System:Package Qualities
From DevilshireWiki
Every character on the grid is required to have qualities. Every Character Type has quality points that the character is permitted. Investigators may have up to 10 Quality Points without Drawbacks while Heroes may have up to 20 Quality Points without Drawbacks. Characters can also have up to ten points in Drawbacks. Please note that you are not allowed to stack attribute or skill bonuses (i.e. You cannot take something that gives you a +1 to Strength and something that gives you another +2 to Strength). To learn more about each quality, click the link in the table to the right.
All packages are considered Base Character Concept Packages, save for the Scooby package.
Artist
As you may have guessed, your character has some artistic talent.
Package
+1 to Int and Per. The limit remains 6 for humans.
+1 to Art. At least one level of art must be bought independently.
-1 to Willpower rolls
Cost: 2
Here is an example of how the +1 to Art works: If you put 3 points into Art for Art: 3, the extra point from Artist will make it Art: 4. Then you can choose a specialization. If you only want to be a painter, you would specify Art Specialization: Painting (4). If you wanted to have more than one specialization, you would do something like Painting (2), Photography (2).
If you have specialized in Painting and want to try your hand at Singing, you take a -2 to that roll and do not get a bonus from this package.
Athlete
You work out a lot, you like going to the gym, you're on your school's football team, anyway, you're quite, you guessed it, athletic. This is the heavy duty package. You don't just like sports. You live sports. You eat twenty mile runs for breakfast and come back for a side of baseball. There is also the Jock quality, which costs less, for characters with slightly less emphasis on athletic activities.
Package
+1 to Strength, Dexterity, and Constitution. This can't raise traits above 6.
+2 to Sports. At least one level of sports must be bought independently.
-1 to all rolls involving Intelligence, except when it relates directly to sports.
Cost: 4
Here is an example of how the +2 to Sports works: If you put 1 point into Sports for Sports: 1, the +2 from Athlete will make it Sports: 3. Then you can choose a specialization. If you only want to be a football player, you would specify Sports Specialization: Football (3). If you wanted to have more than one specialization, you would do something like Football (2), Basketball (1).
If you have specialized in Football and want to try your hand at swinging a bat, you take a -2 to that roll and do not get a bonus from this package.
Brainiac
This is a quality for characters with truly impressive brain power. This person likely focuses the majority of their time on academics and academic related activities. The Nerd Quality, a less expensive version of the Brainiac quality could be bought as an alternative as well.
Package
+2 to Intelligence. This can't raise the attribute above 6.
+1 to another mental attribute. This can't raise the attribute above 6.
+4 skill points to spend among the following skills: Computers, Doctor, Knowledge, or Science
Obsession 2: Latest Brainy Project
-1 penalty to all social rolls
Cost: 4
Cop
You are, quite literally, the Law. You are trained to and given the tools to fight crime and protect the community. This covers beat cops and state troopers. You'll probably need to take the Rank quality/drawback. Detectives are covered under the Detective quality. If you wish to be an ex or retired cop you can take the ex-cop quality.
Package
+1 to one physical attribute. This can't raise the attribute above 5.
+1 to Crime, Driving, and Gun-Fu
Legal authority (Boy, you're in a heap of trouble.)
Obligation 1: Police Force
Cost: 5
Criminal
Basically, you have the skillz in the realm of criminal activity. You could be a pick pocket, a cat burglar or a con artist. You are not, however, a serious member of an organized crime family. For that quality please see Wise Guy.
Package
+1 to any single attribute EXCEPT Willpower. This can't raise the attribute above six.
+1 to the Crime skill
+1 to a skill appropriate to her career
Make a Willpower (doubled) roll to avoid the temptation of easy money
Cost: 2
Cyborg
You've been rebuilt. Better. Faster. Stronger. The Buffyverse has the technology. You are part man, part robot. With the Cyborg quality you should be mostly man. If you're mostly robot take the Robot quality instead. There is no set cost for Cyborg. Instead, you put together a custom package of qualities and drawbacks. The cost is the total of all the qualities minus the total of all the drawbacks.
You must include 'Custom Package (+1)' as part of the package cost. Cause it's pretty sweet to design your own cyborg.
Cost: Variable
Demon
As you might have guessed your character is a demon or a half-demon. This is a specialized package, and the nature of what kind of demon you are and your abilities must be settled with staff approval. To build your demon, you use varying Supernatural Qualities depending on the demon's nature and abilities to build a package. There are a number of example demon species available in the demon theme file.
People are welcome to create characters who use packages that are not defined by our standard demons. However, anyone making their own demon package must include 'Non-Standard Demon Package (+1)' as part of the package cost.
Cost: Variable
Demon Hunter
You hunt demons, whether it's a night time hobby or your round the clock job, you fight against the baddies. There's a difference between you and a Scooby or other amateur demon hunter - you believe in evil and know that the supernatural is it. Demon Hunters don't get cozy with demons and witches.
Package
+1 to any three attributes. This cannot raise an attribute above 6.
+1 to any two combat-oriented skills
+1 to Occultism
Adversary 1: Demons
Mental Problem 1: Mild Delusion. All supernatural things are innately evil to you.
Cost: 4
Detective
This is similar to the cop trait but you have more training and more authority. Plus, you only have to wear the uniform on special occasions. Watch Law and Order folks. That's a detective. Well, in the first half of the show anyway.
Package
+1 to any two Physical Attributes. This cannot raise attributes above 6.
+1 to Crime, Driving, and Gun-Fu
+2 Contacts (choose from police/government officials or criminals)
Legal Authority
Rank 2
Obligation 3: Police Force
Cost: 8
Empowered Warrior
Not every supernaturally powered human hunter is a Slayer. There are entities out there, be they totems or godlings or powerful demons, who choose humans to champion their cause and give them powers. Examples from the show (albeit powerful ones) include Caleb (empowered by the First) and Marcus Hamilton (empowered by Wolfram and Hart). You must select who your patron is when you pick this quality.
Package
+8 points to spread out among their attributes (no more than 4 points in a single attribute). This can raise an attribute above 6.
+1 to Kung Fu
+1 each to 2 skills having to do with the warrior's patron
Fast Reaction Time
Either Acute Senses or Situation Awareness
Hard to Kill 3
Obligation 3: Patron
Adversary 2: Patron's enemies
Cost: 13
Enhanced
Thanks to science, you are more than human. This might be due to a chemical ala Jekyll and Hyde, genetic modification, some computer chips implanted into your brain, or even transplants of animal organs into your body. Of course, since humans weren't meant to be changed in such a way it has also affected your mind.
Package
+4 points to spread out among her attributes (no more than 2 points in a single attribute). This can raise an attribute above 6.
Either Fast Reaction Time or Acute Senses
Either Situational Awareness or Natural Toughness
A single, level 2 Mental Problem.
Cost: 6
Ex-Cop
You used to be a cop. Maybe you retired. Maybe you were forced to retire because of injury. Maybe you were kicked off the force because you were a loose canon. All of the above clichés are possible.
Package
+1 to one physical attribute. This can't raise the attribute above 5.
+1 to Crime, Driving, and Gun-Fu
Cost: 4
Ex-Detective
Not only were you a cop but you were a detective. Maybe you worked homicide and couldn't handle the blood or maybe you were in narcotics and were found to be sampling the product. For whatever reason, you ain't a detective no more but you still got the training.
Package
+1 to any two Physical Attributes. This cannot raise attributes above 6.
+1 to the Crime, Driving, and Gun-Fu
+2 Contacts (choose from police/government officials or criminals)
Cost: 7
Ex-Military
You were in the military and, though you've left (on purpose or due to disciplinary action) you still retain some skills that might be useful in the hunting of monsters.
Package
+1 to any 2 physical attributes. This cannot raise an attribute above 6.
+1 to Kung Fu
+1 to Gun Fu
Cost: 4
Ex-Watcher
The Watchers train and assist Slayers. Once upon a time they acted more like the Slayers' masters than their partners. That's changed and a lot of Watchers died in the process. Some survived, though, and didn't like the changes brought about by Rupert Giles. They left the organization. Others were kicked out beforehand because they failed in a task or, like Giles, got too involved in their duties for the Council's taste. For whatever reason, your character is an ex-Watcher.
Package
+1 to any physical attribute. This can't raise the attribute above 6.
+2 to Getting Medieval
+2 to rolls used to identify a vampire, demon, or other monster.
Cost: 5
First Responder
Some of our greatest heroes don't use martial arts or guns. They are the firefighters and paramedics who risk their lives every day to save lives. This package represents the basic level of training local firefighters and paramedics receive. Please note that in Devilshire most of the first responders are actually volunteers and not professionals and also have other jobs.
Package
+1 to Constitution. The limit remains 6 for humans.
+1 to Doctor
Rank 1 (Local Firefighter/EMT)
Contacts 1: Local Government
Obligation 1: Local Emergency Services
Cost: 3
Gadfly
You love to talk and people love talking to you. If there is a juicy rumor to be found, you'll hear about it first if not start the gossip about it yourself. The upside is you're really good at getting information out of people. The downside? You just cannot keep a secret. Once you know something, you are dying to tell it or simply want to spread the information around.
Package
+2 to influence.
Contacts 1: Rumor Mill
Mental Problem 1: Cannot keep a secret (cannot take the Secret drawback)
Cost: 2
This quality is considered a Base Character Concept quality.
Jock
You are a football star, a track star, a hockey star, a cheerleader... in other words, your character's a jock. This isn't about attitude but about dedication. You work out and practice ever day. You could be a professional athlete, a high school varsity player, or just a dedicated amateur.
Package
+1 to any two physical attributes. Humans still can't raise an attribute above 6.
+2 to Sports. At least one level of sports must be bought independently.
-1 to all Intelligence rolls
Cost: 3
Here is an example of how the +2 to Sports works: If you put 1 point into Sports for Sports: 1, the +2 from Athlete will make it Sports: 3. Then you can choose a specialization. If you only want to be a Football player, you would specify Sports Specialization: Football (3). If you wanted to have more than one specialization, you would do something like Football (2), Basketball (1).
If you have specialized in Football and want to try your hand at swinging a bat, you take a -2 to that roll and do not get a bonus from this package.
Junior Investigator
Some folk just can't keep their nose out of other people's business. While you might not be a trained investigator you follow in the grand tradition of Nancy Drew, Veronica Mars, and your Aunt Gerde. You just have to find out everything.
Package
+1 to Intelligence or Perception. This cannot raise an attribute above 6.
+1 to Notice
Contacts 1 (pick according to field)
Cost: 3
Nanjin Adept
The Nanjin are a secret order of monks in Pajaur. They have removed themselves from the world and developed an ability to see without seeing. Nanjin monks pluck out their own eyes, though they don't require it of others that seek to learn their methods. Truly blind Nanjin 'see' the world as monochromatic. They cannot use this ability to read but it otherwise allows them to function normally. In combat, a blind Nanjin cannot 'see' an opponent who is standing completely still and who has no body temperature, such as a vampire playing green light/red light.
Package
Immune to the effects of total darkness and invisibility
+2 to all Perception checks. This stacks with bonuses from Acute Senses
Fast Reaction Time
+2 to attack and defense rolls when in close combat
Cost: 8
Nerd
If you don't know what a nerd is you likely aren't actually on this MUX. I recommend seeing your therapist.
Package
+1 to any two mental attributes (humans still have a maximum of 6)
+2 to any one of the following: Computers, Doctor, Knowledge, Science
-1 penalty to all rolls involving social situations (this does stack with Misfit)
Cost: 3
Nosy Reporter
The world deserves to know the truth and you're just the person to tell them. Maybe you believe passionately in the right of the fourth estate to report. Maybe you just want to get famous. For whatever reason, you are a card carrying member of the press.
Package
+1 to Intelligence and Perception. This can't raise the attributes above 6.
+1 to Notice
+1 to a skill related to field of expertise
Contacts 2 (pick according to field)
Must make a Willpower (doubled) check to stifle curiosity and not investigate
Cost: 5
Occult Investigator
Slayers do it because it is their calling. Demon hunters do it because they're seeking to destroy evil. Occult Investigators, on the other hand, venture into the darkness because they're curious as all get-out. While a lot of occult investigators end up in asylums with names that begin with the letter A, there are always people willing to read forbidden tomes, delve into forgotten places, and learn that which man was not meant to know.
Package
+1 to Int and Per. This can't raise the attribute above 6.
+2 to Occultism
+1 bonus on Fear tests.
Must make a Willpower (doubled roll) to resist an occult learning opportunity
Cost: 4
Occult Scholar
There's always that one kid who wears all black and spends a lot of time in the new age section of the bookstore. They haven't made it their life's mission to study the occult but they still know more than the average Joe on the street. The difference between an Occult Scholar and an Occult Investigator is one of intensity. An Occult Investigator will pursue the supernatural far past the bounds of common sense. An Occult Scholar is satisfied with just reading about it in a book.
Package
+1 to Intelligence. Cannot raise over 6.
+1 to Occultism
+1 to Knowledge
+1 to any roll involving learning about a demon, vampire or other supernatural creature
-1 to any one physical attribute
Obsession 1: Latest Scholarly Subject
Cost: 2
Robot
You're a 'bot. You're metal and plastic and silicon and maybe artificial flesh. You might be an AI or you might be a human or demon inhabiting a robot. Alternatively, you might be a mystic creation such as a golem. Someone (maybe yourself in human or demon form) built your body but you control your own actions.
Package
+4 to Strength
+1 to Dexterity
+2 to Constitution
Robots cannot heal. They must be repaired. Each success in an Intelligence + Science/Occultism roll restores one life point per level of Constitution. The mechanic must have a Science or Occultism of 3 or more.
Robots knocked unconscious cannot wake up. Someone with Science, Mr. Fix-It or Occultism (in the case of mystic constructs) must reactivate them.
Cost: 5
Scooby
Not everyone can be a hero. Sometimes, you have to take pride in being the gal who helps the hero do her job right. To be a Scooby you have to have worked with a hero sort (Slayer, Empowered Warrior, Demon Hunter, etc.) for a while and either trained or developed through experience wingman skills. You know how to duck and cover and you know how to be the distraction. Good examples of this sort of character are Ron Stoppable from 'Kim Possible', Arthur from 'the Tick' and, of course, Xander Harris.
Package
+1 to all dodge rolls
+1 to the bonus you provide someone else when assisting them in combat
(instead of the +1 you give them you give a +2. This can raise the maximum
bonus someone can receive to a +5 instead of a +4).
Hard to Kill 2
Adversary 1: Supernatural
Cost: 3
Slayer
Slayer. One of the Chosen many. Slayers are always female (that means born biologically female, folks). They all have supernatural strength, agility, stamina, etc.. They heal very quickly. Very quickly. There used to be just one. Now, there are hundreds (maybe thousands) thanks to a little witchcraft performed years ago. All Slayers except for Buffy Summers and Faith Lehane were activated in May of 2003. Most but not all Slayers have been found by the new Council and trained. Even Slayers who don't know specifically what they are should be aware of being freakishly powerful. Slayers cannot take any other package which provides a physical attribute boost. They cannot take the Watcher quality.
Package
+3 to Strength, Dexterity, and Constitution. This can raise a Slayer's attributes above six. No Slayer can have a physical attribute below four.
+2 to Willpower. This can raise Willpower above 6.
Fast Reaction Time
Nerves of Steel
Five levels of Hard to Kill. Slayers can buy up to five more levels separately.
Adversary 4: All demons and vampires
Obligation: Major
+1 to Getting Medieval and Kung Fu. Slayers must purchase at least one more point in each separately.
Regeneration 1
The ability to sense vampires within 100 feet by focusing for one combat turn and making a Perception (not doubled) roll.
Cost: 17
Troll
Big. Green. Strong. Not really rocket scientists. Trolls are monsters from Scandinavian area of Europe. During the age of the Vikings they were a terror to mankind, raiding far and wide. Trolls are loud, boisterous, like to eat babies and humans (though they don't actually need to eat them in order to live) and jovial. Trolls like to drink. Trolls like a good party, so long as the party involves breaking things. Trolls are remarkably like bikers, Vikings, and fantasy dwarves. Most Trolls currently live in the Land of Trolls, a dimension ruled over by Olaf the Troll God (or it is now, since he was banished there by some witches a few years back).
Package
+4 to Strength
+1 to Dexterity
+3 to Constitution
-1 to Intelligence
Increased Life Points 3
Natural Armor 2
Attractiveness -4. All Trolls are green skinned and have horns.
Supernatural Form: Not Human -2
Cost: 6
Vampire
Children of the night, how sweet their music! Vampires are demons inside the bodies of dead humans mimicking those dead humans. Honestly, when you stop and think about it that's pretty creepy. We do NOT allow vampires with a soul. Ever. Period. End of story. Don't ask. We will entertain alternate scenarios as to why a vampire might not be actively practicing evil but they'll be rare. Please be aware that if you play a vampire on a game populated by hunters you have a potentially short life.
Package
+3 to Strength
+2 to Dexterity and Constitution
2 levels of Increased Life Points. They can take as many as 10 levels.
+2 to hearing based perception rolls
+2 to smell/taste based perception rolls (+4 when it involves blood)
Damage Reduction 2 (bullets)
Regeneration 1
Immortal
Vulnerable to staking, holy water, crosses, sunlight, and fire (see Vampires)
Garlic stings
Cost:
12 (for evil vampires)
15 (for vampires forced to be good)
Watcher
Watchers are a secret society of scholars who have one purpose: help the Slayers. The Council, under Rupert Giles, initially train and then provide academic, mystic, and even field support to Slayers. Every Slayer is assigned a Watcher and Watchers are not to be secretly (or openly) in love with their Slayers. See Council for more information.
Package
+1 to any one physical attribute (this cannot increase the attribute above 5)
+2 to Getting Medieval
+2 to any roll involving learning about a demon, vampire, or other supernatural creature.
Contacts 2: Supernatural
Occult Library 2. This can be added to by purchasing more points of occult library.
Adversary 1: All demons and vamps
Obligation 3: Council
Cost: 5
Werewolf
On the three nights of the full moon your character transforms into a beast, half wolf and half man. Rare werewolves develop control over their abilities but for most people, this is a curse.
Package
Only applies to animal form
+4 to Strength
+2 to Dexterity and Constitution
Claws and teeth are natural weapons, doing (2 x STR) base slicing damage
Natural Toughness
Natural Armor 1
Acute Sense (Smell/Taste). This applies in human and wolf form
Silver weapons increase damage multiplier by 1.
Drawback Version
Value: 3 (can't control changes or wolf form)
Quality Version
Cost:
6 (can control wolf form but still only change on full moon)
12 (can control wolf form and change anytime)
Wise Guy
Someone made you an offer you couldn't refuse. You need to watch your step or you'll be sleeping with the fishes. All the clichés work here. In essence, you're a player in an organized crime syndicate. This could be the mafia or the Columbian drug cartel or even the Red Hand (though what they're doing in Devilshire is anyone's guess).
Package
+1 to any single attribute EXCEPT for Willpower. This can't raise the attribute above 6.
+1 to the Crime skill
+1 to a skill appropriate to her career
Contacts 2: Criminal
Obligation 1: Crime Family
Make a Willpower (doubled) roll to avoid the temptation of easy money
Cost: 3
Zombie
While vampires are demons inhabiting dead bodies, zombies are actually humans brought back to the dead. Unfortunately, they weren't actually given life. This quality assumes the character's spirit is trapped inside her deceased body thanks either to magic or science. Zombies who were brought back shortly after death can look human (as long as their death injuries weren't too gruesome) but they're body is still corpse cold. A zombie character will be knocked down by taking damage equal to her Strength x 4. When knocked down, Zombies must spend one turn getting back up. Beyond that, zombies aren't much affected by damage. They don't make need to make consciousness tests and don't need to make survival tests unless the zombie is reduced to -10 life points by damage to the head or takes 200 points of fire damage. When a zombie is reduced to -30 life points, she falls apart and the individual pieces start attacking. They can be sewn back together, though the staff might impose an appearance flaw penalty at that point. The base cost for the zombie package is ten. Add to this any qualities and drawbacks you think your zombie should have (like enhanced or reduced attributes).
Cost: Variable
| Devilshire News File Topics | ||
| News Files | Building Guide • Copyright • Policy • Resources • Staff | |
| New Player Information | Application Procedure • Census • Character Types • Playing Villains • Restricted Concepts • Sample Character Background | |
| Game System | Attributes • Combat • Drama Points • Drawbacks • Fear • Global Commands • Experience Points • Human Qualities • Human Drawbacks • LP & Healing • Magic • Magic Spells A • Magic Spells B • Note • Package Qualities • Rolling • Skills • Supernatural Qualities • Supernatural Drawbacks • Superscience | |
| Setting and Theme | Overview • History • Folktales • Speech • The Four Families • Town • Conflict • Theme | |
| Characters | Casting • NPC Casting • The Devlin Family • The Harget Family • The Moore Family • The Swann Family | |
