
Power Level: 6 or 7
Requirements: Level 6: Blessed water drawn from Brigit's well and
dung from her fields. Level 7: The blood of a saint or other quasi-divine
being replacing the water.
Command words: Latin "Incindar" or Gaelic "Adhain"
Effects: Brigit is the Celtic goddess of fire, water and life. To
her there can be no greater insult than the undead. This spell is actually
a purifying one designed to burn out the offensive creatures. By using her
blessed water and dung her witches perform the same ritual they perform to
ready the land for growth every Imbolc (Feb. 2). This spell adds the extra
kick of turning her sacred water into a wave of flame that will race out 50
feet + 10 feet per SL from the caster. The flames are soundless, and
produce no heat unless the affected victim is undead (Vampire, Zombie,
Skeletons) then they take fire damage of 2d10 (12) initial damage and
additional damage at the rate of 6 +SL life points every turn in the flames.
Demons take only the initial damage.
Level 7: The first version of this spell was discovered when Ireland
was still Celtic and Pagan. Once the Goddess Brigit was transformed to the
Catholic Saint Bridget her followers discovered that using her blood not
only increased the casting level, but also increased the effectiveness of
this incantation. In addition to the undead taking lasting damage now so
did demons. Damage is increased to 3d10 (16) and recurring damage at the
rate of 7 + SL LPs every turn.
Protection of the GoddessQuick Cast: No
Power Level: 7
Requirements: A chant repeated by two or more witches. Not available
to non-witches.
Command words: "Goddess above, ruler of all, protect your humble
servant, as love becomes wall."
Effect: A defensive ritual with an offensive bite, this magic shows
that the Goddess protects what is Hers. This ritual once cast and activated
will not allow any aggressive action taken upon those within its confines.
Melee attacks turn back on the attacker, spells backfire or effect the
hostile caster instead. Beneficial spells and magic will continue to work
and others, ones not protected nor involved in the casting of the ritual,
can effect each other as they please.
Witches and those they choose to protect may not attack others, but they can
force out attackers. Anytime during the duration of the ritual the lead
witch can say a command word or phrase and all those of hostile intent are
removed from the area of effect.
The effects will remain dormant until the first act of violence is
committed or until one of the witches present at the original ritual
activates it. Often the coven chooses to activate it once the ritual is
cast. After that time the effects persist a number of hours equal to the
effective Sorcery Level + the total Success Levels.
The effects of the spell appear to be a dome of magical energy large enough
to hold all the casters in close quarters, typically 5' radius per caster.
Note: This spell is presented as an alternate to the Energy Barrier
spell from The Magic Box sourcebook, which is now considered to be a Dark
Magic spell.
New MonstersName:
Barbazu (Barbed Devil) Motivation: To guard and protect the populace of Hell
Critter Type: Demon (Devil)
Attributes: Strength 5, Dexterity 3, Constitution 4, Intelligence 6,
Perception 4, Willpower 7
Ability Scores: Muscle 16, Combat 16, Brains 12
Life Points: 50
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 8, Sorcery 4
Drawbacks: Attractiveness -2
Skills: Getting Medieval 3, Kung-fu 4
Combat Maneuvers
Name Score Damage Notes
Claw (2) 7 10 Slash/stab
Bite (beard) 7 15 Stab
Punch 7 10 Bash
Dodge 6 - Defense action
Devils, unlike demons, are ordered and fit into a strict hierarchy of Hell.
Barbed Devils are monsters in the truest sense. Vicious, armed and armored,
these devils chief duties are to attack as guards or protectors of other
devils. They have two massive claws ending in viscous dagger-like claws.
They are covered in terrible spikes, have two large sharp horns, a long tail
covered in barbs and a thick leathery hide.
Barbed Devils attack with a claw/claw/bite routine. Any successful hit the
Barbazu can cause their victim to experience fear (a Fear Check will be
required). Typically they will use this on their first attack to terrify
their victims and make them easier targets.
Barabazu can also cast
Hold Person and Jet of Flame (from
The Magic Box Sourcebook p. 76 and p. 79).
Name: Bookworms
Motivation: Eat!
Critter Type: Demonic worm
Attributes: Strength 4 (1), Dexterity 4 (1), Constitution 5 (1),
Intelligence 0 (0), Perception 2 (2)*, Willpower 1 (1)
Ability Scores: Muscle 14 (1), Combat , Brains 8 (8)
Life Points: (1)
Drama Points: 1 (0)
Qualities: Hard to Kill 1 (0)
Drawbacks: Attractiveness -5, Impaired senses (no eyes)
Skills: Kung-fu 4 (0)
Combat Maneuvers (Grub has no combat abilities)
Name Score Damage Notes
Bite 7 15 Stab
Bash 7 10 Bash
Dodge 6 - Defense action
Grub state statistics in parentheses.
Bookworms are a prized possession among demonic occultists. The worms feed
on the dark magic energies from the libraries where Dark Magic books are
usually kept. As long as the supply of dark magic is constant the worms are
kept feed and are harmless. Once the supply is lessened, say once a book is
stolen and the worm infested book is no longer surrounded by other dark
magic books, then the worms grow from a three inch long grub to a seventeen
foot long monster that is as wide as a human. This growth takes no more than
half-hour, and the worm becomes large enough to threaten a human within ten
minutes.
Larger bookworms now must find a new source of food, fresh meat. The worms
are blind but they can "see" by detecting motions and vibrations. Once they
approach something edible, which is just about everything, human, animal,
demon, they will attempt to swallow it whole. Their main attacks are a bash
attack with it's head or tail, and a bite attack.
Once full-grown, bookworms look like overgrown dark green caterpillars.
Grubs are dark brown in color to better hide among leather bound tomes.
Name: Osyuth (Bone Devil)
Motivation: Fight for the greater glory of Hell
Critter Type: Demon (Devil)
Attributes: Strength 7, Dexterity 5, Constitution 7, Intelligence 3,
Perception 3, Willpower 4
Ability Scores: Muscle 20, Combat 17, Brains 12
Life Points: 71
Drama Points: 3
Qualities: Hard to Kill 4, Armor Value 9, Sorcery 5
Drawbacks: Attractiveness -3
Skills: Getting Medieval 4, Kung-fu 3
Combat Maneuvers
Name Score Damage Notes
Claw 8 14 Slash/stab
Kick 7 16 Bash
Bone Hook 9 18 Slash/stab
- Grapple 10 - Capture
Tail 16 21 Poison (Str loss)
Dodge 15 - Defensive
Devils, unlike demons, are ordered and fit into a strict hierarchy of Hell.
Bone Devils, also known as Osyuth, are a lesser devil employed by the armies
of Hell. They look like skeletons with dry leathery skin stretched over
their thin frames. What sets them apart from a skeleton is their height, 9'
tall and a large scorpion like tail.
They typically attack with their large bone hooks which they wield with
deadly effectiveness. If a hit roll has 3 or more Success Levels the victim
becomes trapped by the hook. Trapped victims are subject to a tail or kick
attack.
The tail of the Bone Devil has a poison that reduces the victim's Strength
score. In addition to damage the victim temporary looses 1 point of
Strength.
Bone Devils are also capable of the following magics (from The Magic Box
Sourcebook) Glamour, Magical Disguise, Quick Illusion (used to
make Invisible) and can cause Fear (victims must make a Fear Check).
Name: Umu Demons
Motivation: Guard dogs
Critter Type: Demon (Guardian)
Attributes: Strength 4, Dexterity 5, Constitution 4, Intelligence 3,
Perception 7, Willpower 4
Ability Scores: Muscle 14, Combat 15, Brains 16
Life Points: 48
Drama Points: 3
Qualities: Hard to Kill 2, Armor Value 2, Acute Senses
Drawbacks: Attractiveness -4, Honorable (Rigid)
Skills: Getting Medieval 4, Kung-fu 3
Combat Maneuvers
Name Score Damage Notes
Big Sword 9 25 Slash/stab, can use one-handed
Bite (2) 8 17 Must Grapple first
Punch 8 8 Bash
Kick 6 10 Bash
Dodge 9 - Defense action
Grapple 8 - Resisted by Dodge
Lower level demons employed by the Uttuki, Umu demons act as guard dogs- a
job they are perfectly suited for. Each Umu demon stands 6' to 7' in
height. Their skin is covered with a fine dark fur, often black or dark
brown. They are very muscular and often dress in ancient Babylonian or
Sumerian garb; open toe sandals, papyrus kilts and bare chested. What sets
these demons apart are their four heads. The heads most often resemble that
of a Doberman, but some have been reported with jackal heads as well. All
faces feature prominent snouts with dozens of needle like teeth. Each head
faces a different direction, thus the Umu is never surprised. Their senses
are as acute of that of a dog's (sharper sight, hearing and smell) only four
times over. They are loyal to their demon employers and thus very much in
demand by those that have things they want guarded. Each head is independent
of the other. So heads can eat, carry on conversations and even sleep
separately of the others.
Umu typically kill and eat anyone that comes too close to the thing they are
guarding, making no distinction between friend and foe. Only their
employer, the demon or witch that bound them are immune to their attacks.
There is also a rumor that there are three-headed varieties that serve the
Goddess Hecate.
Name: Yoln, The Pit Fiend, The Hand of Leviathan, The Shadowreaper
Character Type: Human Big Bad
Attributes: Strength 9, Dexterity 8, Constitution 10, Intelligence 4
Perception 4, Willpower 12
Ability Scores: Muscle 24, Combat 21, Brains 20
Life Points: 104
Drama Points: 10
Qualities: Armor Value 12 (6), Fast Reaction Time, Half-Demon, Hard to Kill
6, Nerves of Steel
Drawbacks: Adversary (just about everyone) 6, Honorable (Rigid)
Skills: Getting Medieval 7, Kung-fu 6
Combat Maneuvers
Name Score Damage Notes
Big Ass Sword 15 50 Stab/slash; two-handed
Punch 14 18 Bash
Kick 13 20 Bash
Dodge 15 - Defense action
Grapple 17 - Resisted by Dodge
Yoln's story begins about 2,000 years ago when he was just another ruthless
general attempting to destroy everything in his path. It was on a
particularly bloody day of battle when Yoln swore on the very souls of his
own men that he would even "lead the armies of Dis" if he could be insured
victory. He was given his wish. He was granted a special sword,
Pillager, that allows him to command infernal armies. He was also
given long life, and over time he became a type of demon himself- a Pit
Fiend.
Yoln was successful in his conquests, and he led Hell's army to countless
victories. Whether he was working with the Romans, the Mongols, or any of
history's bloodiest battles, Yoln was there. It was however by his defeat
that history remembers him.
In 190 AD Yoln was leading a charge against a castle in what would become
France. The castle and its occupants were nothing special to him, but he
wanted what they protected. It was an artifact of great power, the Spear
of Destiny. With this weapon in the hands of Yoln, no one could stop
the forces of Evil.
Nothing that is, except one girl. Her name is recorded as Morgan. She was a
Slayer.
Morgan and Yoln fought, man to girl, sword to sword. A girl was beating him
and he was enraged. Finally having enough of the fight Yoln saw his
opening. He grabbed Morgan, spun her around, and slammed Pillager
deep into her back.
Satisfied, he left the scene to retrieve his prize, but the battle was not
over yet. Morgan struggled to her feet, worked the sword from her body and
with it she moved towards Yoln. He had opened up a portal so he could
return to Hell with the Spear. It was then that Morgan attacked.
She beat the warrior back with his own blade. In one fell stoke she cut off
his right arm, sending it to the ground. The Spear of Destiny fell
into the portal to drift in the Astral Plane, and smashed Pillager
the process. Yoln could not believe this girl, a girl he left for dead, had
defeated him. However, there was still insult to come. Using the last of
her will and strength, Morgan struck Yoln sending him back to Hell.
Morgan, assured that Yoln was gone and the Spear was not in the hands of
evil, died.
Yoln was not so lucky.
Once in Hell, Yoln had to answer for his defeat. Not only had he lost the
Spear of Destiny but Pillager as well. His armies defeated
and his own honor in ruins, the Lords of Hell unanimously decreed that he
was to be destroyed and unraveled, that is death of body and soul. The
Lords of Hell carried out their sentence and tossed what was left of him,
his armor, to the Astral Winds.
For untold centuries the ruin of Yoln floated. Then, gradually he became
aware. He found out that he was not unraveled, or if he had been, he had
found a way back. He also realized that someone or something was
whispering to him. It was the dead god Leviathan, who was also afloat in the
Astral graveyard. Together the two plotted revenge and the end of all
creation.