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Experience Points & Drama Points
Episode Cam Chloe Jamie Gloria Maia Pen Roland
2.01 - The First Day of the Rest of Your Life (Part 1) X X -- X X X X
2.02 - The First Day of the Rest of Your Life (Part 2) 5 4 -- 5 5 5 4
2.03 - The Season of the Wolf 3 2 2 2 3 3 3
2.04 - Boy, Girl, Boy, Girl 2 2 2 2 2 2 2
2.05 - Missing You 1 1 1 1 - 1 1
2.06 - Love and War 2 1 2 1 2 2 1
2.07 - Nine-Tenths of The Law 2 1 1 2 2 1 1

Drama Point Stunts
These stunts are intended to supplement the listings in the Core Rulebook (pg. 127-129). As always, the Director reserves to right to allow or disallow the invocation of any DRS for purely arbitrary reasons. Nyah, nyah, nyah.
Back Against the Wall
costs 2 DP
The defensive counterpart to Righteous Fury(CR, p.128), BatW allows an outnumbered, outgunned, outsworded Cast Member (or Villain - remember, baddies get DP too!) to get truly defensive. It costs 2 Drama Points to invoke BatW and the Cast Member thereafter adds a +4 to all Defensive rolls for the duration of the combat, or until the tables have turned substantially in your favor. The amazing effect of BatW stack with Heroic Feats and most other DPS' as well.
  • White Hats may invoke this anytime they are personally outnumbered, even if the Cast as a whole is not, and they can also invoke this when they are outclassed. Your Director can let you know if any given event is "one of those times."
  • Heroes and Experienced Heroes may only invoke BatW when the group as a whole is outnumbered 2:1 or worse, or they themselves are outnumbered 3:1 if they're alone.
  • It should be easier for White Hats and Investigators to invoke this Drama Point use then their more powerful counterparts. This is basically meant to help any given Cast Member from getting creamed simply because they walked into a bad fight at the worst time. As always, the Director can approve or deny a Drama Point expenditure.
Look Behind You!
costs 1 DP
Just that. If you win a contest pitting your INT+Influence against your opponent's Brains Score, he falls for the ancient gag and does, indeed, turn around to see [whatever you claimed was behind him]. Now's the time to put the boot in, just in case you missed that page in the "Fighting Dirty for Dummies!" book.
  • The momentart distraction this DPS provides can also be used to let the player "Get The Hell Outta Dodge" and escape a dangerous situation.
With Friends Like These
costs 1 DP
Play this DPS immediately against any attack which you've successfully Dodged or Parried. It allows you to direct that attack against any foe who's within range - presumably one of your attacker's buddies.
  • You can't use WFLT against a ranged attack, unless you can describe the maneuver to the Director in really cool terms.
  • The target of this ingeniously redirected attack defends, if at all, at an penalty of -4 for sheer surprise. Compare his defense against the original roll of the attack.
  • This is intended to reflect the classic bit in the movies when the sword-wielding thug leaps in for a textbook stab to the belly, only to see the hero sidestep, grasp his wrist, and run that sword through one or two of said thug's compatriots. Doh!
No 'I' in Team
costs 2 DP
This DPS allows you to 'give' someone a Drama Point. It's especially useful for saving Extras and Supporting Cast, who can run out of Drama Points in a bigger hurry even than Heroes (and who start off with far fewer as well).
  • You, as the donor, get to specify for what the Drama Point may be used.
  • In addition, you, as the donor, must specifically do something to make the desired result come about. Maybe it's doing that perfect rope-a-dope attack, feinting to set the foe up for your buddy's combination shot. Maybe it's gripping your fallen comrade and shouting "Don't quit on me, damnit!" so he'll Think He's Okay. Whatever.

Combat & Weapon Cards
Set-Up Maneuvers
Hand-To-Hand Attack Maneuvers
Attack Modifiers
Defensive Maneuvers
Hand-to-Hand Weapons
Ranged Weapons

New Qualities & Drawbacks
Animal Empathy
1-point Quality
Animals, both domestic and wild, tend to react to you better than they would otherwise. You're never been attacked by anything that wasn't trained to do so, or really, really provoked. You have an easy time befriending, gaining the trust of, and training animals. You get an automatic bonus of +2 to Influence rolls against animals, and should you ever acquire the Wild Card skill Horseback Riding, you'll enjoy a +1 bonus to that as well.
  • There's some debate as to whether this helps you when dealing with werewolves. They may just automatically count as really, really provoked...
Animal Hatred
1-point Drawback
This is pretty much the opposite of Animal Empathy. Animals hate you. Could be it's your smell, your vibe, the Dalmatian-skin coat you're wearing. Whatever. Exactly how they react to you depends on the animal. Those inclined to attack will attack you first - almost guaranteed. Those inclined to flee will do so instantly. Well trained animals will cower, snarl, snap, hide behind their owners... You don't have pets, your local Werewolf snubs you even when he's in human form, and it's recommended you not seek employment as a rodeo clown. Deal.
  • This is often a Demonic drawback, although not everyone who drives otherwise placid Pomeranians into a frothing fury is a creature from a Hell-dimension. They might just be a postal employee.
Cool Head
1-point Quality
This Quality has elements of both Fast Reaction Time and Nerves of Steel. You get a +2 bonus to resist Fear Checks, and you roll Initiative as though your Dexterity was 2 points higher than it is. You're not as icy-calm as the folks with Nerves of Steel, but you generally are the first person to say, "Hey, wait a second...".
  • Velma from the Scooby-Doo show is a definite Cool Head.
Dazed & Confused
2-point or 6-pointDrawback
The world doesn't look the same to you as it does to everybody else. Maybe you were born that way, or maybe you suffered a severe trauma which bent your outlook. You may hallucinate. For either level of this Drawback, the Director may tell you something completely different from what he tells the other players - and that's how the universe looks, viewed through your uniquely warped perspective. Some medications can help control this Drawback.
  • As a 2-point Drawback, D&C means you're shy and withdrawn. You may be easily distracted, though exactly by what no one else can tell. You suffer a -2 penalty to all social rolls, and may say strange things at odd moments due to how the world seems to be working to you. There are definitely times when you're not making any sense to the folks around you.
  • With the 6-point Drawback, you're almost in another world entirely. You suffer a -4 to all social rolls and -2 to all Perception rolls. Your logic is not our Earth-logic, and your hallucinations may diverge widely (sometimes dangerously) from everyone else's reality. You can't distinguish between the two, in any case.
Deadly Accurate
5 or 10-point Quality
With your favorite ranged weapon in hand, you can hit a gnat's ass from a roller-coaster - in the dark. If you play a "Take Aim" card before firing, you double the appropriate combat skill when you roll to hit. (It doesn't matter if you fail the Taking Aim roll and the Set-Up maneuver nets you no bonus - you still get to double your effective Skill Level. You're just that good!)
  • With the 5-point level of this Quality, you designate your chosen one weapon - thrown knife, thrown stake, spear, bow, crossbow, handgun or rifle.
  • The 10-point level of this Quality means you're that good with all ranged weapons.
Impatient
2-point Drawback
Spike: "I had a plan."
Angel: "You? A plan?"
Spike: "Yeah. Smart, carefully laid out. But I got bored. All that watching, waiting. My legs started to cramp."

Angel 1.3 "In The Dark"
You have a classic case of Attention Deficit Disorder. Anytime you are forced to wait for something, you must make a Willpower (doubled) roll to avoid abandoning the plan and pursuing a swifter resolution. This makes undercover operations and stakeouts problematic for you and your allies.
  • A character who's both Impatient and Reckless is your classic "Loose Cannon".
In Touch With The Powers That Be
7-point Quality
You have a direct link to the Powers That Be - or, more accurately, they have a direct link to you. We're not talking some wimpy visions, like the celestial version of Instant Messenger. In your case, the PTB hunt you up personally in all sorts of human guises (Cute Guy On The Bus PTB, Soccer Mom PTB, Profound Civil Servant PTB) to give you assignments. They also may (mind you, may) stick around to answer questions and debrief you after you've completed these little jobs, and generally engage in some Delphic banter. As a benefit of this occasional wisdom, you get the equivalent of +2 to Occultism and +1 to Knowledge due to the advice they offer, and you can count the PTB as a 2-point Contact. (You know how to get in touch with them, but even though they're almost omniscient, they're still not so good with the Straight Answer, which reduces their Contact-value.) Also, you get 2 levels of Good Luck, a handy little perk for fighting the Good Fight on an "on-call" basis.
  • The downsides of being the PTB's personal errand-boy include having your life interrupted so you can go on poorly-explained and sometimes dangerous missions, along with the occasional danger of some evil-thing trying to whack you just because you're who you are. This means 2 levels of Adversary and a 1-point Obligation to the PTB are built into this Quality - you don't get any extra points for those.
Painfully Optimistic
1 to 3-point Drawback
You want everyone you meet to be happy and will go out of your way to make them happy, especially close friends. Whenever the character with this drawback encounters a person who's in a funk for whatever reason, you have to make a Willpower (doubled) roll, with a negative modifier equal to the level of this drawback, or you'll do something either humorous/annoying in an attempt to cheer up the person up. All attempts to influence someone in these deep funks, even in an attempt to aid a player through "The Agony that is Life", suffer a negative modifier equal to the level of this drawback.
Reduced Sleep
Variable Quality
The average person needs eight hours of sleep a night, pretty much every night, or they'll begin to suffer the effects of accumulating fatigue. After a few days of shorting the "ZZZ's" and tempers fray, concentration wanes, health will fail (eventually) - anyone who's attended college can describe for you the symptoms of sleep deprivation first-hand! If you have this this Quality, you can get by on less sleep each night - sometimes a lot less. For each 1-point level of this Quality you've purchased, you'll need one hour less sleep per night to feel chipper and refreshed and live your life without hassle. Normal human beings can buy a maximum of 5 levels of Reduced Sleep - even the true freaks of the world need a couple hours of down-time every night.
  • Any character with a Constitution of 5 or better automatically gets one level of Reduced Sleep for free. If your Constitution is 7+, you gets 2 free levels.
  • Even vampires sleep. This is a handy thing to know...
Run Like Hell
1-point Quality
You're fleet of foot - not "faster than a speeding bullet"-fast but definitely track-team, Varsity-sprinter, urban-purse-snatcher-type fast. In situations where the Director isn't tracking movement by numbers, you simply can outrun any opponent who lacks this Quality - no test needed. You're just that fast. Lesser mortals chasing you had better know the terrain a lot better than you do or be prepared to run into an ambush you've had plenty of time to plan as you jogged to safety in a leisurely fashion. If the Director is tracking movement by numbers, any time you declare that you're accelerating to an All-Out Run, add 10 Yards per Turn to your Move score.
Stoner Logic
3-point Quality
Your brain only reaches it's proper working tremperature while you're getting 'baked'. You possess the ability to stumble onto the solution of a given problem through divine chemical inspiration. (Or sheer luck, depending on who you ask.) To represent this in the Unisystem, you gain a temporary +2 to intelligence while stoned, as well as a +1 to research rolls. It is important to note that this quality only comes into play when you're stoned - otherwise there's no effect.
  • Prerequisite: An Addiction drawback of 2 or more.
Wheels
2-point Quality
Scooter: "And I'm the band's manager!"
Kermit: "Is that because you're the man with the connections?"
Scooter: "No, it's because I'm the man with The Van!"

The Muppet Movie
In your group, you're the Man with The Van.(Or the coupe, or the SUV or whatever.) You've got Wheels, you don't have to beg anyone else for the keys, and they're a nicer set of Wheels than folks would expect given your socio-economic level. Your wheels are your pride and joy - it's sort of a self-image thing. You may even Obsess over your machine.(Mental Problems: Obsession) This Quality confers 1 level of Driver skill and also requires you to buy one more (at least). You also get +1 to any Mr. Fix-It test on your vehicle - though not necessarily on anyone else's...

Experience Points & Drama Points


Last Updated: 18 Jan, 2006
Copyright © 2003-2006, Samuel Pearce