Professional Documents
Culture Documents
for your Buffy the Vampire Slayer and Angel roleplaying games, as well as the first in a
series of articles detailing a brand new setting.
VOLUME 2
ESP is an ideal showcase for both new and known authors, giving everyone the potential
to be a part of the Eden team! Eden realizes there are a great many quality unknowns
out there and wants to give them the opportunity to shine. Veteran writers are also welcome, providing solid groundwork for gamers to use, spindle, and mutilate. Whether you
are a up-and-comer, an oldtimer, or just a fan, you'll find new and interesting Unisystem
material in each book.
Visit www.edenstudios.net
ISBN 1-891153-66-8
EDN5501
Buffy the Vampire Slayer & 2005, ANGEL & 2005. Twentieth Century Fox Film Corporation. All Rights Reserved.
The Unisystem Game System 2005 CJ Carella. The Unisystem is used under exclusive license.
2005 Eden Studios. All Rights Reserved.
EDEN STUDIOS
$15.00 (U.S.)
EDN5501
After devouring this volume, stay tuned for the next, featuring brand new magical mojo
for your Buffy the Vampire Slayer and Angel roleplaying games, as well as the first in a
series of articles detailing a brand new setting.
VOLUME 2
ESP is an ideal showcase for both new and known authors, giving everyone the potential
to be a part of the Eden team! Eden realizes there are a great many quality unknowns
out there and wants to give them the opportunity to shine. Veteran writers are also welcome, providing solid groundwork for gamers to use, spindle, and mutilate. Whether you
are a up-and-comer, an oldtimer, or just a fan, you'll find new and interesting Unisystem
material in each book.
Visit www.edenstudios.net
ISBN 1-891153-66-8
EDN5501
Buffy the Vampire Slayer & 2005, ANGEL & 2005. Twentieth Century Fox Film Corporation. All Rights Reserved.
The Unisystem Game System 2005 CJ Carella. The Unisystem is used under exclusive license.
2005 Eden Studios. All Rights Reserved.
EDEN STUDIOS
$15.00 (U.S.)
EDN5501
Eden Studios
Presents
Volume 2
Cinematic Vampyres
by Jason Vey
Light Sleepers
by Alessandro Gandini
12
23
40
Fresh Flesh
by Andrew Ferguson
47
Dead Ops
by James Wilber
50
Interior Art
by Travis Ingram, Cary Polkavitz, James Powers, Gregory Price
Buffy the Vampire Slayer & 2005, ANGEL & 2005. Twentieth Century Fox Film Corporation. All Rights Reserved.
The Unisystem Game System 2005 CJ Carella. The Unisystem is used under exclusive license.
2005 Eden Studios. All Rights Reserved.
No part of this book may be reproduced without written permission from the publisher, except for review purposes.
Any similarity to characters, situations, institutions, corporations, etc. (without satirical intent) is strictly fictional
or coincidental. This book uses settings, characters and themes of a supernatural nature. All elements, mystical and
supernatural, are fiction and intended for entertainment purposes only.
Comments and questions can be directed via the Internet at www.edenstudios.net.
via e-mail to eden@edenstudios.net or via letter with a self-addressed stamped envelope.
First Printing, January 2005
Stock EDN5501 ISBN 1-891153-66-8
Volume 2
Printed in USA
Volume 2
The Moroi
The Moroi
WitchCraft-Style Vampyres in a Cinematic World
by Jason Vey
Introduction
A very interesting possibility for exploring noncanon ideas in a cinematic Unisystem game is the
combination of elements from Edens other supernatural games, WitchCraft, All Flesh Must Be Eaten,
and Armageddon. Inserting the creature types, varied organizations, and mythologies from these two
games can make for a fascinating, if unorthodox
campaign. Imagine a super-powered demon fighter
trapped in one of the Deadworlds from All Flesh
Must be Eaten. Better yet, how would the organizations in your cinematic world deal with the appearance of the Rosicrucians on the scene? Or the
Twilight Order? Or even better. . . the Iscariots?
While it is extremely rare, it is possible for a standard vampire to regain their human soultheir identity, conscience, and sense of self from their days as
a mortal. Gypsy curses and demonic quests are two
possibilities, but there are plenty more means to
accomplish this. However, what if there is another,
slightly more common means of vampires possessing souls? What if there are those who possess the
significant strength of will to hold on to their
humanity, or at least some spark of it, when they are
sired? These creatures could then go on to make
more like them, undead leeches who feed on the life
force of mortals just as standard demonic vampires,
but who still possess a sense of right and wrong, and
the free will to pursue one or the other? If these creatures exist, there are then two breeds of vampire
walking the earth: demonic (or dead) vampires,
the Strigoi; and living Vampyres, or Moroi.
Of course, this brings up unique logistical problems. Of particular interest are the integration of the
WitchCraft versions of certain supernatural creatures: demons, Vampyres, and ferals among them.
Zombies are described in existing cinematic
Unisystem sourcebooks and are really just another
kind of custom flesh-eater, easily compatible with
any All Flesh Must be Eaten or WitchCraft zombies
that might be used. Demons are not overly difficult:
these are far more powerful than your typical cinematic Unisystem demon. Ferals, too, are not much
different from those presented in the cinematic
Unisystem books, just more detailed and fleshed
out. Not much of an integration problem there.
Vampyres however, present a singular challenge.
Vampyres in WitchCraft are extremely different
from those in cinematic Unisystem products, and
are entirely reliant upon Essence for their special
abilities and very survival. Since Essence does not
exist in some Cinematic Unisystem games, how do
we convert these creatures to make them work?
Further, how do we justify their existence opposite
whatever vampires may already be in that particular
setting? Read on.
The Moroi
to kill the new vampire and its sire rather than risk
failure or the creation of a flawed Vampyre.
Strigoi view the Moroi as pompous pretenders
who refuse to simply accept what they are, and there
have been times where small armies of Strigoi were
sired to wipe out a few Moroi. The war between the
two species of vampire has lasted for millennia, with
each species claiming to be the first, original, and
true vampire. Unfortunately, the Moroi are on the
losing end of this eternal war. Their human souls
refuse to allow them to create the army of cannon
fodder that the remorseless Strigoi are willing to
expend, and the Moroi know this. As such, most
Moroi in the modern era are content to keep their
numbers low, their existence secret. Indeed, it has
been so long since a battle broke out between the
Strigoi and Moroi that most elder Strigoi have forgotten the existence of their soul-bound cousins.
Moroi Existence
Moroi are more communal in nature than Strigoi,
and where groups exist, they function smoothly.
This differs from Strigoi, who have a pack mentality whereby the strongest tends to lead, solely by
virtue of his ability to overpower his underlings.
Unfortunately, the comparative rarity of Moroi generally holds such groups to minimal numbers. The
most notable societies to include Moroi are the
Twilight Order, the House of Thanatos, and the
Iscariots (detailed in WitchCraft, Mystery Codex,
and Abomination Codex respectively). Moroi have
been members of many secret societies through the
ages, though most of the time these creatures keep
their true nature hidden for fear of being murdered
due to a lack of understanding by their human companions.
The life of a Moroi is a lonely and sad one. The
vast majority of Moroi spend years, decades, even
centuries of existence searching for the meaning of
what they are, the reason why they still walk the
Earth and havent passed on to some sort of
Afterlife. Even those Moroi who exist out of a voluntary decision to become what they are often regret
the decision as years turn into decades, and decades
into centuries, without any comfort or companionship to see them through.
Volume 2
The Moroi
Moroi relationships are often shallow and shortlived, as these immortal creatures find it increasingly difficult to watch mortals they come to care for
grow old and die while they never change. Those
who do learn to cope with their endless, unchanging
existence often become harsh and unfeeling. Still,
there are those Moroi who manage to maintain both
their humanity and passions, and cope with immortality at the same time. These are some of the most
powerful and potent champions of light in the world.
It cannot be stressed enough that Moroi are
extraordinarily rare among the vampire population.
Sheer numbers and brutality keep the Strigoi holding the upper hand in their eternal struggle, and the
Moroi prefer to live in peace with humankind generally. Moroi villains are cold, calculating, and
incredibly ruthless, often dominating packs of
Strigoi from behind the scenes, like a criminal mastermind dispersing his pawns, to the eternal detriment of the heroes. Such a monster would make an
extremely formidable Big Bad for a series, particularly if one of the players happens to be running a
Moroi Cast Member.
Playing a Moroi
Playing a Moroi is not much different from playing a Strigoi, or standard cinematic Unisystem
game vampire. Moroi is a Quality that gives players
access to a set of special abilities and powers beyond
those of normal humans. The details of this Quality
are as presented in Mystery Codex (see pp. 32, 97).
This article explores the differences and modifications that must occur to transport such creatures into
a setting where Essence does not exist.
In cinematic Unisystem, rather than keeping track
of Essence and Life Points, Moroi gain a particular
vulnerability to certain types of attacks, and a particular resistance to others. They also lose their standard regeneration against attacks to which they are
vulnerable. All attacks that harm supernatural creatures can kill a Moroi; if an attack deals Essence
damage in the classic Unisystem, it deals full Life
Point damage to Moroi in the cinematic. Life Points
lost to attacks that exploit the weaknesses of a Moroi
are only regained through feeding, described below.
Thus, magical attacks such as Soulfire (see
WitchCraft, p. 222) are particularly potent weapons
against Moroi. In addition, all standard weaknesses
of Vampyres as listed in the Mystery Codex deal Life
Point rather than Essence damage to Moroi in the
cinematic Unisystem. Slash/stab attacks deal only
half of their normal base damage (and do not double) against Moroi; further, the Moroi regenerates
damage from such attacks at the rate of one point per
Constitution level per turn.
Volume 2
The Moroi
Vampyre Powers
Moroi gain access to a number of special powers
that Strigoi do not have. These are the Powers and
Qualities, Drawbacks and Vulnerabilities listed in
the Mystery Codex (see p. 103). Many of these powers refer to the means of feeding by the Moroi. In
cinematic Unisystem games, every Moroi is
required to purchase a mode of feeding; no Moroi
can simply feed from any old strong emotion.
Others are special abilities that Moroi gain access to
because of their supernatural natures. Activating a
The Moroi
New Qualities
Emotion Feeder
12-point Quality
Prerequisite: Moroi (Vampyre)
This Quality is the standard method of feeding for
Vampyres in the Mystery Codex. It allows a Moroi to
feed simply by eliciting strong emotions in a victim
(any will do, from fear to excitement to bliss) and
making a Willpower and Vampyric Focus roll; each
success level drains one Life Point from the victim
and restores one Life Point to the Vampyre. Victims
heal this damage the same as any other non-damaging Vampyre attack (one Life Point per Constitution
Level per hour).
Vampyric Focus
4-point per level Quality
Prerequisite: Moroi (Vampyre)
This Quality is available only to Moroi, or
WitchCraft-style Vampyres, and is required to activate any metaphysical power a Moroi has, from
Manipulations of the Flesh (see Mystery Codex, p.
102) to special Vampyric powers such as Greater
Shifting. It is not required for Invocations or Chi
Abilities, which function on their own systems not
detailed in this article. Vampyric Focus always
works with Willpower to determine success. Using
Manipulations of the Flesh requires only a basic success (nine or better) for the Vampyre to manifest
claws, fangs, or funky facial features. Moroi using
this ability can mimic a Strigois game face if they
so desire, but do not automatically manifest a game
face when they use their powers, as Strigoi do.
Moroi do not naturally (un-naturally?) possess a
game face as Strigoi do. Such an alteration of fea-
Afterword
So, there you have it! Complete guidelines for
adding a new supernatural baddie to your existing
cinematic Unisystem game. The aspects of play that
the addition of these powers introduce can enhance
any game, and can include a great many surprises
that enterprising (and underhanded) Directors can
throw at their Cast, and what director doesnt love it
when their players go, What the hell!? Who!?
Youve got to be joking! and my personal favorite,
Oh, you just suck.
Enjoy!
Light Sleepers
Light Sleepers
Additional Vampyre Rules
by Alessandro Gandini
This article presents additional material for
Vampyres. This new material provides Chroniclers
with various vampire-related source elements for
Vampyre characters.
Resistance (Sunlight)
2-point/level Supernatural Quality
Prerequisite: as many levels of Resistance (Daily
Essence)
Each level in this Quality reduces Essence loss by
direct sunlight, adding a grace period of one
minute per level: a Vampyre with Resistance
(Sunlight) 5 loses two Essence points every six minutes. Sunlight penalties still stand, and normal damage applies to incapacitated or otherwise unconscious Vampyres.
New Powers
Animal Affinity
5-point Power
New Qualities
Resistance (Daily Essence)
1-point/level Supernatural Quality
This Quality allows Vampyres that stay in the
shadows to be active during the day, losing only one
Essence Point every several minutes of activity, as
per the following:
Level
Time (minutes)
10
30
60
Volume 2
Light Sleepers
10
10-point Power
Prerequisite: Greater Shifting
This Power allows the Vampyre to shape-shift into
a thin mist, allowing him to enter non-airtight places
and avoid damage from normal weapons. She
becomes extremely difficult to see: in a misty area
she cannot be detected visually; at night, Perception
rolls have a 7 penalty, reduced to 4 with decent
lighting and 1 in full daylight or equivalent. The
transformation costs five Essence points, and one
per Turn afterwards, happening instantaneously if
activated and deactivated in the same Turn (allowing
one dodge per Turn, or to flow around an obstacle). Otherwise one Turn is required to regain normal form. The Vampyre can carry objects up to his
normal capacity, with normal encumbrance penalties, and up to Willpower/2 willing (or unconscious)
creatures. Objects up to 30 pounds have no cost,
each 60 additional pounds require one Essence per
Turn. Creatures cost one point per Constitution level
per Turn. Powers requiring physical form are
unavailable while in Mist Shape.
Air currents may influence movement; use Speed
and Strength minus wind speed. If the Vampyres
total is below zero, he will be blown away (unless he
returns solid), and if the difference is lower than the
Vampyres Speed Attribute it will be the maximum
speed he can reach against the wind. It gives the
wind a bonus equal to its speed. The Vampyre will
also be able to move vertically at half his Speed
upwards, twice that value downwards (modifiers for
vertical air currents apply), and to avoid falling damage entirely, by transforming before landing (at least
at the beginning of the same Turn). Regaining physical shape after a fall requires one full Turn.
Light Sleepers
Mist Shape
Sire
4-point Power
Prerequisite: Manipulate Emotions
This power creates a bond with a willing child,
who must drain two permanent Essence points from
the sire. Blood drinking is the canonical method,
but any applicable way (including free donation)
will do, allowing the sire to sense her emotions and
Volume 2
11
Background
These Vampyres each feed exclusively upon one
of the three emotions that nourish standard
Vampyres: fear for Lamias, pain for Draculs, and
ecstasy for Succubi. Fledglings of each subspecies
begin as blood-drinkers but with time may learn to
bypass the need for blood and feed directly upon
their victims Essence Pools.
Any person made into a Vampyre by a Succubus,
Lamia, or Dracul will be of the same type as their
creator. The process of creating a Vampyre is essentially the same as that described in the Mystery
Codex, but with one important exception. The creator Vampyre must personally kill the person she
intends to transform before following her spirit into
the Threshold.
Succubi commonly do this by draining the victims blood, bringing the victim to the point of death.
Lamia and Draculs can do likewise, but they will
just as likely do it by simply ripping their victim
apart. Any form of death dealing will also work
against all threeguns, knives, even ramming the
victim with a car.
In the world of WitchCraft, it is up to each
Chronicler to determine how these different subspecies interact with each other. They may clannishly stick together, engaging in power struggles or
even outright battles between the breeds, or they
may intermingle freely and without antipathy.
12
Succubi
Succubi are generally the most benign of the
breeds. Beautiful, charming, and civilised in their
appearance, Succubi obviously appreciate the finer
things in life. Art, performance, magic, and sex have
special value to succubi. They seldom kill in the
process of feeding and their victims generally have
pleasant experiences. Some victims even choose to
voluntarily submit to Succubi, risking the danger
that the Vampyre might one day go too far, in
exchange for an ecstasy seldom experienced by mortals. An old, experienced Succubus may possess a
harem of such willing concubines.
Lamia
Lamias are the stuff of nightmares. They derive
their sustenance from scaring their victims to near
death. Most Lamias who survive for any length of
time come to enjoy the experience of inflicting
sheer terror on people. Lamias care less for their
victims and, as such, are more likely to kill them.
Survivors of Lamia encounters are traumatised for
life. They are inflicted with recurring nightmares
and the appearance of phobias pertaining to the
dark, bats, or other memories that remind them of
their brush with death.
Dracul
Draculs are the most depraved of the breeds.
Inflicting pain to exist, they end up existing to inflict
pain. Draculs seldom recruit people into their ranks
who are not cruel and callous. Compassionate people do not survive very long. Draculs victims seldom survive capture, with their deaths rarely quick.
Draculs take a cat-like joy in tormenting their captives, often playing with them, letting them think
they have escaped only to easily recapture them.
The differences in personality among these
Vampyre types may cause Chroniclers to restrict
Cast Members to playing Succubi. Creating the dramatic situation of a decent person struggling with
the monster she has become could be a good reason
to allow Lamia or Dracul Cast Members.
Greater
Mirage
Volume 2
Shifting,
Manipulate
Emotions,
13
Flight
5-point Power
With this power, the Vampyre can fly, bearing up
to her carrying capacity in additional weight, at her
base Speed. She can also levitate and hover. All of
these activities require the expenditure of two
Essence Points per minute.
Heartless
1-point Power
With this power, wooden stakes have no special
effect upon the Vampyre outside of normal physical
damage.
Time Period
Level
(Succubi, Draculs)
(Lamias)
Invisibility
1 minute
1 Turn
10-point Power
2 minutes
1 minute
5 minutes
2 minutes
10 minutes
5 minutes
30 minutes
10 minutes
60 minutes
20 minutes
2 hours
30 minutes
6 hours
1 hours
12 hours
2 hours
24 hours
3 hours
10
Immune
4 hours
14
Time Period
1 minute
2 minutes
5 minutes
10 minutes
30 minutes
60 minutes
2 hours
6 hours
12 hours
24 hours
10
Immune
New Vampyre
Racial Qualities
Succubi
Use the Undead or the various Supernatural
Character Types for beginning costs. They then must
purchase the Succubi Quality. Cost: 3 points (15 for
being Undead 4 for Bloodthirst 3 for reduced
Attribute bonuses 1 for Vulnerable Heart 1 for
Bloodlust 1 for Debt to the Master 2 for reduced
Manipulations of the Flesh).
Secondary Attributes:
Endurance Points
+20
Essence,
No
Level
Volume 2
15
Lamias
Use the Undead or the various Supernatural
Character Types for beginning costs. They then must
purchase the Lamia Quality. Cost: 4 points (15 4
for Bloodthirst 1 for Vulnerable Heart 1 for
Bloodlust 1 for Debt to the Master 1 for reduced
Manipulations of the Flesh 3 for increased
Vulnerability to Sunlight).
Attributes: +3 Str, +3 Dex, +3 Con
Attribute Minimum: 4, Attribute Maximum:
none
Secondary Attributes:
Endurance Points
+20
Essence,
No
16
Draculs
Use the Undead or the various Supernatural
Character Types for beginning costs. They must purchase the Dracul Quality. Cost: 4 points (15 4 for
Bloodthirst + 3 for increased Attribute bonuses 1
for Vulnerable Heart 1 for Bloodlust 1 for Debt
to the Master 1 for reduced Manipulations of the
Flesh 6 for Vulnerability to Fire).
Attributes: +4 Str, +4 Dex, +4 Con
Attribute Minimum: 5, Attribute Maximum:
none
Secondary Attributes:
Endurance Points
+20 Essence, No
Volume 2
17
Development with
Age
Not all of the special powers listed above are readily available to all Vampyres. Many take centuries to
master and newly created Vampyres have a much
smaller range of powers to choose from.
Six different age categories serve to group
Vampyres according to the number of years spent
active. Time spent in suspended animation (see
Mystery Codex, p. 102) does not count towards this
age.
Fledgling: less than 10 years
18
Volume 2
19
Young Lamia
Lesser Supernatual Age: 44 (undead 17 years)
Str 5
Dex 4
Con 6
Int
Per
Wil
2
3
4
LPS 63
Speed
20
EPS n/a Essence 74
Qualities/Drawbacks
Lamia (4)
Adversary (Sentinels) (3)
Charisma +1 (1)
Contacts (Underworld) (2)
Fear of Rejection (1)
Good Luck 3 (3)
Hard to Kill 3 (3)
Increased Essence
Pool +25 (5)
Nerves of Steel (3)
Resources (Poor)
(6)
Situational Awareness (2)
Skills
Brawling 2
Computers 1
Dodge 3
Driving (Cars) 1
Escapism 2
Hand Weapon (Club) 2
Hand Weapon (Knife) 1
Intimidation 3
Notice 2
Pick Pocket 2
Smooth Talking 1
Stealth 2
Streetwise 2
Swimming 1
Personality
So there I was, living on the streetsmy career,
my family, and my self-respect all gone. I kept company with beggars and winos, doing a little petty
theft to survive. I thought my life had hit rock bottom. How little I knew.
We found Johnno first. He was lying on
his back in an alleyway. And his face! To
say that he looked like hed seen a
ghost would be like calling Mt. Everest
a little hill.
Old Martha was next. And then
little Freddy. We knew then that
something was preying on us. I
organized those of us able to
fight and we went out looking
for it.
We found ita creature more
horrible than I imagined. After
it killed everyone else, it stood
over me and its features became
more human. It said, Kid, I like
your style and your guts. And then
it made me into one of its kind.
Im sleeping in sewers by day and
drinking blood by night. There are
religious maniacs with crosses and
water that burns that keep looking for
me. Ive learned a lot since that fateful
night. However, I know theres a lot
more I still have to learn.
Quote
Want to see something really scary?
Powers/Vulnerablilites
Manipulate Emotions (2)
Greater Shifting (wolf, snake, giant spider) (9)
Command the Beasts (rats) (3)
Wall Crawler (5)
Flight (5)
20
Str 8
Dex 10
Con 9
Int
Per
Wil
4
4
5
LPS 78
Speed
38
EPS n/a Essence 135
Qualities/Drawbacks
Dracul (4)
Adversary (a Storm Dragon)*
Age (+100 years) (5)
Bad Luck 3 (3)
Contacts (Triad) (3)
Covetous (Ambition) (2)
Cruel (3)
Delusions (Prejudice: Hates police
and the military) (2)
Fast Reaction Time (2)
Increased Essence +70 (14)
Minority (Asian) (1)
Natural Toughness (2)
Obligation (Major) (2)
Paranoia (2)
Resources (Well-off) (4)
Status +2 (1)&
*from Age Quality
& +1 from Resources Quality
Skills
Acrobatics 3
Climbing 2
Computers 1
Driving (Cars) 1
Escapism 2
First Aid 1
Guns (Handgun) 2
Hand Weapon (Sword) 3
Hand Weapon (Knife) 1
Hand Weapon (Nunchaku) 2
Intimidation 3
Language (Cantonese) 5
Language (English) 3
Martial Arts 4
Myth and Legend (Chinese) 2
Notice 3
Volume 2
Questioning 1
Stealth 2
Surveillance 1
Swimming 1
Powers/Vulnerablilites
Essence Mastery (Pain) (4)
Chi Mastery 4 (8)
Heartless (1)
Invisibility (10)
Reduced Damage (halve Fire) (1)
Speed of the Tiger 3 (6)
Wake by Day 2 (4)
Personality
I was born in early 19th century
China, when the country was still
being carved up by imperialist
European powers. Ive seen a lot
of change since thenthe Boxer
Rebellion, the Long March, Tian
Anmen Square. But now Im in
America, taking advantage of the
corruption of capitalism to further
the ends of the Brotherhood and pursue my own pleasures.
Its not well known that there is a significant minority within the Triad who are
like me. My old master still stalks the
streets of Beijing and I have offspring in
other American cities. Our unique abilities make us very valuable. We are often
deployed to locations proving troublesome or sent to resolve particularly
intransigent problems.
I enjoy my work. I particularly like
it when I get to kill police or soldiers.
I feel like Im striking back for what
happened to my sister nearly two
centuries ago. The unlucky ones are
those that I manage to capture. I
have lots of fun with them.
Master Dracul
Supernatural Age: 192 (undead 160 years)
Quote
Huang, hand me my number
three branding iron.
21
Ancient Succubus
Greater Supernatural Age: 1057 (undead 1022 yeaars)
Str
Dex
Con
4
6
5
Int
Per
Wil
6
5
6
LPS
EPS
59
n/a
Speed
Essence
Qualities/Drawbacks
Succubus (3)
Adversary (Rosicrucians)*,
(Knights Templar)*, (Combine)*
Age (+1000 years) (50)
Artistic Talent (3)
Attractiveness +3 (3)
Charisma +3 (3)
Contacts (5)
Covetous (Lechery) (1)
Cowardly (1)
Emotional Problems (Fear of
Commitment) (1)
Hard to Kill 5 (5)
Honourable (1)
Increased Essence +50 (10)
Obsession (Illumination) (2)
Resources (Rich) (8)
Secret (2)
Showoff (2)
Status 2&
* from Age Quality
& from Resources Quality
Skills
Acrobatics 4
Acting 3
Beautician 2
Brawling 1
Computers 1
Dancing (ballroom) 3
Disguise 2
Driving (Cars) 1
Fine Arts (Painting) 3
First Aid 2
Guns (Handgun) 1
Hand Weapon (Sword) 3
Hand Weapon (Bow) 2
Instruction 2
Language (French) 5,
(German) 3, (Latin) 3,
(Greek) 2, (English) 4
Magic Theory 4
Magic Bolt 7
Myth and Legend (Germanic) 2
Notice 2
Occult Knowledge 7
22
22
174
Powers/Vulnerablilites
Common Succubus Powers and
Vulnerabilities
Bard (9)
Domination (3)
Essence Mastery (Ecstasy) (4)
Greater Shifting (raven, panther) (7)
Heartless (1)
Magus (15)
Manipulate Emotions (2)
Wake by Day 6 (12)
Reduced Damage (Sunlight) 5 (15)
Invocation: Elemental Fire 3 (6), Elemental
Air 3 (6), Elemental Earth 2 (4),
Shielding 3 (6)
Personality
They say the alchemists of old were looking
for a way to turn base metal to gold. Others
say they were looking for immortality. Well, I
have all the gold and immortality that you
could want and I can tell you, thats not what
they were looking for.
Why do you think they called it the
Philosophers Stone? Those ancient scholars were looking for illumination, for the
fusion of the left-brain and the right brain, for
total control over magic and essence. And
thats what Im looking for.
The Rosicrucians dont have the secret of
it. Neither do the Templars. Nevertheless, I
know there are those who dothe
Illuminati. If I can find them, I can wrest the
secret from them, Im sure of it.
From my birthplace in medieval France,
all over Europe, and now into the New
World, I have chased my dream, performing,
teaching, swindling, and seducing as I went.
Im close now, very close. I can feel it in my
unliving veins.
Quote
Its showtime!
Soul Purpose
The first and most obvious manner of vampires
going good involves the acquisition of a soul.
Weve seen two vampires with souls in the
Buffyverse, Angel and Spike. Angel was cursed with
his soul after killing a gypsy girl, a curse which stipulated that should he ever achieve a moment of true
happiness, his soul would be lost, for a moment of
contentment would mean that Angel had moved
beyond the suffering he felt from the memories of
his reign of terror as Angelus. Spike traveled to a
demons lair in Africa and faced a series of tests
the first of which being a warrior with flaming fists
and a later test being an attackand bodily invasionby a swarm of insects. Upon surviving with
his desire intact, Spike had his soul returned to him.
What are some other ways that a vampire could
regain her soul? Episode 5.13 of Angel, Why We
Fight, reveals that Angel has sired one vampire
since regaining his soul, a Navy officer named Sam
Lawson. Lawson felt compelled to mete out death
and destruction, but found that it gave him no sense
of satisfaction and in fact, left the proverbial bad
taste in his mouth. While most run-of-the-mill vampires would have been happy with the slaughter of
innocents, Sams admission that he had no purpose
and found no joy in his mayhem could have been
caused by the presence of a soul. This may imply, as
mentioned in Monster Smackdown, that a souled
vampire could sire a new vampire that would, in
turn, retain their soul. Now then, if one souled vampire could sire another souled vampire, then a whole
line of souled vamps could emerge. Perhaps a heroic Order of Aurelis would emerge? Of course, com-
Volume 2
23
Chips A-head
In Season Four of Buffy, were introduced to the
Initiative, a government agency tasked with seeking
out, capturing, studying, and controlling Hostile
Sub-Terrestrials (angry, underworld monsters like
demons and vampires). They did this by using
behavior modification chips placed in the brain. The
chips (at least the ones we saw on the show) discouraged violent tendencies towards humans by
sending searing pain into the brains of the chipped
HSTs. The chips were advanced enough to work on
intent, as Spike was zapped for pointing a gun at
humans with intent to shoot, not even actually
pulling the trigger.
Thus, playing a chipped vampire is a perfectly
valid choice. After all, a vampire with a behavior
modification chip in his head still has a demon
inside of him compelling him to maim, murder, and
kill. If a vampire cant crush people, why not crush
demons or other vamps? Now, vampires and demons
alike tend to think ill of traitorous vampires, so the
cast member will probably earn a free level or two of
Adversary before you even hit mid-season, but for
all the fun of characterization and roleplaying in
Buffy and Angel, theres rarely a shortage of combat.
Within the subset of chipped vampires, cast members still have options. Spike was an escaped HST
who used his knowledge of the Initiative to blackmail the Scooby Gang into not staking him at first,
and later went after the demon world with vim and
vigor when he discovered that he could take out his
anger and frustration on monsters.
What if the Initiative had succeeded? What if they
put together a Suicide Squad of chipped vampires sent into the underworld on missions, wiping
out demon cults, assassinating warlocks, overthrowing Middle Eastern dictators and more? The PCs
could all be vampire commandos or even a mix of
human commandos and chipped vampire soldiers.
The Military Monster Squad sourcebook can be used
24
to flesh out a Dirty Dozen with Fangs game considerably, including new chips like Slave Chips and
various Behavior Modification chips. As another
take on a similar campaign, what about a vampire
squad whose chips start failing one by one, leaving a
lone vampire commando under the thumb of the
government and having to track down and kill his
comrades. This is an excellent option if the group is
into the military thing but lacks players.
How about a rogue scientist who happened upon
some old Initiative files and began experimenting
with chipping on his own, perhaps because he
wants a force of vampire thugs, or perhaps someone he cares about is chained up in his basement
after being sired. Of course, chipping her because
she was sired doesnt mean shes gonna be happy
with the rogue scientist. The playable options could
be an experimental vamp or, for the roleplay heavy,
how about spending the first six episodes or so of
the game chained to the wall, as the relative in need
of saving?
Curses!
While we talked about one aspect of Angels
goodness, his soul, we didnt mention the other, the
curse. Most folks think of Angel, when they think
cursed vampire, but that doesnt have to be the
case. Even if gypsies were the only people (or
things) capable of cursing, theres nothing say they
have to curse someone with a soul.
Curses can take many forms:
A vampire could be cursed to guard a
Hellmouth. Variable conditions could be until
hes dust, until its opened, or until a certain
threat has passed.
Volume 2
A vampire who murders a parent could be saddled with the responsibility of defending the
child, either to adulthood, to the childs death or
until the child fulfills a certain role in the world.
The Chumasch Indians seem to have left some
curses in their California territory. What if they
were to curse a vampire to defend, say, a burial
ground? If the artifacts were stolen, the vamp
would be compelled to seek out the items for the
Indians. This notion could be applied to any culture and their burial grounds or artifacts.
However, allowing a PC to play a vampire
cursed to defend a stationary object, like a temple, could get problematic in adventure design.
A cursed ring (or other object) could compel a
vampire who has donned it to seek out and
destroy a major Adversary, such as a Hell-goddess, a major demon like The Judge, or even a
True Demon.
Soul(less) Survivors
What about those who have no soul, no chip, and
no religious leanings? Does that mean theres no
hope for a soulless vampire? Not even.
physical, Living-in-the-Grace-of-the-Creator-in-theAfterlife kind, but true Walking-the-Earth immortality. Imagine their reaction to achieving immortality
and then finding that theyve become a monster in
the process! The demon would likely seek to abandon the meditative practices of the former self, but a
truly disciplined Taoist could somehow force the
demon to hold itself in check, when he realizes that
his new vampiric vulnerabilities and hunger make
his immortality an imperfect achievement.
25
Twos a Crowd
Another option could be a true internal struggle
for control of the body. A Cast Member with multiple personalities could have a personality or two
who arent evil and are in fact quite heroic. The
Director could control the evil personality (or personalities), unless the group trusts the player to handle his evil character for short stretches.
26
Oooh . . . Bite Me
Think you wanna play a good vamp? Or, as a
Director, you need a good vampire Supporting Cast
Member for your Series? Following this article is a
series of vampire archetypes using some of the ideas
discussed. A mix of Hero and Champion character
types were used. Buffy rules were kept away from
Champions, Angel rules were excluded from Hero
characters. Enjoy!
Volume 2
27
Chipped Vampire
28
2
5
3
Drawbacks
Adversary (Former Vampire Soldiers) (4)
Cant Harm Humans (from Vampire Quality)
Obligation (Military) (3)
Reckless (2)
Skills
Acrobatics 2
Art 0
Computers 1
Crime 3
Doctor 0
Driving 2
Getting Medieval 5
Gun Fu 3
Influence 0
Knowledge 0
Kung Fu 2
Languages 0
Mr. Fix-it 0
Notice 2
Occultism 0
Science 0
Sports 0
Wild Card (Military Training) 3
I had it all worked out. Hittin frat parties and pickin off sorority girls . . . it was the life!
Then I got shot with a taser.
I woke up in a cell underneath one of the dormitories on campus! The government was hunting vampires
and studying us. They put a behavior modification chip in my head! Try to bite a human? Zap!
They put me and some other chipped guys to work, killing demons and vampires as a strike force. They
kept us stocked up on blood and goodies, so we had no incentive to run off. Why get chased down by G.I.
Joe when hes giving you all the blood you can drink?
Then the chips stopped working. One by one, the others found themselves able to hurt people, until they
were able to indulge in a full-fledged killing spree. One night, they turned on the commandoes we were supposed to help out against some demons. Of course, I knew better than to run. Those guys had no respect for
a vamp who couldnt kill his own food.
Luckily, the military does.
I returned, explained things, and got sent after my ex-comrades. In exchange? I get my chip shut off.
Quote
Dont dust you? Dusting is half the battle! (stakes) Yo Joe!
Combat Maneuvers
Maneuver
Big Knife
Big Pistol
Break Neck
10
8
8
18
15
24
Dodge
Punch
Kick
Shotgun
Stake
(Through Heart)
10
7
6
8
10
7
12
14
20
12
12
Volume 2
Slash/stab
Bullet
Bash, Survival
Test or neck broken
Defense action
Bash
Bash
Bullet
Slash/stab
x5 vs vamps
29
30
Str 5
Int
Dex 5
Per
Con 6
Wil
Qualities
4
3
4
Age 3 (6)
Fast Reaction Time (2)
Hard to Kill 6 (4; 2 from Vampire Quality)
Nerves of Steel (3)
Vampire (15)
Drawbacks
Adversary (Demons and Vampires) (5)
Adversary (Slayers and Watchers) (3)
Antisocial Impulses (Cruelty) (1)
Antisocial Impulses (Violence) (2)
Mental Problems (Deathwish)
(from Vampire Quality)
Mental Problems (Reckless) (2)
Skills
Acrobatics 4
Art 0
Computers 0
Crime 4
Doctor 0
Driving 2
Getting Medieval 6
Gun Fu 5
Influence 2
Knowledge 0
Kung Fu 5
Languages 3
Mr. Fix-it 0
Notice 4
Occultism 5
Science 0
Sports 0
Wild Card 0
Demon Hunter V
Character Type Champion
Life Points 72 Drama Points 10
Whoever said they wanted to live forever, didnt really. Ask me, Ill tell you.
When I got turned, I reveled in the power, the violence. I started with everyone I never liked in life, and
then went after everyone I never dared to. I learned to fight, honed my skills, became more than a killer
. . . I became a warrior.
Just when I was getting bored with people, I met a girl. She was fast, strong, hot. She came closer to kicking my tail than anyone else since Id risen. Blood tasted so sweet. She was my first Slayer, though she wasnt my last. Theyre a cocky lot, cockier than vamps, even. Makes em taste sweeter.
Funny thing set in about a hundred and a half ago, though. Found myself bored with pickin off people
and demon hunters. Started hunting vampires next. Made my blood boil, as it were. Then, I needed bigger
game. Demons. Trolls. Werewolves. You name it. Im tired of this life, but I never was a quitter. So, Ill keep
looking. Somethings gotta be big enough to kill me. God knows nothing human can, so Ill keep pickin
on demons . . . till Im dust.
Quote
So youre gonna kill me, eh? Dont say it if you dont mean it.
Combat Maneuvers
Maneuver
Aiming (crossbow) 9
Aiming (gun)
8
Bite
12
15
6
10
18
20
Catch Weapon
5
Crossbow Shot
11
(Through Heart) 8
Decapitation
6
Dodge
11
Feint
10
16
16
20
Grapple
12
Gunshot
10
Kick
9
Parry
11
Punch
10
Stake
11
(Through Heart) 8
11
Sword
Whirling Sword
7
18
12
10
10
10
20
20
Volume 2
31
32
7
3
4
Nerd (3)
Photographic Memory (2)
Vampire (15)
Drawbacks
Impaired Senses
(Vision, corrected by glasses/contacts) (1)
Attractiveness 2 (2)
Mental Problems (Mild Cruelty) (1)
Misfit (2)
Showoff (2)
Teenager (2)
Skills
Acrobatics 0
Art 2
Computers 6 (+2 from Nerd)
Crime 3
Doctor 0
Driving 0
Getting Medieval 0
Gun Fu 0
Influence 0
Knowledge 3
Kung Fu 3
Languages 2
Mr. Fix-it 3
Notice 1
Occultism 1
Science 3
Sports 0
Wild Card (Comic Books) 5
So I wasnt bitten by a radioactive spider, and Im not really from another planet. And even though I was
certainly born different than everyone else, that didnt make me superhuman. I was brought low by a
fiendish nightstalker, who failed to keep me in my grave, for I clawed my way forth and realized that I had
been given a heavy burden. I, and I alone, have the power to protect the night from fiends and monsters that
would pluck hapless young virgins from their nightly rounds.
Vampires, demons, cultists, date-rapists, gangbangers. They all wilt before my might! And my unholy
bloodlust is hardly a problem! I simply drink upon the blood of the guilty! Its like killing two birds with
one stone! Heh, you should have seen the look on our local so-called jock hero when I crashed his date.
A broken femur or two and he thought better of drugging and assaulting another helpless damsel. And then
there was the paint can I busted into the face of the graffiti artist who messed up my favorite comic shop.
I dont see how the world got by without me before.
Quote
Stand back, citizen! I shall not rest until evil pays for its crimes . . . in blood!
Combat Maneuvers
Maneuver
Volume 2
Bite
15
Slash/stab,
Must Grapple first
Dodge
Defense action
Grapple
Holds opponent
Punch
10
Bash
33
Honorable Vampire
34
2
4
5
Drawbacks
Adversary (Vampires and demons) (4)
Honorable (Rigid) (from Vampire Quality)
Humorless (1)
Obligation (Even score with Slayer) (2)
Skills
Acrobatics 3
Art 0
Computers 0
Crime 2
Doctor 0
Driving 0
Getting Medieval 8
Gun Fu 0
Influence 2
Knowledge 0
Kung Fu 4
Languages 3
Mr. Fix-it 0
Notice 4
Occultism 2
Science 0
Sports 0
Wild Card 0
I lived my life with a code of honor. As a duelist, I was among the best living. And therein lies the catch.
I met my better one eve, a bloke who was faster, stronger . . . just better. Moments after I admitted defeat,
his brow furrowed and he revealed himself to me. A vampire. My sword came back to my hand too late,
and his fangs sank into my throat.
I lived my death with a code of honor. A duelist, I was among the best ever seen. I fought, humiliated, and
killed every swordsman with potential. I hadnt had a challenge in years. I met my better one eve, a girl who
was faster, stronger . . . just better. Moments after I admitted defeat and prepared for my unlife to end, she
challenged me to do something harder than lose.
She wanted me to live.
My code of honor and my debt to the Slayer are all that separates me from the beasts. I swore I would
defend her until our score was even, but she has saved me many times since.
Lived by the sword, died by the fang, carried by honor, in debt to the Slayer.
Quote
You just dont get it, do you? Some things are more important than food.
Combat Maneuvers
Maneuver
Decapitation
Disarm
Dodge
Feint
Volume 2
24
Kick
7
Parry
11
Stake
11
(Through Heart)8
Sweep Kick
7
Sword
13
14
12
12
6
24
x5 damage
Resisted by Parry
Defense action
Add SLs to
next action
Bash
Defense action
Slash/stab
x5 vs vamps
Knocks target down
Slash/stab
35
36
4
3
4
Age 3 (6)
Contacts (Assorted underworld contacts) (3)
Occult Library (Impressive) (3)
Vampire (15)
Drawbacks
Adversary (Assorted demons) (5)
Obsession (Ensuring that the world doesnt end)
(fromVampire Quality)
Paranoid (2)
Zealot (Destruction of demon cults) (3)
Skills
Acrobatics 0
Art 0
Computers 3
Crime 2
Doctor 2
Driving 1
Getting Medieval 3
Gun Fu 0
Influence 2
Knowledge 0
Kung Fu 2
Languages 5
Mr. Fix-it 0
Notice 5
Occultism 6
Science 0
Sports 0
Wild Card (Demon Cults) 5
Between you and me, theres some truly scary things in the world! Sisters of Jhe, Vahrall demons, hellgoddesses, humans becoming demons, vampires summoning demons, its crazy! Im going about my business as a self-respecting bloodsucker when some depressed whackjob wants to summon Sarregoth, the Void
Beast of Suffering! Do you realize what that would do? Unleash an emptiness upon the world that would
kill most people and a lotta vamps, too!
Around the millenium, demon cults really stepped up their rituals, and I was out of allies, since most vampires are too scared to even cross an Arakos demon. Top of the food chain my ass. So I turned to Lunchables
for help. You know, humans. If they werent plannin to stake me all the time, I might have even been friends
with em. As it is, I did get a good meal outta them. Dont look at me like that! I gotta have that blood, see.
I cant really fight demons if Im starvin to death, can I? Oh, dont be so upset, Im gonna do more good
for the world than you would. Now hold still, itll only sting for a minute.
Quote
Wait . . . who said I was one of the good guys?
Combat Maneuvers
Maneuver
Volume 2
Axe
35
Slash/stab
Decapitation
35
x5 damage
Dodge
Defense action
Magic
10
by spell
Varies
37
Taoist Vampire
38
2
3
5
Drawbacks
Humorless (1)
Mental Problems (Mild ZealotTaoist) (from Vampire Quality)
Minority (1)
Outcast (3)
Resources (Destitute) (2; 1 from Vampire Quality)
Secret (Slaughtered his fellow priests) (3)
Skills
Acrobatics 5
Art 0
Computers 0
Crime 0
Doctor 2
Driving 0
Getting Medieval 3
Gun Fu 0
Influence 0
Knowledge 0
Kung Fu 6
Languages 2
Mr. Fix-it 0
Notice 3
Occultism 2
Science 0
Sports 0
Wild Card (Taoism) 6
Wild Card (Meditation) 5
The flow of the Tao throughout the universe had unanticipated side effects on my existence. A creature in
the darkness, a moment of extreme violence, and I was forever marked. My first impulse was to revel in the
realization of my immortality. My brethren saw what I had become . . . and tried to destroy me.
They were ill prepared for combat.
I partook of their blood. Feasted on their souls. I had achieved the end result of my lifes pursuit: true,
walking immortality. Imagine my surprise when I found the Tao refused to allow the demon to control me
completely. My pleasure replaced with horror, I cried as I tried unsuccessfully to revive my fallen brothers.
I cursed myself for my failings and threw myself to the horizon, awaiting my death. And then the demon
awoke. My very beliefs failed me! The demon sent us on a bloody course towards a village at the base of
the mountain from the monastery. I overtook it and slaked its thirst on mountain goats instead. I can hold it
in check most of the time. Except when I try to kill it. Someday, my discipline will overwhelm my innate
desire to live forever.
Quote
Be careful what you wish for. You just might live forever.
Combat Maneuvers
Maneuver
Volume 2
Break Neck
11
20
Bash,
must Grapple first
Catch Weapon
Defense action
Dodge
13
Defense Action
18
Feint
Adds SLs to
next action
Grapple
15
Resisted by Dodge
Jump Kick
10
18
Bash, special
(see Angel, p. 122)
Kick
12
12
Bash
Knockout
11
By move,
halved
Punch
13
10
Bash
Spin Kick
11
14
Bash
Sweep Kick
12
Bash, knockdown
Takedown
11
Bash, knockdown
Toss
Bash, knockdown,
must Grapple first
Wall Flip
+3 to defense
on this Turn
Knocks
opponent out
39
Stevens ran through the thick brush. He still couldnt believe it. They had come south to investigate the disappearance of the Martin & Lewis Expedition. What they found was much worse: A prehistoric rain forest hidden in the middle of the Antarctic. Filled with dinosaurs, even primitive
humans, this place held an even worse secret: intelligent apes that walked and talked! These apes had
a civilization and worshipped a volcano. Most of the Expedition had been sacrificed to this so-called
god the apes worshipped. Stevens group had been captured, but they organized a breakout, leading the Neanderthal-like humans in a revolt against their captors. Stevens had seen the rest of his
team killed by guards, but Martin and Lewis had fled with him into the jungle. Martin and Lewis,
along with the few Neanderthals who had escaped, were attempting to lead the apes after them, while
Stevens headed back to his base camp. He hoped to organize a larger rescue party. He just prayed
Martin and Lewis could hold out long enough for him to get his men armed and out to rescue them.
If his bearings were right, the base camp was only a days travel . . .
The Basics
Lost worlds are a classic. This one is a tropical,
prehistoric rainforest hidden in the frozen Antarctic.
Dinosaurs abound, ape-like Neanderthals eke out a
primitive existence, and an offshoot of gibbons has
achieved sentience, developing a civilization!
Protagonists are usually explorers, intrepid journalists covering said expedition, or ex-military types
who have signed on as guards in case of trouble. The
Big Game Hunter (see Terra Primate, p. 76) is
appropriate for this setting, though the Apeman (see
Terra Primate, p. 74) would work as well, being the
descendant of an earlier expedition to this hidden
realm. Sample archetypes at the end of this articleshold inspire ideas for characters.
Adversaries will typically be hungry dinosaurs,
Neanderthals, and the gibbons. The priests of the
Volcano God will be the fiercest adversaries from
the gibbons, wanting to sacrifice the protagonists to
their fiery deity!
The Apes
These intelligent apes are an offshoot of the gibbon. Their fur is more of a grayish tint than white.
They are intelligent and capable of speech. They
retain some of their animalistic origins. While they
walk upright, they are only partial bipeds. Like other
apes, they cannot swim, and avoid large bodies of
water whenever possible. They are rational, yet can
become atavistic at times.
40
Their civilization consists of one major city located at the base of a volcano. Parts of the city lay in the
side of the volcano. Smaller communities exist;
these outposts are walled encampments that have to
deal with the dinosaurs and Neanderthals more often
than the city must.
The gibbons possess the equivalent of Iron Age
technology. The nearby mountains are rich in the
ores needed to make iron, as well as heavily laden
with gold, silver, and precious gems. They tend to
use mud bricks in their buildings, though some stone
and wood is used. They use oil for lamps and such,
having a steady source nearby.
Soldiers wear leather-like armor, including leather
headgear. This armor is usually made from dinosaur
hides, and is thus green and scaly looking. Shields
made of wicker, with a bronze rim are also used.
Officers wear iron helmets. Common arms are
spears and clubs. Swords are a recent invention, and
more commonly carried by officers. Bows exist and
are used by special troops.
Homes tend to be spacious, with at least one room
having a tree in it that stretches outside the roof.
Otherwise, the architecture tends to mimic ancient
human cultures.
Their society is very humanistic, though retaining
simian customs of grooming and intimidation.
Monogamous relationships and family units are typical.
Neo-Gibbon Quality
4-point Quality
Attributes: Gibbons add +6 to Dexterity, +1 to
Constitution, and 1 to Intelligence. These modifiers
cost six points
Qualities and Drawbacks: Gibbons have
Atavism (1), Brachiation (+1), Delusions (Phobia
of Drowning) (2), Negative Buoyancy (1), and
Partial Biped (1)
Powers: Gibbons add +10 inches to their highjump, and +10 yards to their broad jumping ability.
This costs one point.
Natural Attacks: Gibbons have a natural bite
attack that does one point of stabbing damage per
level of Strength. This costs one point.
Gibbon Soldier
Supporting Cast/Adversaries
Constitution 3
Strength 3
Dexterity 6
Intelligence 3
Perception 2
Willpower 2
LPS 34
Spd 18
EPS 29
Essence 19
Qualities/Drawbacks: Delusion (Prejudice vs.
humans) (3), Military Rank (Private) (1),
Neo-Gibbon (4), Nerves of Steel (3)
Skills: Brawling 2, Climbing 3, Dodge 2, Hand
Weapon (Stone Club) 2, Hand Weapon (Stone
Spear) 2, Intimidation 2, Survival (Jungle) 2
Gibbon Priest
Adversaries
Strength 2
Constitution 2
Dexterity 6
Intelligence 3
Perception 3
Willpower 3
LPS 26
Spd 16
EPS 26
Essence 29
Qualities/Drawbacks: Delusion (Prejudice vs.
humans) (3), Increased Essence Pool +10 (2),
Neo-Gibbon (4), Status (Religious Leader) 2
(2), Zealot (3)
Skills: Bureaucracy 3, Climbing 3, Haggling 2,
Hand Weapon (Knife) 2, Myth & Legend
(Volcano God) 3, Notice 2, Questioning 2,
Smooth Talking 2
Equipment: Ceremonial (and Sacrificial)
Dagger, Necklace with Volcanic Rock
Medallion, Robes
The Humans
True humans are not native to this lost world. The
only human-like inhabitants are the Neanderthals.
These people have a more ape-like appearance, and
are less civilized than the Gibbons. They wear loincloths of animal skin, and carry weapons made of
stone, flint, or wood. They are a hunter-gatherer
society and eat their food raw.
The Neanderthals gather into small tribal units
more akin to a clan. An elder leads each tribe. The
men hunt, while the women gather vegetables, raise
the children, make more loincloths, or make replacement weapons for the men.
The tribes live in caves, though some have built
crude huts using wood and mud. Some even have a
small palisade made of wood and mud to prevent
dinosaurs from just charging into the encampment.
Volume 2
41
Neanderthal Quality
5-point Quality
Attributes: Neanderthals add +3 to Strength, and
+3 to Constitution. This costs six points.
Qualities and Drawbacks: Neanderthals have
Attractiveness 3 (3), Hard to Kill 5 (+5), Impaired
Speech (1), and Low Intellect (2)
Powers: Neanderthals have no special powers.
Natural Attacks: Neanderthals do not have any
natural attacks.
Neanderthal Tribesman
Supporting Cast
Strength 5
Constitution 5
Dexterity 3
Intelligence 2
Perception 3
Willpower 2
LPS 50
Spd 16
EPS 41
Essence 20
Qualities/Drawbacks: Neanderthal (5),
Resistance (Disease) 3 (3), Status (Neanderthal)
3 (3)
Skills: Brawling 2, Climbing 2, Dodge 1, Hand
Weapon (Stone Axe) 1, Hand Weapon (Stone
Spear) 2, Intimidation 2, Notice 2, Survival
(Jungle) 4
Equipment: Loincloth, Stone Axe, Stone Spear
Damage
EV
Cost
Aval
Axe, Stone*
D6(3) x (Strength 2)
1/1
n/a
Knife, Stone*
D4(2) x (Strength 2)
1/1
n/a
Spear, Stone*&
D6(3) x (Strength 1)
2/1
n/a
D6(3) x (Strength)
2/1
n/a
42
Pre-Heroric Character
Str 2
Dex 3
Con 2
Int
Per
Wil
3
3
2
LPS 35
Speed
10
EPS 23
Essence 15
Qualities/Drawbacks
Addiction (Habitual Drinking) (1)
Good Luck 1 (1)
Hard to Kill 3 (3)
Situational Awareness (2)
Skills
Brawling 3
Dodge 3
Driving (Car) 2
Gambling 4
Guns (Handgun) 3
Guns (Rifle) 3
Notice 4
Piloting (Blimp) 6
Gear
Binoculars, Compass, Cold Weather
Gear, Flare Gun, .45 Hand Gun with
5 Magazines
Personality
I learned to fly blimps during the Great War. After
the war, the Professor was looking for a blimp pilot
for an expedition to the Antarctic, I applied for
the job. I had no idea what I was getting myself
into!
The sea voyage down south was uneventful,
until the search plane found a tropical forest in
the middle of the Antarctic! The Professor was
ecstatic. We inflated the blimp and flew
in. I was awestruck at the sight of a jungle in the middle of that bleak wasteland.
Things went smoothly for the first
two days. Then, some sort of flying
creatures attacked the blimp. The
Professor said they were dinosaurs!
We discovered intelligent apes
living in the forest. They walked,
talked, and even built a city on the
side of a volcano! The downside
being they thought the volcano was a
god. The Professor and some of the others were captured by the apes.
Blimp Pilot
Quote
I realize those flying lizards are getting
closer! No matter how much you complain,
I cant make this blimp go any faster . . .
Volume 2
43
Explorer
Heroric Character
Str 3
Dex 3
Con 4
Int
Per
Wil
4
3
3
LPS 53
Speed
14
EPS 35
Essence 20
Qualities/Drawbacks
Adversary (Rival Explorer) (3)
Contact (South American Archeologist) (3)
Hard to Kill 5 (5)
Honorable (Mild) (1)
Nerves of Steel (3)
Photographic Memory (2)
Situational Awareness (2)
Skills
Brawling 2
Climbing 3
Dodge 2
Driving 2
Guns (Rifle) 3
Haggling 3
Humanities 4
Language (Spanish) 4
Myth & Legend (Inca) 3
Myth & Legend (Mayan) 3
Notice 3
Research/Investigation 4
Ride (Sled & Dog Team) 3
Gear
Backpack, Binoculars, Compass, Cold
Weather Gear, Flares (Box of 6),
Matches, Rations (2 Weeks Worth),
.30-06 Rifle with 200 rounds of
ammunition
44
Personality
Id done a bit of exploring around South America,
with a few trips to the Antarctic. The Professor asked
me to join a search and rescue mission. We
sailed south as far as we could and then sent
out sled teams and an airplane to conduct
searches. It took about a week, but we
found the place.
The Professor was elated. I was
enthusiastic, until we saw the flying
reptiles. Gideon confirmed my
worst fears when he told the blimp
pilot that those were indeed
dinosaurs. It was a good thing we
brought Army veterans along for
security. We set the camp up
with no problems.
After we started our search of
the jungle, it started to get really
hectic. Our guards had to take
down a T-Rex on the third day. Three
men died before we put it down. Two
days later, primitive humans resembling Neanderthals attacked us.
We were in over our heads, and I
told the Professor that we needed to
go back to the ship to rethink our
plans. He wouldnt listen. The
damned fool pressed on in the middle
of the night without me. Now, hes
gone and been captured by intelligent apes!
Quote
Ive seen many ruins in my day.
This one, for all appearances, is not
Mayan. They didnt build their
homes around trees.
Pre-Heroric Character
Str 2
Dex 3
Con 3
Int
Per
Wil
3
3
2
LPS 39
Speed
10
EPS 26
Essence 5
Qualities/Drawbacks
Addiction (Habitual Smoking) (1)
Adversary (Rival Reporter) (1)
Contact (Information Broker) (2)
Hard to Kill 3 (3)
Photographic Memory (2)
Skills
Brawling 1
Bureaucracy 3
Dodge 2
Driving (Car) 2
Guns (Handgun) 1
Haggling 3
Notice 4
Questioning 3
Research/Investigation 4
Streetwise 3
Writing 4
Gear
Camera, Cigarettes, Cold
Weather Gear, Film, Flares (2),
Flash Bulbs, Matches, Notepad,
Pen, .32 Revolver with 30
rounds
Personality
I covered the Western Front during the Great War.
Being around danger like that gives you a buzz.
After the war, I covered all the hot spots, hoping for
more excitement.
None of that compares to this
assignment! The Professor was looking for a hidden jungle in the Antarctic.
I smelled a big story, so I approached the
Professor about joining his expedition. He
was reluctant at first. I showed him some of
my war correspondence and that changed
his mind real quick.
It took a long time to get close
enough to find this place. I couldnt
believe my eyes, a giant crater containing a tropical forest. We sent search
parties out to look for a base camp. A
T-Rex ambushed one of the parties. I
saw the carcass, and it was huge! I
took a picture of it before they carved
it up.
Intrepid Journalist
Quote
Dinosaurs? Intelligent apes? This is
the story of the century for sure. I guarantee it!
Volume 2
45
Soldier of Fortune
Heroric Character
Str 3
Dex 4
Con 4
Int
Per
Wil
3
3
3
LPS 53
Speed
16
EPS 40
Essence 20
Qualities/Drawbacks
Acute Sense (Vision) (2)
Charisma +3 (3)
Fast Reaction Time (2)
Hard to Kill 5 (5)
Honorable (Mild) (1)
Nerves of Steel (3)
Reckless (2)
Skills
Brawling 3
Climbing 2
Demolitions 2
Dodge 3
Driving (Car) 3
Guns (Handgun) 2
Guns (Rifle) 3
Guns (Submachine Gun) 4
Hand Weapon (Knife) 3
Intimidation 3
Language (French) 2
Language (German) 2
Language (Spanish) 1
Stealth 2
Survival (Forest) 3
Gear
Cold Weather Gear, Thompson SMG
with 5 Magazines, .45 Handgun with 5
Magazines
46
Personality
During the Great War, I fought in the trenches and
hated every second of it. Work was hard to find after
the war. I became a mercenary with my old squad
mates. We fought in conflicts around the globe
and made some good money.
We got an offer from some professor needing muscle for an expedition. We all thought
this was someones bad idea of a joke. After
meeting the Professor, we knew it
wasnt. Turns out, there is a hidden
forest in the Antarctic. Since no one
knew what was living there, they
needed some hired guns just in
case. Good thing too, cause no
one expected what we found.
Dinosaurs. Living, breathing
dinosaurs. We bagged a T-Rex
when it tried to attack our
search party. Later, one of the
search parties was attacked by some
sort of intelligent ape! The apes killed
some on sight and stole away with others.
Now, the pilot wants to take the
blimp, fly to this ape city, and rescue
everyone. Were going to fly in, guns
blazing, and if need be, kill every
damn ape in that city. I just hope I
have enough bullets.
Quote
Ive fought petty warlords in
China, and two bit revolutionaries in
Mexico. You think these talking apes
are going to scare me?
by Andrew Ferguson
Note: All of these zombies include the basic zombie package (see AFMBE, p. 146).
Constitution 2
Intelligence 2
Willpower 2
Spd 4
Essence 14
Volume 2
Fresh Zombies
Fresh Flesh
New Zombies for AFMBE
47
Fresh Zombies
Plague
This is a time when buboes herald the coming of
death. Villages close their boundaries to all outsiders, turning away those travelers trapped between
settlements and raining arrows on messengers who
may carry the black death between towns. The
Yellow Pestilence strikes in the valleys of Wales.
The villagers sicken, turning bright yellow in hue,
and die, only to rise again as the Yellow Pestilence
feeds them.
Then it clings to them, carried by their dead steps
to another village. And another. And another.
Constitution 2
Intelligence 2
Willpower 2
Spd 4
Essence 7
Granny Greenteeth
Strength 7
Constitution 2
Dexterity 1
Intelligence 2
Perception 1
Willpower 2
DPS 15
Spd 2 (3 Underwater)
EPS n/a
Essence 6
Skills: Brawling 2, Swimming 2
Attack: Bite 6 per Turn
Weak Spot: Spine [+5]
Getting Around: The Lunge [+3], Aquatic [+2]
Strength: Monstrous Strength [+10], Teeth [+4]
Senses: Like the Dead [0]
Power: 31
Toolbox
Hey you! Hey kid! Get away from there!
Dont you know not to hang around derelict houses? Dont you watch movies?
I dont care what you heard. I dont care what you
thought you saw in that shack. You dont wanna be
hanging around here.
Why not? Why not? Ill tell you why not.
Granny Greenteeth
Lurking under layers of bilious pond scum and
floating serenely among the pondweed lays Granny
Greenteeth, a childrens folk tale made real. There is
never a stirring on the ponds surface and animals
long ago stopped drinking from the stagnant water.
Something keeps them away.
48
Toolbox
Strength 2
Dexterity 1
Perception 1
DPS 15
EPS n/a
Skills: Brawling 2
Constitution 2
Intelligence 1
Willpower 2
Spd 2
Essence 6
Aigaumcha
In the tropical forests of Africa, the great rivers
wind their way under the blanketing darkness of the
canopy. It is easy for a traveler to become lost in the
menacing murk, pushing their way through stems,
roots, and leaves, disoriented by the constant shriek
Volume 2
Fresh Zombies
Aigaumcha
Strength 1
Dexterity 2
Perception 2
DPS 22
Constitution 2
Intelligence 0
Willpower 2
Spd 8
(3 underwater, 1 climbing)
EPS 18
Essence 9
Skills: Swimming 2, Climbing 2
Attack: Bite D4(2)
Weak Spot: All [0]
Getting Around: Life Like [+3], Leaping [+3],
Aquatic [+2], Climbing [+2]
Strength: Ninety Pound Weakling [3], Teeth
Senses: Like the Living [+1]
Sustenance: Occasionally [+2], All Flesh Must
Be Eaten [0]
Intelligence: Animal Cunning (Level 1) [+2]
Spreading the Love: n/a
Power: 17
49
Dead Ops
Dead Ops
A Scenario for AFMBE
by James Wilber
Dead Ops is an All Flesh Must Be Eaten adventure, ideal as either a one-shot convention demo or
as the basis for a longer All Flesh Must Be Eaten
campaign. Although the nature of the scenario does
call for advanced rules involving gunfights, the
Unisystem game mechanics make it easy for players
to quickly understand the rules.
This adventure is dedicated to Jeff, Dave, John,
Jim, Big Daddy Thwak, and all of the men and
women in the U.S. Armed Forces who have fought,
and often times died, defending their country.
Part One:
Adventure Overview
History
For decades, U.S. scientists have been developing
biological warfare projects for the military. One of
the scientists, Dr. Alfred Bergman, came from a
pharmaceutical company where he was working on
gene-therapy drugs to promote longevity. Dr.
Bergman was never able to keep human tissue from
deteriorating, but he did discover a method to revive
cells after they had died. As he worked, the idea
struck him to mix his two areas of research together,
creating a virus that thrived in a human corpse, reanimated the bodys cells, and restored basic brain
functions. These infected cadavers would then be
a drain on the resources of any enemy they encountered.
The Pentagon, realizing the power of this new
weapon, increased the programs funding. At the
same time, officials deemed that this project should
be carried out with the utmost secrecy. A press leak
about the disease would be a political nightmare. For
this reason, all testing would occur off U.S. soil.
Conveniently, the U.S. government had been providing funding and aid in the form of military advisors to the nation of Colombia. With all of the clandestine U.S. military operations in the region, it was
a simple thing to move the zombie project (or Dead
Ops, as it was now being called), to a U.S.-friendly
Colombian base.
50
Current Events
Ninety-six hours ago, during the final testing stage
for the biological agent, the Pentagon lost all contact
with the research base. The military believes that the
FARC has overrun the base and taken the scientists
captive. In reality, the scientists, rushing to finish the
testing of the disease before the FARC arrived, had
a major outbreak in one of the labs. They decided to
salvage what they could by immediately transporting it to the closest safe area.
Unfortunately, the nearest safe area was also the
home base of a particularly ruthless group of South
African mercenaries, hired by British Petroleum to
guard their oil-producing facilities. They were quite
surprised to see the U.S. scientists emerge from the
jungle. After learning of the scientists work, the
mercenaries quickly imprisoned them and forced
them to begin producing more of the virus. The
South Africans wanted this weapon for themselves.
In order to find out what has happened to the project, the U.S. Army has decided to send in a Ranger
team. Its mission is to enter the original base and
bring the U.S. personnel to a safe extraction point.
The Adventure
The Cast Members learn that the Army has lost
contact with a base in Columbia containing U.S.
military advisors. They jump into the jungle by helicopter, twelve miles from the base. After making
their way through the brush, they find the base
deserted and crawling with zombies.
While the Cast Members are trying to figure out
whats going on, a company of FARC rebels attacks
the base. After capturing the Cast Members and
learning about the zombie threat, they offer the Cast
Dead Ops
Constitution 2
Intelligence 2
Willpower 2
Spd 2
Essence 6
Volume 2
51
Dead Ops
Part Two:
Advice for Zombie Masters
Dead Ops is a militaristic thriller, in the tradition
of such great authors as Tom Clancy and Larry
Bond. Like other stories in the genre, it includes a
healthy dose of true-to-life politics, situations, and
military procedures, with a nice fictional twist. Even
though the zombie twist in Dead Ops is a bit more
science fiction than most, the conventions of the
genre remain the same.
One of those conventions is that the heroes in
these stories are often the consummate professionals, usually intelligence agents or military personnel.
Dead Ops was designed for all of the heroes to be
U.S. Army Rangers Cast Members, but unless the
players have had a good dose of high-level military
training, or have done a lot of research on the subject, the players will not act like real U.S. Rangers.
In this case, its up to the ZM to help the players with
information and procedures their characters would
know. Even if the ZM doesnt quite know the proper procedure himself, assume that the characters
know the best way to operate in these conditions.
Example: When opening the door to a building
filled with enemy soldiers, a Ranger would know the
proper procedureone man opens the door, one
covers, one throws a grenade. If the players do not
know this, they may get themselves into all sorts of
trouble, while in truth, their characters should know
what to do.
This is especially true when running this adventure
in a convention-demo setting. Not only are the players
unfamiliar with their roles, they are unfamiliar with the
game system. As any good ZM knows, the Unisystem
is particularly unforgiving when it comes to combat,
especially firefights. If the characters get involved in a
prolonged gunfight, chances are good they will all die.
Its only fair to warn them, loudly and repeatedly at the
start of the adventure, that this is the case.
With this in mind, be forewarned that Dead Ops is
designed to kill at least a couple of the characters.
Its the nature of the beastthere is simply no better way to instill a sense of horror than death. ZMs
will find, however, that most players do not mind if
their character dies, as long as the player knows it
was because of a mistake they made.
52
Part Three:
Cast Members
For those folks not overly keen on a strictly military approach, other ideas for Cast Member teams
include:
CIA OperativesSpying is not all the CIA handles. The ZM may decide that this situation
needs the love and caring of a stealthy unit from
the Company.
Mercenary UnitThe U.S. government has
decided the situation is too hot to handle with
official troops. The players represent a unit of
mercenaries hired to tackle the situation.
Special Operations Command TeamNot only
do the U.S. Rangers have the ability to handle
this situation, but so would a combined unit of
U.S. Rangers, Delta Force, SEALs, and Marine
Recon Force members.
Player Handout One is useful as a player reference, no matter what kind of team the players are
running.
Whether this becomes a game of military Joes,
spies, or mercs, the following personnel are recommended for a team: a radio/computer expert, a demolitions expert, a vehicle mechanic/driver, a medic,
and a heavy machine gunner. Teams should also
have members who are fluent in the local language.
New Qualities
If the characters are Rangers or other U.S. military
personnel, they should have some level of the
Military Rank Quality. This is simply a generic indicator of their rank within the Army or other armed
service, and is the same Military Rank Quality presented in other Unisystem books. Military Rank
ranges from 1 to +9 and costs one point per level.
Rank Level
Description
Corporal
Sergeant
Lieutenant
Captain
Major
Lieutenant Colonel
Colonel
Major General
General
Concussion grenades stun opponents and are useful in areas where it is hard to distinguish friend
from foe. Anyone within one yard of the grenades
detonation must make a Difficult Constitution Test
with a 3 penalty to the roll. Those within two yards
of the grenade must make a Difficult Constitution
Test with a 1 penalty to the roll. Those within five
yards make a Simple Constitution Test with a +1
bonus to the roll. Failure to pass any of these tests
results in the character suffering a 2 (stunned) modifier to all actions for five Turns. In addition, the
character also takes Bashing damage (see p. 54).
Claymore mines are anti-personnel shrapnel
devices, designed to be detonated by remote control.
Typically, a soldier places the mine under light cover
and a wire connected to the detonation switch trails
back to a secure position. When an enemy approaches, the soldier detonates the mine.
Both rocket-propelled grenades and other light
anti-tank rocket launchers are shoulder-fired rockets.
Some rocket-propelled grenades may be reloaded,
although LAW rocket launchers may not. Both of
these weapons operate on a fire and forget basis.
You aim and shoot, hoping to hit. There is no wireguided, laser-guided, or heat-seeking equipment on
these weapons.
Part Four:
More Than Just a Job. . .
Whats Going On?
New Weapons
New Skill
Volume 2
Dead Ops
New Rules
53
Dead Ops
Ground Zero
General Effect
Claymore Mine
D8 x 10(40)
D8 x 6(24)
D8 x 2(8)
Concussion Grenade
D6 x 6(18)
D6 x 2(6)
D4 x 2(4)
D10 x 10(50)
D10 x 6(30)
D10 x 2(10)
General Effect
Maximum Range
LAW/RPG
5 yards
12 yards
40 yards
Concussion Grenade
1 yards
2 yards
5 yards
LAW/RPG
1 yards
2 yards
5 yards
EV
n/a
4/2
Thrown
1/1
20/200/400/600/1000
25/12
give a brief description of their character, with whatever details that they believe the others might know
about them. Give them a few minutes to roleplay
among themselves before starting the adventure.
After the characters have had enough time to wonder about their predicament, read the following:
54
Maximum Range
Dead Ops
Volume 2
55
Dead Ops
56
Volume 2
Dead Ops
57
Dead Ops
Part Six:
Enter, the FARC
Whats Going On?
The FARC rebels, sick of having a U.S. presence in
the region, attack the base that the characters are
exploring. They are unaware that the original inhabitants of the base have already left. As stated, this is a
critical point in the adventure. If the Rangers decide
on a head-on assault, they are most certainly doomed.
58
Strength 2
Constitution 2
Dexterity 2
Intelligence 2
Perception 2
Willpower 2
LPS 26
Spd 8
EPS 23
Essence 12
Skills: Brawling 2, Demolitions 2, Dodge 2,
Driving (Truck) 1, First Aid 1, Guns (Assault
Rifle) 2, Guns (Missile Launcher) 2, Stealth 2,
Survival (Jungle) 2, Swimming 2, Throwing
(Grenade) 2
Gear: Assault Rifle with 3 Magazines, 3
Offensive Grenades. One in five FARC members will be carrying a rocket propelled grenade
launcher (RPG) with 3 rockets.
Constitution 3
Intelligence 4
Willpower 4
Spd 14
Essence 21
Volume 2
Dead Ops
59
Dead Ops
60
You are grilled for hours by a group of stonyfaced intelligence officers, none of them rank
lower than colonel. As expected, they instruct
you to never speak to anyoneincluding your
dogabout what you have seen.
Wrapping Things Up
The surviving Rangers now have all sorts of problems. Even if they do not release the zombies in the
garage, the airborne version of the virus is now
spreading from village to village. All of this is
beyond the scope of this adventure.
Two endings present themselves. First, the characters call for their ride, go to the extraction point and
go home. This is probably the best ending as far as
they are concerned, though there are complications.
Volume 2
Dead Ops
Office/Mess/Infirmary (3): This is a multi-purpose building, used for administration and an officers mess. Positions marked with an M, are
where the South Africans stand when the characters
enter. They fire at anyone coming through the door
and thus will probably get the drop on the characters.
The scientists are in the doctors office. They are
tired, confused, and not much help. They look to the
Rangers to get them out safely and have no information to give them.
61
Dead Ops
Part Eight:
Continuing the Adventure
62
Dead Ops
Volume 2
63
Dead Ops
Base Memorandum
To: All base personnel
From: Cpt. Edward Cooper, commander
Subject: Evacuation
Date: 11 Jul 01
CC: Dr. Benjamin White, Chief of Research
An evacuation of all base personnel will commence at 13:00 hrs. All staff will report to the
barracks and be assigned a vehicle.
No weapons are to be left on base and all
classified documents should be destroyed.
Command personnel shall secure
before reporting for transport.
all
buildings
64
Dead Ops
Volume 2
65
Dead Ops
1
8
8
4
3
2
X
7
5
2
1
1
a
Front Gate
1. Guard Tower
2. Parking Lot
3. Barracks
4. Lab One
9. Armory
a. Check Point
b. Helicopter Pad
c. Gas Pumps
Front Gate
66
1
5
2
1
Dead Ops
2
3
6
Front Gate
1. Guard Tower
2. Barracks
3. Office/Mess/Infirmary
4. Garage
5. Officers Quarters
6. Stockade
a. Check Point
Front Gate
Volume 2
67
Volume 2
X
7
1. Computer Lab
2. Break Room
3. Consulting Room
4. Bathroom
68
5. Lab/Staff
6. Storage
7. Operating Rooms
6
7
4
Volume 2
1
6
X
1. Computer Lab
2. Exam Room
3. Exam and Procedure Room
4. Zombie Stortage
5. Lab/Drugs
6. Bathroom
7. Observation Room
7
9
8
M
2
M
1. Lounge
2. Office
3. Exam
4. Kitchen
5. Mess Hall
Volume 2
6. Doctors Office
7. Storage
8. Bathroom
9. Breakroom
69
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