Showing posts with label UniSystem. Show all posts
Showing posts with label UniSystem. Show all posts

Monday, October 20, 2025

Ecology of Vampires in Sunnydale (Buffy the Vampire Slayer Roleplaying Game)

I was looking in all the wrong books for more information on vampires in the Buffy the Vampire Slayer Roleplaying Game (Buffy) because my copy of Monster Smackdown (MS) was out of place on the bookshelf. It contains some really great, in-depth information on vampires’ behavior in Chapter Two (Die Young, Live Forever, pp. 14-33) that I used to write the following Ecology of Vampires in Sunnydale

I am also using the Angel Roleplaying Game (Angel) and Ghosts of Albion (Ghosts) as corebooks. My take on vampires differs slightly from the one presented in Monster Smackdown and the Buffyverse canon.

Bear in mind that I disallow Charmed One, Slayer, and Promised One (Army of Darkness, p. 39), et.al., because I do not allow “Central Character” Qualities. Unless everyone in the group takes the Quality, at least one PC will be favored over the others, and that does not make for a fair, balanced, or fun game for everyone at the table. If everyone agrees to take the Quality, then I might allow it, but that’s a theoretical. I do allow Slayer-in-Training (Slayer’s Handbook, p. 32). Either way, my campaign fits the “Vampire Hunters” definition given in Monster Smackdown (pp. 32-33) - which is what I am going for. Angel Investigations does exist, but is in Los Angeles.

I am using Influence from the Abomination Codex, p. 25. The Influence Skill (Buffy, p. 55) has been renamed Charm. I have previously published a skill tree of specializations (1-pt. - Military Monster Squad Initiative Handbook PDF, p. 25), which you can find on the Buffy the Vampire Slayer Roleplaying Game Page in the sidebar. I also use both Brawling (WitchCraft PDF, p. 96) and Magic Bolt (Abomination Codex, p. 27), in addition to Kung-Fu and Sports (Throw). 

Finally, I eliminated the Perception stat, as having both it and Notice is redundant. Notice+INT is your Perception (PCN) score. Vampires get Perception bonuses to several senses, so this may be important (although I don’t believe it is directly applicable to the following). This does not change the points totals for Character Types (Angel, p. 22).

Overview

While the existence of bite dens (MS, pp. 23-24) remains something everyone wishes to keep under wraps, the existence of vampires is known to be more than mere rumor - at least by 80% of the Sunnydale populace. Some people refer to this as “Sunnydale’s Open Secret.” This percentage decreases by 5% for every 100 miles away from the Hellmouth one gets. The knowledge of the existence of Slayers, and even other demons, is nowhere near as high. 

Only 1 in 10 people know of Slayers, the Watchers, or anything associated with either; only 2 in 10 know of the existence of other (non-vampire) demons; and only 2 in 10 know of the existence of other Supernatural types, such as Witches, Ghosts, and Werewolves.

This does not mean that people who are far from the Hellmouth are unfamiliar with the concepts of these Supernatural critters, nor even that they do not believe in them. Were they to definitively learn of these creatures’ existence, they might not be surprised, but they are less likely to know that they exist than someone from Sunnydale. Few people are familiar with Slayers or Watchers, or their Lore, even in Sunnydale.

Part of the reason that so few people know about the existence of other demons is that vampires are prolific throughout the region, and other demons are not. One has to go farther toward Los Angeles to encounter a more diverse roster of demons regularly; Sunnydale is primarily a vampire’s playground, and is given a wide berth by many of the other demonic races due to that. Vampires are antisocial by nature, so they don’t get along with much of anyone from any race - not just humans. They barely tolerate one another.

Sunnydale’s large vampire population attracts vampire groupies, wannabes, and bite junkies, who then attract more vampires in a circular ecology the Vampire Lords encourage and exploit. The Hellmouth also (rarely these days) produces even more vampires (and other demons), adding to the Vampire Lords’ recruitment pools.
 

The Vampire Lords

These Vampire Lords (Ghosts, p. 191) have combined their Influence (Abomination Codex PDF, p. 25) into an organization known as The High Council of Vampires, aka the Vampire Covenant, as it known by vampires. They employ their Minions (Angel, p. 191) and the occasional Vampire Mercenary (BtVS Director’s Screen, p. 52) to enforce their edicts across the vampiric arm of the Supernatural Underworld. But the Vampire Lords know their place; their Influence does not extend far into other demonic domains.

The Vampire Lords’ armies are tended to by their Lieutenants (Angel, p. 192), who also provide vital information and act as counsel. At least one representative from a non-vampiric demon race sits on the High Council for Vampires, and a few more have honorary positions. The Council is said to have brokered deals with local police and clergy that have eased living conditions for the Sunnydale Undead, but this might just be a rumor.

The Council has mandated that there be no Siring unless permission is explicitly sought and given. Also, that Sires are responsible for their sirelings and their actions for the first decade of the sirelings’ unlife (-1 Obligation). Although they vie for a more peaceful environment with so many Hunters and Slayers patrolling the region, they do not wish to limit the more savage vampires’ hunting practices - something the Council remains split over how to handle - so there is no edict in place regarding any sort of masquerade like one finds in Vampire: The Masquerade. Opponents of such a thing argue that vampires are already masquerading by hiding their Game Face and not openly slaughtering humans on the street.

The Vampire Council also wants to secure and enforce their territory, including Sunnydale’s cemeteries (Welcome to Sunnydale, p. 39), the docks, and the bus depot. In particular, they are seeking more support for the protection of Supernaturals who frequent these areas from the “rogue” (the Council’s term) Hunters, Untrained Slayers (Tea & Crossbows, pp. 33-34), and Slayers-in-Training that are flooding the region. But the vampires who disagree with the Council’s objectives feel oppressed by their enforcement, and so prefer to take their chances.

One of the reasons for this recent push toward organization is the fallout from the 1990s, when vampires ran roughshod over the town but for the intervention of the Slayer and her allies. As the populace of Sunnydale became more aware of the threat they faced, they began taking stronger precautions. Garlic strands across porches and doors started appearing as a quirky decorating trend, its real purpose obscured. Large silver crosses on necklaces and inset in rings became a popular fashion trend that persists to this day (MS, p. 21; Angel, p. 189). And, after the Slayer disappeared, Vampire Hunters became common.

The Council is an attempt to mitigate the damage, and build a better life for both vampires and humans in Sunnydale. But, whether this is a clever ploy or an earnest attempt is unknown. What the Covenant discusses is not known to the general rabble of Supernaturals or even vampires, specifically - many of whom do not support the Council. The majority only hear about the edicts and mandates as they are handed down. Even the identities of the Vampire Lords that sit on the Council are lost on many, though they may know their names in another context, as most of the existing Vampire Lords are well-known throughout the Supernatural Underworld.

Although the Covenant cares nothing for working with organizations like the Watchers’ Council, the High Council of Witches is another matter - just for one example. And, as the rumors suggest, they remain open to working with local police, clergy, and emergency workers to ensure everyone’s protection and safe passage on the streets of Sunnydale. How they go about doing this is likely to be less than professional, but the Council guarantees that it will be done out of sight.

The Council has also promised to curb the practice of bite dens. They understand the community’s concerns over disease and associated criminal activity, and have their own concerns about unwanted deaths and sirings. They will not end the practice entirely, even if they say they will, but they will follow-through on promises of reform and enforcement. They claim that this will require the cooperation of the police, and possibly local leaders.

Vampire Lords are not encountered randomly, nor on the street. In addition to the security The Council provides them, they also have their own private forces comprising Minions, Lieutenants, and Mercenaries. Vampire Lords include The Master (MS, p. 119-123; Lawyers, Gods, & Money, p. 126) and Dracula (LG&M, pp. 126-127; MS, pp. 90-92). Darla may also be a Vampire Lord, though she operates out of Los Angeles (Buffy, p. 172).
 

The Rabble

The majority of the vampires in and around Sunnydale are not associated with the Council, or anyone else. Sires abandon their sirelings shortly after Turning them. Even those that abide by the Council’s edicts tend to disassociate from their sireling after the first few years of mandatory Siring. Familial-type units may emerge - such as with Drusilla, Angelus, and Spike - but they are uncommon. Tribal clans are equally rare, due to vampires’ Antisocial Impulses and the high value placed on individualism. In many ways, the vampire of the Buffyverse is the ultimate symbol of ever-youthful rebellion, which makes organizing difficult for them. This is one of the reasons so many cooperative attempts to take down the Slayer fail, and so few are launched.

To be sure, vampires like to congregate. They also cooperate to achieve short-term goals. They do not tend to form long-lasting organizations, with a few exceptions (such as those noted in Monster Smackdown). Small hunting parties, and gangs of d10 vampires (as Granite Gang Members - BtVS Director’s Screen, pg. 19), are about the most organized units an Investigator should expect to encounter. These gangs may include one or more Demon Gangstas (Angel, p. 80) in addition to vampires, but this is even rarer (3 in 10 chance).

Welcome to Sunnydale provides a good list of Lairs around the area (pg. 39), but they are not vampire-specific. Directors are encouraged to develop more, as well as place a few bite dens on the map (in run-down areas), featuring vampire NPCs of their own creation or those found in the books. Bear in mind that most Buffyverse vampires prefer to hunt and live alone, or perhaps in pairs. Hunting parties, while uncommon in general, are more common amongst newly-awakened vampires but their members do not necessarily nest together. Vampires of the Buffyverse are largely solitary critters that prefer to congregate, then separate.

All vampires have the abilities detailed in the Buffy and Angel corebooks (Buffy pp. 167-169; Angel, pp. 48, 186-190), and many have Supernatural abilities as detailed in Angel, pp. 49-60 and other books (notably, Ghosts of Albion). Some, like Dracula, also possess Sorcery (Buffy, p. 49, Magic Box) or Innate Magic (Ghosts, p. 48), and have access to spells. These spells should be determined before play begins, although a few spell slots can be left blank to be filled-in later.

Vampires lead lives of extravagance whenever possible but, just like humans, they are limited by their Resources and opportunities, as well as their skills sets and natural ability. Vampires' enhanced Perception is responsible for their heightened emotional states, such as their perpetual bloodlust, as well as their heightened sensations. This compels vampires to seek out ever-increasing levels of physical gratification which results in extreme and reckless behavior. Unfortunately, drugs have no effect on vamps, so they tend to eat their feelings.

Vampires receive at least as much pleasure from feeding as the vessel being fed upon, and likely more. For this reason, all vampires have a -5 Addiction to Blood (Angel, p. 29). They must feed at least once per day (1 full CON point, or about 2-3 LP) or suffer a -1 to WILL. This becomes an additional -1 CON after one week without fresh, human blood (Ghosts, p. 189). This fresh blood cannot be from animals, but may come from certain other races (such as Demons or maybe Trolls).

Most vampires are extremely vain. Although they do what they can, signs of death belie their attempts to disguise their state of unlife. Many bear the stench of death, attract clouds of flies, have a pallor of death, or worse. Vamps spend a lot of time and effort trying to hide these problems, though few go as far as those who learn Semblance of Life (WitchCraft PDF, p. 280). Most affect parfums, lotions, and even smoking habits to combat the odor, and wigs and make-up to fight the appearance of death. See also, Beautician (WitchCraft PDF, p. 95-96) - aka, Wildcard: Fashion (Buffy, p. 94).

Vampires do not receive a ST against beheadings; the Vampire Death Chart on Ghosts of Albion, p.190, is incorrect in that regard.

Random Encounter
1-5 Brand New Vamp (Buffy, p. 169)
6-8 Vampire Minion (Angel, p. 191)
9-0 Vampire Veteran (Angel, p. 191)

Again, Vampire Lords are never randomly encountered. They are incredibly powerful, and hidden behind several layers of security. 
 

Vampires in History

Rumor, superstition, and a warped view of history are common amongst street-level vampires. While vampires as a whole have their own version of events that tends to outstrip what humans know of history, many vampires live a cloistered unlife. Their personal experiences and knowledge of these events often overshadow the reality of how those events unfolded, and their egos do the rest.

For example, it is said among vampires that it was a vamp who killed Duke Ferdinand and set-off World War I, and that the assassination story was a cover-up. It doesn’t really matter if it’s true or not, as it has spread far and wide among vampires over the decades. But, even if there is truth to it, the larger historical events of WWI are more important than the details of vampires somehow being involved. Furthermore, few members of any other race have ever heard this version of events; it is only known to vampires, so its influence and recognition by others is extremely limited.

However, this presumed historical importance is a source of great pride to many vampires. To some, it proves that they shepherd humans in a healthy, symbiotic relationship; to others, it proves vampires’ superiority and mastery over the herd called Mankind. Either way, many hold to this often twisted and myopic view of history, with vampires at the forefront of it all yet never credited for their contributions.

This insertion of vampires into important historical events may be emblematic of a greater need for recognition or belonging, but the fact that vampires have played a far greater role in our history a lot more often, and for a lot longer, than humans realize is inarguable. It is said that vampires predate Mankind, though what they fed upon is unknown. Perhaps history is as the vampires say... but looking for one who would know it is not suggested.

Vampires are also often used as a metaphor for counterculture, so all of this makes perfect sense from any perspective. Their own culture and history is intertwined with that of Mankind’s, which sometimes makes the prouder of the species act-out in defiance. Combine this with a serious bloodlust and you have some truly dangerous vampire “activists” on the streets of Sunnydale, demanding respect and literally thirsting for blood. Among these may be the next Vampire Lord, but most are just street-level demagogues often acting in bad faith.

Still, as noted in Monster Smackdown (p. 30), vampires have their own holidays, beliefs, and society. Vampires even recognize different astrological signs. Although their society intermingles with larger demon society, as well as that of humans’, it is separate from both and remains hidden from them. This bothers these civic-minded vampires.
 

Networking

As noted, vampires do not get along with one another, nor with other races; they are antisocial to a fault. They may form small nests with familial-like ties, but these do not last more than a few decades at most. Usually, the nest is run out of town or hunted to extinction, and the members lose touch while on the run. Larger clans like the kind you see in Vampire: The Masquerade are not possible due to the rebellious nature of vampires in the Buffyverse. The High Council of Vampires is as close to a Masquerade-type clan as any organization has ever come, and a good number of vamps do not support it - instead feeling oppressed by its decrees and enforcement.

Not every vampire knows every other vampire - even if they did, the turnover rate is pretty high in and around Sunnydale, even without a dedicated Slayer. Every vampire knows the Vampire Lords of the region, though; their Status and Renown precede them. The general vampire of Sunnydale is also aware of the High Council of Vampires, which they call the Vampire Covenant. Many do hang-out together, and vampires appear to be social creatures despite their individualistic tendencies. Dedicated vampire bars, separate from dedicated demon bars, dot the landscape (particularly in Los Angeles and Las Vegas), for example, and slave markets exist literally underground in the sewer tunnels and necropolises of wealthier cemeteries.

By and large, which vampires know one another is the same as it is for humans: It depends largely on geography and where they lair, as well as any personal relationships they have with one another (Angel, p. 32) - especially those they may have had in life. Vampires are often solitary or nest in couples; larger clans are rare, and families of five or more are basically non-existent. Anti-Covenant sentiment continues growing, which may culminate in a second or even third Council of Vampires that will butt heads with the original, but these competing Councils won’t last. How long the first Vampire Covenant lasts remains to be seen, and is likely to come down to how heavy-handed the enforcement is.

Supernatural (Vampire) Type characters can have Influence and Contacts like any other [N]PC, and may know the PCs, and/or other Supernatural Types, before play begins. They are technically just as likely to know another Supernatural Type as they are to know another vampire, especially Ghosts and Demons. These are the two Supernaturals vampires are most likely to encounter outside of their own kind.

Aside from the sympathizers, vampires do not hang around humans. Even those who believe the two can live in harmony keep their distance. Humans are thought to betray their masters, and be unpredictable. Vampires also tend to hate humans, and do not see them as equals. 

Those who do not hate them still stay away, as other vampires might see their association as weakness or discriminate against them for their beliefs. One could say that only those vampires with souls associate with humans - and those are rare, indeed.

Keep in mind that it’s silly-easy to become a vampire in Sunnydale and L.A., so take precautions.
 

Anti-Vamp Measures

“No normal untrained human is going to survive a fight with a vampire.” - MS, p. 33.

Some private police forces have Special Forces specifically trained and outfitted to handle vampire-related emergencies. Their team members are outfitted with crossbows, holy water flasks (5B dmg., AoE splash as grenade), Kevlar armor (10[5] AP), d10 stakes, and vampire detection goggles (Slayer’s Handbook, p. 39). Some of the pricier, and generally shadier, ones (1 in 10) have vehicles with mounted Portable Sun Lamps (SH, p. 38) and carry daylight grenades (Military Monster Squad Initiative Handbook, p. 47) instead of holy water flasks. 

These forces vary in size depending on the assumed threat of the situation, but most teams consist of five men (and women), flexing to a maximum of 12 members who occasionally train together. All members of the team have 1+ Tactics.

Team Composition
1-4 Initiative Commando Tough Guy (Buffy, p. 159)
5-6 Former Initiative Agent (Buffy, p. 62)
7-0 Former LAPD (Angel, p. 179)
  +1 Captain (MMSIH, p. 30)

So far, the public police (Buffy, p. 159) have no such anti-demon forces. They mock the private security companies’ Supernatural forces with monikers like "Monster Squad" and "The X-Files," but the majority would prefer to have something similar, if they could answer honestly. Several take precautions of their own, from wearing reinforced Kevlar scarves (keep in mind that Sunnydale is in California) and silver cross necklaces, to carrying water guns filled with holy water. At least they have tasers, although only 1 in 10 knows that they are effective on demons (including vampires).

All police forces are trained not to deal with nor answer questions related to vampires or demons, in general. They have become adept at avoiding the conversation and changing the subject. They do not sneer at those who inquire about the Supernatural, but they do not discuss official police investigations with the general public, either.

Private police forces offer security only; they do not employ detectives or private investigators, nor do they engage in investigations. If these are necessary, the security team usually instructs the victims to call the police. This is often where the PCs get involved.
 

The Initiative

Contrary to popular belief, The Initiative is still active throughout the area, albeit in a decentralized and unorganized fashion. The program, originally thought to be a disaster, was actually successful in seeding Sunnydale’s security forces with Former Initiative Agents (Buffy, pg. 62). Even more have pursued careers as freelance security and Hunters outside of the normal private sector structure. The military believes most would return to active duty if asked, because they maintain good contacts with these agents in the field.

They do not operate in the open as The Initiative, and most have left the military since serving as agents, but they all received the same training and most have experiences with the Supernatural, so many keep in touch with one another and may even operate as a unit for a private police force or hang-out at the same bar, etc. Homegrown, offshoot operations of The Initiative may have taken root, especially among members of the Military community (Angel, p. 32), and they may be training others to fight HSTs.

Like Slayers and vampires, the hatred between Supernaturals and Initiative Agents is palpable. Neither would willingly agree to work with the other for any reason, although situations like Riley’s being compromised (both by falling in love with Buffy then later becoming a bite junkie) can clearly happen. Similar situations include not knowing that the other is a former agent or Supernatural Type; being forced to transport, or being in pursuit of, the Supernatural Type without harming it; and the like. These situations can be played as comedies of errors or something darker - the TV show usually played them for both. Creative solutions can allow these sworn enemies to [be forced to] work together for at least one-shot adventures, if not longer.

Former Initiative Agents carry holy water flasks and prefer electrical weapons (5B damage - MMSIH, p. 40-41), in addition to any weapons they carry for their profession. Some carry high-powered water guns filled with holy water, wear garlic strands as necklaces, and carry silver crosses. All know that demons exist, particularly vampires, and most have hands-on experience with them (usually from their time in The Initiative).

A neighborhood needs to have at least Resources (Well-Off) to afford a private police force. Those with mounted weaponry and other extreme gadgets require the neighborhood to have Resources (Wealthy) or greater. Neighborhoods with fewer Resources are served by public police. 
 
Several of the private security forces with their own anti-demon special response teams are represented by Wolfram & Hart (LG&M - Ch. 3, Wolfram & Hart; Angel, p. 170, 207-211).

Happy Halloween! 🎃

© The Weirding, 2025

Tuesday, October 07, 2025

Buffy the Vampire Slayer vs. Vampire the Masquerade

"Vampires are a sub-variety of demon... not angsty, tormented creatures. Anne Rice fans are bound to be disappointed." 
 - Buffy the Vampire Slayer Roleplaying Game, p.185

I sunk $25 into the Vampire: The Masquerade 5th-Ed. Humble Bundle with the express intention of using it to beef-up my Buffy game. I already have a nice collection of VtM 1st-Ed. books, but I always forget about them because I am no Anne Rice fan. I like the system, and I have nothing against the mechanics, but the lore is overwhelming and suffocates everything else. And the way it is written kills the whole, and I hate to use this word, vibe.

Shadowrun is like this, too. Both of them read like a bad website: Just endless hype, jargon, and buzzwords strung together into semi-coherent sentences. When you. Use broken sentences. To increase. The impact of the wording. Doing it a lot. Lessens. The impact! And? It's hard to read. Just stop doing it.

Anyone who's seen the TV show knows that Buffyspeak can be hard to parse, too. However, it is not as omnipresent in the Buffy RPG as it is in VtM. In fact, Eden did a good job of keeping the mechanics cleanly written and free of Buffyspeak, or any other conceit. What Buffyspeak there is is smoothly incorporated into the mechanics - such as with the Qualities, Jock and Nerd. VtM hails from an era when mechanics and lore were kept separate, and I can't fault it that. I still tend to prefer games that are like this.

You can see this design in many TTRPG from the era, including Call of Cthulhu. Games like Shadowrun and Cyberpunk broke that mold by incorporating their lore into their core mechanics, intertwining them in the writing, and other games followed suit. In most of these other instances, the system mechanics are presented upfront, and the campaign materials are deeper in the book. VtM set the standard for this when they started releasing their sourcebooks: The corebook contained the mechanics and the sourcebooks were the campaign materials that rarely contained any mechanics, and everybody was happy (especially White Wolf).

Buffy the Vampire Slayer Roleplaying Game premiered in 2002, when VtM's first-run was still going pretty strong, but I'll always associate both Vampire and Shadowrun with the 1990s. More than anything, it's the "in-your-face" writing, but both of those games did premiere in or around 1990. I have a lot of criticisms of Buffy RPG - the most important one being that it's not really a game without the Angel RPG - but the writing is pretty good. The only problem I have with it is that it buries mechanics in the text, so finding rules can be challenging (though it has a really good index), but the overall competency and tone of the text is fine.

Vampire constantly interrupts itself with "testimonials" from NPCs you don't know and don't give a shit about. And I can say it like that, because VtM 5e is in love with curse words. That makes it very "adult" (using swear words tells children that you are Old Enough). On another note, using an NPC for lore dumps is twice as boring in print as it is at the table. But, at least they lost that Timothy Bradstreet projector art - that shit used to drive me up a wall! Between the two, and all the sentence fragments, Vampire 1e is so overwrought that it's literally laughable, and basically unintelligible in parts. 

But the real reason I forget that Vampire was ever a thing is because it's 100% fashion over function: All style. The reason I don't fault it the way I do Shadowrun is because Vampire does have some substance - like I say, I like the system. It was one of the first dice pool systems (along with the aforementioned), but their system actually works. Not a fan of dice pools, Vampire handles them about as well as I've ever seen. The system for 1e and 5e are the same if not very similar, at least from what I recall of 1e.

So, despite the fact that it was a good deal, I thought it a decent investment. I can't publish anything I come up with for Buffy, but I guess I could feasibly publish it under Vampire. I can publish my Buffy content here, but it doesn't do it justice because of the limitations of a blog. It screws-up tables, smushes charts, and completely destroys the formatting. But, more than anything, I feel that Buffy the Vampire Slayer's vampires are wan and hollow, and I'd love a little more detail and organization that VtM may provide, so it's an investment in my gaming if nothing else.

I plan on sharing at least some of what I come up with here, but my purpose is to develop the vampire population of Sunnydale into something more than a faceless mob. I don't want moody Goth vamps ennuiing up the place, and I realize that Buffy vamps don't get along well enough to organize and coordinate so they're unlikely to form clans, but they have to be more than just Act One cannon fodder. 

I also realize that Buffy, the TV show, was more Monster-of-the-Week than vampire slaying, and Cinematic UniSystem supports that to the hilt, but with more Fae and Spirit critters than horror beasts. Angel provides all the vampire building information you'll ever need for Cinematic UniSystem, but I'm not making a full-fledged vampire NPC for every encounter. And the books detail how vampires in the Buffyverse operate mechanically, just not much about how they behave. I want less YA angst and a lot more scares.

I mean, the name of the game is Buffy the Vampire Slayer. I want my vamps to really have some teeth! So, I'm thinking that the majority of the vampires in and around the Hellmouth are analogous to the Anarchs, while the elders are more akin to the Camarilla - although neither is a 1:1 comparison. Both Anarch and Camarilla came with the Humble Bundle, so I have access to both.

I also answered the biggest question: Does the population know that vampires exist? Buffy was awarded a trophy by the school for saving them so many times, and the Scooby Gang openly discusses vampires as though they're just a feature of the landscape, but it's terribly inconsistent.

Anyway, I haven't gotten that far into the VtM 5e materials because they're difficult to read, but I think I can lift a few ideas from the materials I got from the Humble Bundle and make my Buffy vamps real, unliving entities in my campaign. It's still a WIP, but I'll publish more on vampires in Sunnydale later this month.

© The Weirding, 2025

Thursday, March 27, 2025

BtVS Fantasy Campaign Design Notes 4: Times and Places

Army of Darkness begins in modern times, recapping the end of Evil Dead II in which Ash is swept into a vortex and deposited into a Medieval-style fantasy realm with all manner of deadites, demons, and warrior skeletons. In the Angel TV show, Connor and Fred were held captive on a world very similar to this, albeit with more cultural details. Put these two concepts together and we have Pylea, the setting for our fantasy UniSystem campaign.

Army of Darkness RPG from Eden Studios (2008) focuses mostly on this era, so we already have the rules we need, and Pylea is detailed in supplemental materials for Angel RPG. Although this information is sparse, and Pylea is only the focus of the TV show for one or two episodes, I have enough to go on if I use another third-party source to flesh-out the rest (I simply do not have time to create another entire fantasy world from scratch). I also need a fantasy bestiary, which The Arcanum provides. This means I only need to change some things and not create everything from whole cloth.

I haven't gotten into the meat and potatoes of it yet, aside from what I have published, but making Pylea the center of my fantasy campaign keeps everything streamlined and organized in my campaign world. A Buffy/Angel future still exists on the Prime Material Plane, and interdimensional travel makes adventuring in Pylea a real option for modern day characters. Deadites are all but just another demon clan with which Slayers must contend, yet no less harrowing when they appear on our realm.

Humans, trolls, and the Deathwok and Gathwok Demon clans are the major races on Pylea, but I have added Fairies to better round-out the fantasy elements. These are found in Lawyers, Gods, and Money, which also contains Centaurs. Snake folk and Naga round-out the playable races.

I was wrong about all the portals back and forth between dimensions; Pylea and Earth are one thing, but even those portals are rare. Those to Quortoth are almost all one-way and there are few of them. However rare, such portals do exist and interdimensional travel between these dimensions is possible if not available.

© The Weirding, 2025

Wednesday, March 19, 2025

Quick Bits (March 2025)

I apologize for some of the comics posts that were published early, and erronesouly, retroactively in February. I am experiencing some browser issues, so I had to switch browsers and am still working things out.

By the time you read this, Disney+' Daredevil Born Again will have premiered and I will have more to say on it, but this is being written days before it premieres. I know all about Disney's political news and am no fan of their recent decisions, so I can only hope for the best. I don't even care about Marvel these days, but I still love Daredevil.

Demiplane and Roll20 are now integrated one-way (Demiplane to Roll20).

I might take a look at Eden's City of Heroes, a superpowered TTRPG that I think is based on the Cinematic UniSystem. Buffy the Vampire Slayer RPG is great and superhero in its own right, but I would still like to explore City of Heroes a bit. All I have is the QuickPack, which is all I see released.

I am still hard at work on the webzine idea and hope to have more news on that by this time, but it's slow-goings as I learn everything I need to know. I will be focused on digital only, exclusively at DriveThru RPG to make things as simple as possible. I will expand into other formats and markets if I see fit. I am busy with layout and design, and learning the publishing end of DTRPG.

© The Weirding, 2025

Monday, February 24, 2025

Campaign Design Notes 3: Pylean Trolls and Humans

I'm not sure that players should get to decide their heritage if they are humans coming from Pylea. Obviously, if they are not from Pylea, they are there as slaves. Perhaps a random chart would do good for character creation, and those who are slaves receive the Disadvantage(s) associated with that.

1 Slave
2-3 Rebel
4-6 Freeman

 

 

Pylean Human
4-pt. Quality

Natural Toughness (AV 4) +2
Nerves of Steel +3
Mild Cruelty -1
Humorless -1
Minority -1
Getting Medieval 2

Pylea is a beautiful world whose horror only becomes apparent when things like the Drokken (Encyclopedia Demonica, p.67) are near; otherwise, it is very much like Earth. There is a very good chance that I will use Talislanta for Pylea. I am definitely using The Arcanum for a lot of system conversion and mixing-and-matching (although I am also using the SRD5.1_CC).

I haven't made-up my mind on the other races and species available to PCs, but I'm thinking the Bast is a good one (WitchCraft). There is also an Archetype for a Troll Hunter in one of the main books and Trolls are a 6-pt. Quality detailed on pp.138-139 of Monster Smackdown

In fact, Trolls should closely mirror their society of that of the Gathwok and Deathwok Clans, using their Trollhounds the way the 'wok Clans use their Hellbeasts (Encyclopedia Demonica, p.13). Now that the Gathwok Clan has lost most of its power - make no mistake, they are still in charge for now - Trolls and their society will gradually shift and morph into whatever they make of it. Despite their obviously non-human appearance, they too have been enslaved for many years without having realized it, and may find more in common with other races than they ever had with the demon Gathwok Clan.

Catching and taming Trollhounds, to the extent that they can even be tamed, is a noble profession amongst Trolls and one of the most likely ins to a Trollkin character and Trollkin society. Even without the influence of the Gathwok Clan, this will remain a staple of Trollkin society for some time to come, as they cling to few "traditional values" to create a tapestry of culture from whole cloth.

Hopefully, eating humans is a tradition they can let go of quickly; they do not need to feast on human flesh to survive the way a vampire or some demons do, it is just a bad habit they picked-up (as a species) along the way. Few Trolls are born with the impulse to eat humans, although the somewhat justifiable rumors persist.

Trolls, as a rule, have little interest in reading although they do produce shamen (Witch Doctors). Their stunted Intellect, as a race, precludes serious high-level study, although it does not preclude a superhuman Intelligence; Troll magi and CEOs are rare. From a meta-perspective, Trolls work best as tanks and heavies, although nothing strictly limits them to these roles.

© The Weirding, 2025

Monday, February 17, 2025

Campaign Design Notes 2: Pylea

By this time, I may be done with at least part of my reading - at least, that's the plan - but I had some other notes I wanted to jot down.

Pylea is the Medieval fantasy Hellworld on which Army of Darkness takes place. Humans are a minority and were used as chattel and referred to as cows, but that has since changed (even if only slightly and only in some areas). The realm is ruled by the demon Gathwok Clan whose fighters comprise the Deathwok Clan, along with the Deadites, and small settlements and kingdoms both human and non-human. Both Conner and Fred managed to survive in Pylea over many years, although both were in captivity.

The Monstrum Index has a good starting list of fantasy critters and Adversaries. Although this all seems disconnected from Angel/Buffy, everything ties together; S-Mart is the Wal-Mart of our setting, for example, and is where Ash worked before he was transported to Pylea by the Evil Dead. A lot of Angel and Angelus' early vampiric adventures take place throughout the Victorian Age, which is the period covered by Ghosts of Albion. They also tended to have taken place in London, which is amply covered by Ghosts of Albion, as well.

Humans can also be born in Pylea; they are not only taken from other dimensions - a practice which has, again, dramatically diminished in recent times. Fey Folk are another minority subjected to the whims of the Gathwok, though they too are finding newfound freedoms within the realm. Trolls are another minority that makes Pylea their home. And while demonkin are the primary threat to be found on Pylea, all manner of fantasy creatures and critters exist with all manner of disposition. These days, it is not unusual to go for many miles before encountering a demon, but it would be unusual to go far without encountering something.

Although primarily on a hybrid barter system throughout the realm, Pylea uses a gold standard. Most amenities and regular necessities will cost 1sp - from a meal to a night's stay at an inn. The latter of which may be hard to come by for minorities, including humans and Fey, who can take the Minority Disadvantage (-1 Angel, p.42). Slavery, though now frowned upon, is also still practiced and minorities are still at threat of being captured or Shanghaied by slavemasters, both demonic and otherwise.

Remarkably similar to our own world, one of the few tell-tale signs that you have crossed-over into Pylea is its two suns. It is a 4-point Quality to play a Gathwok (Encyclopedia Demonica, p.13) demon. PCs can be from Pylea, but must take two levels of Hard to Kill (H2K) and the Drawback, Humorless (-1) for a Total Cost of 1. I will cover Pylean Humans in an upcoming post.

© The Weirding, 2025

Tuesday, January 28, 2025

Campaign Design Notes 1

Left to the books as written, Psionics is no different from other special powers (usually possessed by the opposition), but I like the idea of them being Uncontrollable Powers the PCs can only really "tap into." This makes it distinct from spells and Magick (spelled that way to distinguish it from prestidigitation, or stage magic) and Supernatural Powers more often possessed by demons.

If I stick with the base 8-pt. Quality cost from Chill, that makes Psionics cost only 3-pt. (with Uncontrollable Power -5) and I don't want a game awash in psychics... well, I would still play that. Either way, they still have to purchase each Psionic Power separately (not unlike cybernetic enhancements) so that should curb any such inclinations.

Magick should definitely be more prevalent than Psionics.

I am working on designing a psychic right now and may post the results, but it's a pregen for a game I may never get to run (in which case, I will definitely post at some point), so I don't know how things will turn out on that front just yet. There are some psychic Archetypes included in the books, but this is my own creation using Investigator as the base.

Welcome to Sunnydale abruptly ends at page 54. It's obvious there was an order to cut it down to a softcover like The Magic Box but it never made it to market, so we got what we got. There are some mediocre layout maps of show settings, but also The Bronze. Since I'm using my own setting, it isn't that important; I mostly wanted to see how they presented the material.

My first PC group is tank-heavy but, again, I'm working on making it a more tactical game. After all, in the absence of a Slayer, people are going to have to do what they have to do to survive. Still, I tried to balance it out with some nerdy Scooby-Doers (a P.I. and a witch) to help cover those pesky investigations.

I hope this all works after all of the work I've put into it!

It doesn't seem like I'll ever get it to the table, but I'm holding out hope. I'll try harder once I have more time on my hands. 

 Meanwhile, I changed the world's Magic Factor from 5 to 3. So, if you are playing with my vastly simplified rules for things like crystal depositories and ley lines, you get a -3 to PL when near one of these phenomena*. This will fade the farther from the source you are, at GM fiat. One day soon, I plan on working this into the crystals magic items so that you can use them either as foci or storage units, however I get that to work.

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* NOTE: I need to go back through the blogs and change this; right now, old posts still have a world Magic Factor of 5.

© The Weirding, 2025

Tuesday, January 14, 2025

Buffy vs. AD&D

Not really, but that's a good attention-grabbing headline:

After decades of converting game aids to AD&D because it was so difficult finding players for other games, I am now converting a lot of AD&D into games I would rather play, or would just like to play one day. Because I don't have to convince anyone to purchase or at least learn a new system, I have the freedom to do so.

Also because I don't currently have a playing group, all I can really do is solo/playtest and come up with new material or find material from other games and convert it over. Hopefully, I'll get a chance to run and/or play them one day but, even if I don't, I'm getting to learn and enjoy UniSystem along the way.

I did get to solo-play Buffy the Vampire Slayer Roleplaying Game a few times, but I had to lean heavily on my own system because I was converting the monsters from other systems, so that's where I am on that front. I intend to continue working toward a solo-play form and not so much searching for a group (unless I find folk that already have the books and hopefully know the system as-written), but that requires development because none of these games came with a solo-play option.

So, the rules will never be as-written, and one could argue that I've never soloed these games because I'm not playing "by the rules," but I think most people would disagree with that assertion. I also think that most people would agree with me that it is a silly assertion.

These are campaign notes I took while either reading, attempting to playtest, or attempting to solo-play Angel the Roleplaying Game that I made before getting Army of Darkness or Ghosts of Albion. Once I did acquire those other books, my conversions were so close to the official version that I can go with either one, really. That's super-freeing from the position of a GM, and super-freeing as a player; I have a handle on this system that I really like, so everything else should just fall into line once I finally do play. Which is why I do things the way I do them in the first place.

My first solo outings were interrupted by the need for a character sheet (which I assumed would be the first thing I'd need, but was told it wasn't by more experienced solo players) and the need for clarity on some rules that were not, or did not feel, complete as-written in the books I had at the time. Having these things online hopefully helps others who enjoy these games, and definitely helps me find them when I need them.

But, yes, these are all game notes I took and am now expanding them into a more "official" capacity for myself and whatever group I find or join. Although it makes great content, this stuff would originally have been hosted on the website. Hopefully, after the holidays and the first of the year, I'll have more time to devote to finding a solo system that allows me to both play solo and choose the rules system(s) I use.

I tried to solo the Angel Roleplaying Game and could not do it, but that doesn't mean more experienced solo players can't or couldn't. I'm new to solo-play (outside of that I use to design games and convert between systems), so I'm certainly not the guy to ask about those things. But, as I learn more, I'll be happy to share - my approach, my experience, the items I'm using, and more.

© The Weirding, 2024

Thursday, December 05, 2024

Trollhound for UniSystem

The Trollhound appeared in Dragon #199 and was written (and assumed to be) conceived by Alec Baclawski. It is converted here without permission but in no way to challenge anyone's rights. It's just really cool; basically a Barghest for Trollkin.

A carnivorous beast standing 4-6' tall at the shoulder. Its blackened mouth reeks of death, decay, and fresh blood. Throwing meat in front of them will stop their advancement on 1-9.

FFS 5
ACT 1
BRAINS 11
MUSCLE 20
COMBAT 15
PCN 12
MOR 6
No. Appearing 2d10-4

3 Animal Instinct/Savagery
Definitely Not Human
Natural Weapon (Bite) 2xSTR=18 LP
Supernatural Weapon (Lockbite) Minor 20 LP
Toxin Minor STR(9) LP
Acute Sense (Sight) +3 PCN Infravision
Regeneration 1 LP/min.
1 Sports
1 Notice
-1 Vuln. to Sunlight

Leader (Female, Encountered with Pack on 1-2)
1 Tactics
+2 STR (11)
Sports (Hunt/Stalk +2)

Trollhounds' blood, teeth, flesh, and hair are used in various Enchantments, poisons, salves, and potions. They are born in litters of d4. The young begin hunting by day five, but are worth up to 10k¥ before then. After day five, the pups are still worth a cool 5k¥. The individual components are worth substantially less on most markets, though spellcasters will pay a premium. After one month, they can no longer be tamed by other races and are likely to attack if cornered.

On a 1-3, trollhounds appear in a troll's cave. On a 1, this include d4 pups. Trollhounds cannot be Familiars. It is also unlikely that they would make good pets (Companion Quality) except for Trolls; they are likely to suffer from impulsivity control issues, using the bathroom freely, tearing-up items, and generally running amok, though not necessarily being violent (especially to anyone who feeds them regularly).

Direct confrontation is not suggested, as Trollhounds' bite is toxic.

© The Weirding, 2024

Monday, November 25, 2024

Ghosts of Albion

I'm taking a short break from Buffy material as I read Ghosts of Albion and see how it all works together. I still have a little more to go, but then I have stuff for a lot of older games. I also recently got the version of Gamma World I had as a child and I'm trying to figure out a way to solo it.

I'm hoping to share the Champions material, but it's formatted for the Web and it's proven a real pain to transfer, so I may not be able to do that. The Dark Conspiracy things I may try to combine and self-publish because there is so much of it. I hope to share anything else I am doing, as well.

Just because I'm not doing fantasy now doesn't mean I won't or don't like it, I just have some games I want to play that apparently aren't fantasy. I didn't choose them based on genre. I have several fantasy games I do want to play at some point but I have adopted the UniSystem (in general) for my engine because I like a d10 scale, so I'm likely to work on expanding the information for a fantasy setting given in Army of Darkness.

It's also the holidays, so I'm stretching my time thin. I'm hoping to get through all of this reading during the holidays, but I'm also hoping I can do some cooking and eating then, too. Ghosts of Albion is really good, but not everything jibes 100% with The Magic Box, and it's different from WitchCraft, so some features will take some work. However, it really opens up the worlds of werewolves and Faerie, and has Skills and Qualities that round-out both humans and Vampyre, as well. Depending on how you choose to take your campaign, I think it's more important to the system than Army of Darkness.

© The Weirding, 2024

Thursday, November 21, 2024

Monstrum Index for Buffy/Angel RPG

Monstru Index

I do not like most of Buffy the Vampire Slayer RPG's write-ups for non-vampires, and so have changed (or am changing) most of them. Let's face it: Their Balthazar and Sid, the Talking Puppet, are simply uninspired - just to take two examples off the top of my head. Furthermore, that dragon belonged in Charmed and still makes no sense in Buffy. I'm glad they included it, though, given that Army of Darkness is a good introduction to d10 Medieval. Regardless of that, the dragon leaves a lot to be desired, too. This list includes the vampires, and is merely a page index where you can find all of these Menaces. I even threw-in the Dragon!

Ghost - Buffy the Vampire Slayer Roleplaying Game (BRPG), p.184
Dark Ones Cultists - Army of Darkness (AoD), p.222
Zombie - BRPG, p.184; MS, p.62-63
Werewolf - BRPG, p.181; MS, p.65
Basic, Strongarm Toughguys - Monster Smackdown (MS), p.75
Mummy - MS, p.61
Poltergeist - MS, p.57
Wendigo - Slayer's Handbook (SH), p.79,83-85
Snake Warriors - SH, p.101
Goblins - Ghosts of Albion, p.183
Hobgoblins - Ghosts of Albion (GoA), p. 183
Spriggans - GoA, p.183
Pixies - GoA, p.184
Troll (6-pt. Quality) - Monster Smackdown, pp.138-139
Olaf, the Troll - Monster Smackdown, pp.118-119
Troll
Trollhound
Big-Assed Spider

Vampires - Buffy the Vampire Slayer RPG Core
Brand-New Vampire, p.169
Vampire Mercenary - Director's Screen, p.52
Vampire Minion, p.170
Vampire Veteran, p.170
Vampire Lieutenant, p.171
Vampire Heavy, p.171

Deadite - AoD, p.161
Demon Gangsta - Angel the Roleplaying Game (ARPG), p.80
Demon Thug - ARPG, p.197
Flying Deadite - AoD, p.162
Flying Demon - AoD, p.221
Fyarl (Brute Demons) - MS, p.40-41
+ Natural Armor AV 2

Dragon - MS, p.39-40
+ Natural Armor 10, Breathe Fire 35 LP (Major), Claw 35 (Major), Tail 20 (Minor), Flight

Basically all (with the possible exceptions of Monstri like Mummies) speak Monstrum, which is Common for Menaces, also known as the Dark Tongue. Each has a 35% chance of Lang: Ancient except Dragon, which has Lang: Ancient. The Fyarl and Dragon also have 1 Lore: Dæmonology.

© The Weirding, 2024


Tuesday, October 22, 2024

Bell, Book, and Candle - Accoutrement for BtVS/Angel

Sadly, we never got a reliable price guide nor equipment book with Buffy or Angel. The following comes from my own system and book entitled, Bell, Book, and Candle, in which you will find all sorts of accoutrement for spellcasters and their trade, as well as other products (some of which are under copyright and TM¹) that I link to here and/or elsewhere as an affiliate. 

These prices and BON assume the equipment was purchased from a reputable Occult source: Think DæmonsDæmonsDæmons, not S-Mart™.

Tarot Cards AVAIL:10 50¥ +1 Spirit Calling (Magic Box, p.73-74), Divination
Handcarved Wooden Carrying Box 175¥
Handcarved Ivory Carrying Box 500¥
Set AVAIL:10 200¥, 500¥

Crystal Ball 2" AVAIL:13 1000¥
Crystal Ball 3" AVAIL:15 5000¥ +1 Divination, Spirit Calling
Crystal Ball 4
" AVAIL:17 15,000¥ +3 Divination, Spirit Calling

Séance Table AVAIL:20 25k¥ +3 Spirit Calling

Spirit Calling is the Cinematic UniSystem's Séance, needing three casters to touch pinkies while summoning and communing with the dead. Should they be startled, at GM fiat, DEX checks to maintain the circle may be required. Speaking of circles, clever Investigators will have already cast and drawn the ornate Circle of Binding (MB, p.83), to either kite the ghost into it or protect themselves from possible harm.

Confess PL 5

Compel the Spirit to Speak Truth. After a minor recitation, the Spirit is compelled to speak the truth without lying or omitting any detail, for one minute per Success Level. Confess pits the spellcaster's (WPR+PL[5]) against the target's (WPR+INT), not (WPRx2). The compelled target resists only if she garners more SL than the Confessor. Confess also works on people, but we're focusing our efforts on Spirits and Spirit Calling. The caster's (INT+Sorcery) must meet or exceed the value of the PL (5); the caster's (PCN+Ritual Magic) must be 25+ to learn this spell (Chill). Confess is located in several books, but mostly those directed at or focused on witches.

And accoutrements; here's some more modern-day stuff your Charmed Cinematic Unisystem PCs might need:

Pack of Smokes 15¥
Handcarved Wooden Cigarette Case 75¥
Handcarved Ivory Cigarette Case 575¥
Ceramic Cigarette Case 175¥

Lottery Ticket 5-25¥
WitchCult Today 15¥ (Print), 10¥ (Screamsheet)

1 Hex = 1 yard/1 meter or approx. 3' (5' in A/D&D)

Big-Assed Pistol AVAIL: 15 1500¥
Gun-Fu

Ammo AVAIL: 13 25¥
License AVAIL: 9 500¥

Big-Assed Pump X-Bow    AVAIL:15    750¥
A larger version of the X
-Bow (not included in this post), also uses a larger clip.
Ammo: Bolts; target
3¥ e., Razor tip 5¥ e. (AVAIL:15), Carbon Razor 15¥ e. (AVAIL:17), this price includes the shaft which can, like the Big-Assed Pump Crossbow itself, be aluminum, fiberglass, or wood.
Getting Medieval
(Siege).
Wt: 8lb.
Mag: 6/10 round clip
Price:    
35¥    AVAIL: 13

Bolt Type     ROF Dam Pen Blk Mag SS Brst Rng
Target Bolt   PA     2         -     4     6/10  1     -      30*
Razor Tip      PA     3         -     4     6/10  1     -      30*
Carbon Razor PA  3         1    4     6/10  1      -     30*

*Can be fitted with a scope (not included), add +15 hex (45') to range.

Binoculars Light Amplification, MiliTech: Light Amplification Binoculars amplifies ambient light. Providing there is some light available, the character using them sees as though it were daylight; they are useless in total darkness and during daylight hours.
2lb.  1500¥ AVAIL (S/C)

Standard, Czech State Factories Spotter: The Standard Laser Rangefinder is a hand-held monocular. It measures distances up to 500h. It requires 1 ACT and the use of one of the character's hands.
2lb.
400¥ AVAIL (C/S/M15)

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¹
Their inclusion herein is no challenge to their holding, just an attempt to sell some books (both mine and others'). The Dark Conspiracy equipment and stats were modified slightly for use, and come from Gear Up!

© The Weirding, 2024