Buffy the Vampire Slayer RPG Rules Summary

     Roleplaying games are still games, and like most games they have rules. The main rule is for you Directors and the players to have fun.

     Rules are not necessary for many aspects of the game. Simple things like talking or picking up an object do not require rules. Only if the outcome of an action is in doubt and the results of that action are important, do the rules come into play. That's when it's time to start rolling dice.

     All tested actions are resolved with a ten-sided die (D10). Basically, a player rolls a D10 and adds the appropriate Attribute and/or skill to the number rolled. If the result is nine or higher, the action was successful. If the result is less than nine, the action failed. A higher total value means a more spectacular success, and some actions may be more difficult than others (when modifiers are applied). If you can't get hold of a D10, don't worry - we've made a special print-out, cut and keep ten-sided top you can use instead.

     Most actions add the values of one Attribute and one skill to a D10. You always determine which Attribute and skill should be used for a particular action. When no skill is appropriate, the Attribute is usually doubled and added to a D10. Some tough actions don't get the doubling. You, as the Director, make the call on which Attribute is used, and whether it is doubled or not.

     Example: Kevin is playing Pete Malraux, a White Hat (see below). Kevin wants Pete to climb from a balcony up to the roof of a building. You decide that this should be resolved using Pete's Strength 4 and Acrobatics 2. The player rolls a four on a D10, and adds six (the sum of Attribute 4 and skill 2). The result is 10. Since this is higher than nine, Pete succeeds in making his way to the rooftop. Kevin then decides that Pete will attempt to jump down to a ledge on the neighboring building. You decide that due to the precarious footing required, once the jump is successful (using a Dexterity + Acrobatics roll), the player must roll a Dexterity (doubled) action for Pete to keep his balance. Pete's Dexterity is three, so this is doubled to six. A D10 is rolled and comes up six, for a total of 12. You inform the player that Pete wobbles, but is able to keep from falling from the narrow ledge.

     There are different types of playable characters in the Buffy Role Play Game, such as White Hat, Hero and so on. Each type has different skills and strengths, but you don't need to worry about this just to play this adventure, only if you're planning to play the game over the long-term.

     Sometimes a character attempts something and another character tries to stop her or avoid the action. This is a Resisted Action. It is resolved as a normal action, but both sides get to roll. If both rolls fail, neither side gets the desired effect. If one fails and one succeeds, the successful character wins. If both rolls are successful, the better result wins. In the case of a tie, the defender (if there is a defender) wins; otherwise it is just a tie.

     To keep die rolling to the bare minimum, the basic rules apply only to Cast Members (the main Buffy characters) and (if you so choose) important Guest Stars and Adversaries (characters introduced into the game for plot reasons). Whenever Cast Members need to fight or outwit the Supporting Cast, they need only beat the appropriate Ability Score number for the Supporting Cast Member in question. No dice for them!

     There are three Ability Scores: Muscle (for Strength contests), Combat (for attacks and defenses) and Brains (for perception and... brainy stuff).

Modifiers and what they do

     Sometimes circumstances make an attempted task easier or more difficult. In such a case, a positive or negative modifier may be added to the attempt. The following table shows some modifiers that may be used.

Base Modifiers Table
Easy: +5
Moderate: +3 to +4
Average: +1 to +2
Challenging: No modifier
Difficult: -1 to -2
Very Difficult: -3 to -5
Heroic: -6 to -9
Shaah, right: -10 or worse

     In addition to those modifiers, Drama Points can add bonuses to rolls.

Success levels

     In some situations, you need to know more than whether the character has succeeded at something — you need how well she succeeded. When that's the case, check the result against the Success Level Chart. The greater the number of Success Levels, the better the character did. Some difficult tasks require more than one Success Level.

     Example: When a character attacks someone, how well they struck influences how much they hurt the target. Add the Success Levels of the attack roll to the base damage of the attack. On the flip side, for uses of the Doctor Skill, each Success Level heals one point of damage.

     For Supporting Cast Members that have Ability Scores, the damage listed in their Combat Maneuvers already includes the bonus for Success Levels.

Success Levels Table

Roll Total Success Levels Description
9-10 1 Adequate
11-12 2 Decent
13-14 3 Good
15-16 4 Very good
17-20 5 Excellent
21-23 6 Extraordinary
24-26 7 Mind-boggling
27-29 8 Outrageous
30-32 9 Superheroic
33-35 10 God-like
Every extra 3 points thereafter +1 extra point Wow!

Getting the Wiggins

     When the big hairy scary happens, the characters have to make a Willpower (doubled) roll (Qualities like Nerves of Steel or Fast Reaction Time help). This is known as the Fear Test. Modifiers may be called for. That's up to the Director.

     If the result of the roll is nine or higher, the character may be afraid or apprehensive, but she can act normally. If the result is eight or less, she wigs out. Use the Panic Table for inspiration.

Panic Table
Roll Result Effect
7-8 Startled The character is startled but not paralyzed, and can act normally. Initiative is lost, however; the critter wins Initiative automatically on that Turn.
5-6 Freak Out The character screams and/or flinches away. Only defense actions can be attempted on that Turn, and the character cannot go on Full Defense.
3-4 Run Away! The character takes off running like a spider-eating spine-missing Zeppo for a full Turn, unless cornered, in which case cowering in terror is on the agenda. No attacks are possible, and defense actions are at -2. After each Turn (or handful of seconds), a new Fear Test can be rolled (reduce any penalties by one with each successive Turn, until the character snaps out of it).
2 or less Total Terror The character is not in control of her actions. She may lose her lunch, pass out or suffer some other oh-so-embarrassing fate.


     To make things go a bit easier when the rough stuff starts, the action is divided into segments, known as Turns. A game Turn represents a short bit of time — five seconds or so — during which characters can attack and defend. During a Turn, a normal character can attack once and defend from one attack without penalties. Experienced or fast characters can make more than one attack during a Turn.

     At the beginning of each Turn, the players declare the intentions of their Cast Member. This is where they say, "I want to aim my crossbow," or "I cast a Spell." You decide if that action is possible in one Turn. Most simple actions are, but if a character wants to knock a large hole in a wall with her axe, she is going to need more than five seconds.

     Then you determine who attacks first. The simpliest way is to have each character roll and add their Dexterity (and any Fast Reaction Time bonuses).

     Once initiative is determined, the intended tasks are rolled. Usually, a character may only take one action per Turn, but those with Dexterity 5 or greater gain extra actions according to the Additional Actions Table.

Additional Actions Table
Dexterity Additional Actions
5-6 1
7-8 2
9-10 3
11-12 4
Every extra 2 points thereafter +1 extra action

     As it is difficult to do more than two things at once (or walk and chew gum for some of us), additional actions suffer cumulative penalties of -2. The player only rolls once — successive attacks or defenses each reduce the total by two. If the target defends against any of those attacks, the character can no longer continue attacking on that Turn.

Close Combat

     In close combat, attacking uses Dexterity and the appropriate skill (Kung Fu bare handed or Getting Medieval with a weapon) or the Combat Score. In a pinch, Sports might be substituted for swinging attacks with a stick (baseball bat, hockey stick). When two or more attackers gang up against a single target, they get a +1 bonus to all actions for each attacker, to a maximum of +4 for four or more attackers.

     Weapons may only be parried by weapons. A hand-to-hand attack may be parried by a weapon and that's going to cause normal damage for that weapon to the bonehead who rushed in unarmed. A Parry uses Dexterity and Kung Fu, or Dexterity and Getting Medieval roll, or the Combat Score. Thrown weapons can be parried at a -2 penalty. Arrows and crossbow bolts are parried at a -6 penalty. No character can parry bullets unless she arrived in Sunnydale on a transparent plane from some Amazon island.

     Anyone may attempt to dodge an attack. Dodging hand-to-hand attacks can be done once per Turn without penalty; dodging missile attacks (bullets, ninja stars, harpoons) suffers a -2 penalty on top of any other modifiers. Use a roll and add Dexterity and the highest appropriate skill (Acrobatics, Getting Medieval or Kung Fu), or just use the Combat Score.

     Note that for those most feeble of Guest Stars and Adversaries (Combat Score 8 or lower), any chance at a successful attack requires Full Offense. This means the character foregoes any defense against attacks that turn, in exchange for a +2 on all attacks the character makes. The flip side is Full Defense, which allows the character to defend against two attacks at no penalty (and against others if extra actions are available), and gives her a +3 bonus to all defense actions (Dodges and Parries, for the most part). No attacks are allowed on any Turn the character is in Full Defense mode.

     Sometimes a character just wants to grab someone and shake 'em until their teeth rattle in their head. She has to grapple them first, though. Grabbing people is fairly easy; use a Dexterity and Kung Fu + 2 roll, or the Combat Score + 2. The victim resists with a Dodge action. When Grappled, the target is at -2 to actions that involve the grappled limb, or -1 to all actions if grappled around the body. If two attackers grapple both arms, the victim is at -4 to most rolls, and cannot Dodge. The victim can try to break free with a Strength (doubled) roll, or the Muscle Score versus another Grapple action.

     Example: Shannon, a Hero Type Slayer with Dexterity 7 and Kung Fu 4, finds herself up against three vamps in the graveyard. She's in a hurry to help a friend so she decides to attack each vamp in one Turn. That's fine, her high Dexterity allows her two additional actions, which she decides to take as attacks. Still, the second and third suffer penalties. She rolls a nine and adds her Dexterity and Kung Fu; the result is 20. That's over the first vamp's Combat Score of 18, so he gets hit. Shannon's second attack uses the same result (20) but subtracts two and becomes an 18. That ties the second vamp's Combat Score (18 as well), so the blow doesn't land (ties go to the defender). Finally, Shannon does not get her third attack as the second vamp defended successfully against her.

     Now Shannon has a problem. She has one defense action available at no penalty. Unfortunately, she has two uninjured vamps in her face. One tries to Grapple. She Dodges with a roll of nine plus her Dexterity and Acrobatics (5), or 21, beating the vamp's Combat Score (18) + 2. The other strikes unhindered; his Combat Score (18) is greater than the minimum success total (9), so he automatically connects. Let's hope that Shannon's been eating her Wheaties.

Ranged Combat

     Generally speaking, ranged combat works just like close combat. Attackers make their rolls or use their Combat Score, and the target tries to defend (usually by Dodging). Sometimes it pays to take careful aim — if the character misses the vampire's heart with a crossbow shot, she may not get a second chance. Aiming delays the shot action until near the end of a Turn. The player adds Perception and the appropriate skill (Gun Fu for guns, Getting Medieval for archaic ranged weapons) to the roll, or just uses the Brains Score. The shot action gets a bonus equal to the Success Levels of the Aiming roll.

     To keep things simple assume no penalty at short range, a -1 penalty to shots at medium range, and a -3 penalty to shots at long range. Short range is under five yards for pistols, and 20 yards for rifles. Medium range is under 20 yards for pistols, and under 100 yards for rifles. Long range is up to 50 yards for pistols and up to 300 yards for rifles.

     If shooting doesn't work at first, shoot them again and again. Most guns can fire more than once in a five-second period (in fact, most handguns can be emptied in five seconds). Roll and add Dexterity and Gun Fu; each additional shot uses the same roll, but drops down one Success Level. Bows use the Multiple Action rules. Crossbows and other single-shot weapons must be reloaded after each shot.

     Automatic weapons (assault rifles and machine guns) can fire a constant stream of bullets until the gun runs dry or the barrel overheats. Trained soldiers fire bursts—controlled gunfire that sends three or more bullets downrange. For bursts, make one attack roll; each Success Level in the roll allows one bullet to hit the target. The base damage for each bullet is modified by armour, and then added together before applying the Bullet type modifier. Success Levels do not affect the damage calculation.


     Damage is measured in Life Points. Each attack action has a base damage number or a formula, which is calculated and listed under Combat Maneuvers for the Cast presented in this pack. The actual damage inflicted is equal to the base damage, plus one per Success Level of the attack roll, minus any armour Value possessed by the defender (if applicable), multiplied by any damage type or other modifiers. In the case of bullet or slash/stab damage, damage is doubled against normal humans (bullet damage is not doubled against vampires). Bash damage has no multiplier.

     Bash attacks (Punches, Kicks, baseball bats, and so on) can be turned into Knockout attacks, using a Dexterity and Kung Fu - 2, or Dexterity and Getting Medieval - 2 roll, or the Combat Score - 2. The total damage of the attack is halved, but the victim has to make a Constitution (doubled) roll (or use the Muscle Score) with a penalty equal to the Success Levels of the Knockout roll. If she fails, she goes down for the count. Blasts from a taser are resisted similarly, with a penalty equal to five plus the Success Levels of the attack. Recovery from a knockout is in your fiendish Directory hands; the victim may recover in a few turns, or wake up an hour later... possibly in captivity.

     Fire damage is a special case. A person on fire takes three points of damage every Turn until somebody puts her out. If more than 20 points of Fire damage are inflicted on a character, some scarring occurs. Fire damage also heals at half the normal rate (or one Life Point per Constitution level per day for vampires); the player should keep track of fire damage separately. On the plus side, fire can kill vampires, if they burn long enough. A vampire reduced to -10 Life Points or below must make Survival Tests, dusting out if they die.

Effects of Injury

     Characters reduced to 10 Life Points or below are severely injured, and find it hard to continue fighting; all combat rolls are at a -2 penalty. If reduced below five Life Points, this penalty goes up to -4. At zero LPs or below, the character is knocked down, stunned and semi-conscious. A Consciousness Test (Constitution and Willpower minus the number of LPs below zero) is required to remain conscious. So, at -7 LPs, a Consciousness Test suffers a -7.

     At -10 LPs, a Survival Test is required (Constitution and Willpower minus one for every 10 LPs below zero). The Survival Test must be passed once each minute until the character receives some doctor'n. Each additional Test is at a cumulative -1. A successful Intelligence and Doctor roll stabilizes the character.

     Example: Jess, a White Hat, is bitten by a vampire for 51 points of damage before she can force it back with her cross. She had 38 LPs and is now at -13 LPs. Her Constitution is two and her Willpower is four. This total of six is reduced by one (she's at -13) for her Survival Test. She needs to roll a four or better to live. If she lives, she must make a Consciousness Test to avoid passing out. This is at a -13, so unless she uses a Drama Point, she is going to go unconscious. If she does not receive any kind of medical attention, a minute later she has to make another Survival Roll with a -1 penalty.

Getting Better

     For most Cast Members (the purely human kind), injuries heal at the rate of one Life Point per Constitution level every day spent under medical care. Slayers, vampires and other critters heal much faster, at the rate of one Life Point per Constitution level every hour or faster. Use of Drama Points can greatly speed recovery.

Drama Points

     Drama Points are the great equalizers between the Slayer and the Slayerettes. They are what keep Xander's insides inside after some of the pummeling he's taken over the years, and what allows Buffy's mom to knock down Spike with one blow from an axe. Which is not to say Heroes don't need them; nothing beats a Drama Point or two when you need to dust a half-dozen vamps in time to save the world.

     A player has to announce her character is using a Drama Point during the Intentions phase of a Turn, or before rolling during non-combat situations. Drama Points can be used in several ways:

     Heroic Feat: By spending a Drama Point, the character gets a +10 bonus on some value. This can be an attack or defense roll, or any use of a skill, or even for a Fear or Survival Test. The Heroic Feat can also make things hurt more; the +10 bonus is added to the base damage in addition to any Success Level bonuses (then armour, damage type and other modifiers are applied). Also, only one Heroic Feat may be performed in a Turn.

     I Think I'm OK: For a mere Drama Point, half the Life Point damage (round down) the character has taken up to that point is healed up. I Think I'm Okay can be used only once per Turn, but it can be used several Turns in a row, each use halving whatever damage remains. If the character had suffered enough damage to be incapacitated or unconscious, however, healing does not necessarily awaken her. You decide if the time is right for the character to revive and join the action.

     Example: If Jess, our White Hat from the Injury section, spent a Drama Point to aid her Consciousness Test, she would add + 10 to her base modifier, for a total of +3. So she could stay conscious and try to defend herself against the nasty, cross-burned vampire with a roll of six or better. An even better use of the Drama Point would be to halve the damage done immediately, reducing it from 51 to 25 pts. This leaves her in positive Life Point territory, lucky 13, negating the need for the tests at all! She's still not "the hills are alive" fine, but able to hold on for now. Next Turn, she'll be able to use another Drama Point to further reduce the damage from 25 pts to 12. Then ol' Cross-Face better watch out!

     Plot Twist: Once per game session, each character can spend a Drama Point and get a "break." This is not a Get Out of Jail Free Card. If the heroine stupidly walked into a vampires' lair and she is surrounded by a horde of bloodsuckers, a Plot Twist won't allow her to escape unscathed. If you decide that a Plot Twist is not possible, the player gets back the Drama Point.

Righteous Fury: By spending two Drama Points, the character gets a +5 bonus to all attack actions, including magical attacks, for the duration of the fight. These benefits are cumulative with Heroic Feats, above. Problem is, an appropriate provocation is necessary to invoke the Righteous Fury rule. A player can't decide her character is pissed about the existence of vampires, or global warming, or even the mystery meatloaf they served at school that morning. She needs to be truly provoked.


Through the Heart: Any sharp wooden object firmly inserted in the vampire's heart with enough force to pierce it through results in a near-instant and fairly impressive "dust-up" — the vamp explodes in a cloud of dust, briefly exposing its skeleton before even that crumbles away. Thus, a stake (or pool cue, or wooden crossbow bolt, or arrow) that hits the vampire's heart inflicts five times normal damage (after modification for Success Levels and armour), and if the total damage is enough to reduce the vampire to zero Life Points, the vamp is dusted. If the stake damage (after all modifications) doesn't reduce the vamp below zero points though, apply the pre-x5 damage instead (this means the stake didn't quite get to the heart, so the damage is not boosted over normal).

     Example: Ian, a White Hat Type Watcher (Strength 3), gets a solid stab in with a stake, and the roll is good for three Success Levels. The base damage is (2 x Strength), or six in this case. With the three Success Levels, this goes up to nine. Since this is a heart attack (as it were), damage is multiplied by five, for 45 points. The vamp only had 43 Life Points, and poofs away like a dandelion. If the vamp was tougher—say 50 Life Points, the damage would not be enough to reduce it to zero Life Points. In that case, the attack is considered a near miss (didn't actually pierce the heart) and the damage inflicted is not multiplied by five. So, facing a 50 Life Point vamp, Ian would have only inflicted nine points of damage. That sucks beyond the telling of it.

     Slayers and other very strong characters can take out fairly tough vamps with a single stake thrust. Still, it pays to soften up a vampire with 10-30 points of damage before trying to use Mr. Pointy. This reflects the "reality" of the series, where much fisticuffs occurs before the staking. Remember, a vamp can use a Drama Point to halve the damage (which would save them from a dusting without some pummeling beforehand). So, do remember, forsake not the pounding.

     Crosses and Holy Water: These holy objects cause pain and even injury to vampires. If someone shows a cross to a vampire, it instinctively recoils — the vamp loses initiative on that Turn. As long as a character holds a cross on a vampire, the critter cannot attack the wielder. The vamp can try to knock the item away, though actually touching a cross burns a vampire, inflicting two points of damage per Turn of contact.

     Holy water is also good against the undead. Applied externally, it inflicts two points for a splash, five points for a glassful, and 10 points for a bucketful. If the vampire ingests the holy water, damage is multiplied by 20, which gives a whole new meaning to "don't drink the water." A vampire reduced to zero points or less through contact with a cross or holy water dusts away.

     Sunlight: The undead takes 20 points of damage at the end of every Turn in full sunlight. If the exposure is for less than a Turn, the damage is only about two points. If a vampire is within reach of a shadowy spot, it can "dodge" the sunlight by leaping into the covered area, taking only the minimum amount. That means that a careful vampire can operate during the day to some extent. As soon as the vamp goes below -10 points, it is dusted. Sunlight damage is healed normally; the sunburn doesn't last long.

     Private Property: Just as the legends say, vamps cannot enter a private dwelling without an invite. An unwelcomed vamp hits an invisible mystical wall at the threshold, and is physically unable to push through; this also applies to windows, pet doors or any other means of ingress. This restriction doesn't apply to public places, so stores and restaurants are not safe (everybody is effectively invited to those places, even where they reserve the right to refuse admittance).

     Vamps Suck, Vamps Bite: When a vamp has grappled or secured (i.e., tied up or otherwise subdued) a victim, it's feeding time. A strong vampire can totally drain your average human in less than a minute. The vampire Bite uses a Dexterity and Kung Fu + 2 roll, or the Combat Score + 2. It inflicts 3 x Strength base damage (Success Levels and armour modify, but damage type does not) every Turn that the vampire sucks blood from the victim. When the victim fails a Survival test, she has been drained of all her blood and is dead. A normal victim will die in a Turn or so; Slayers and tougher humans may take a little longer. Breaking free from a grappling vampire works like resisting a Grapple, but the victim is at a -2 penalty.


     The dark (and not-so-dark) arts are part and parcel of the Buffyverse, where anyone with the right books can summon forces from the beyond. Of course, calling on these occult powers does not mean your character can control and use them with impunity. More often than not, magic has unintended consequences. But the real kicker is that even succeeding does not mean everything works perfectly. There is always a price, both for success and failure. You have been warned.

     Each spell has a Power Level. This determines the overall strength of the spell—the higher the Power Level of a spell, the more difficult it is to cast properly, and the more damaging the consequences of failure. Additionally, spells have Requirements—the ingredients or ritual components needed to attempt the magical endeavor. Finally, spells have an Effect. This is usually descriptive ("all the body hair is removed from the victim," for example), but can also include rules concepts like damage inflicted, area affected, and duration.

     Once everything is in place, casting a spell requires a roll using Willpower and Occultism. Drama Points can be used normally to increase the spell's chance to succeed.

     Witches, meaning those with true power (or in this case, the Sorcery Quality), have an advantage when casting spells. Characters add their Sorcery level to any spellcasting roll, to a maximum bonus of +5. After that, additional levels of Sorcery stop adding up (although they still have other uses). With this bonus, Witches can cast high-power spells with a better chance of success than your typical book-reading spell-flinger.

     If the roll fails (i.e, the total is less than nine), the spell doesn't work — the ritual simply fails. Generally, there's no other down side here; your character just wasted some time, candlepower and pretty speechifying.

     If successful, the roll's Success Levels are compared to the spell's Power Level. If the number of Success Levels is less than the spell's Power Level, something magical happens—but it may not be exactly what the caster intended. The spell's intent may be twisted or perverted, and the caster may be injured — or even killed — as the magicks draw on her life force to fulfill their purpose. You can decide what happens, or you can roll on the Spell Side Effect Table.

Spell Side Effect Table

Roll D10 and add to the Spell's Power Level.
Roll Total Result
4 or less Phew! Lucked out, and the spell still works.
5-7 The spell is delayed. It appears the spell failed, but it will work normally at a time of your choosing (ideally, a dramatically appropriate time).
8-10 The spell works, but it's less effective than expected. The duration, damage or effect is halved (if not applicable, then the spell is delayed as above).
11-13 The spell works, but the caster is damaged by its energies. The magician takes five Life Points of damage per Power Level of the spell.
14-15 The spell affects the wrong target (you decide who gets to be the lucky recipient).
16+ Spell has a completely unexpected effect. The magical energies run rampant, often causing physical damage to the area or summoning dangerous entities from beyond our reality. This can also happen if the spell is disrupted during a critical point.

     If the roll results in Success Levels equal to or greater than the spell's Power Level, all's well and the spell works. Unless, of course, the spell takes an unexpected turn no matter how many Success Levels were rolled. In some cases, a spell might work too well. But no good and true Director would do something like that, now would they?

Multiple Casting

     Every successive spell cast without a significant period of rest (at least two hours per spell Power Level) suffers at least a cumulative -2 penalty. So, the second spell of the day is at -2, the third at -4, and so on. Only powerful Witches can cast multiple spells in a row, and even then they'll probably have to burn some Drama Points to keep it up. Even worse, using the same spell more than once adds an additional -1 to the penalties above.

     Example: Suzi, a White Hat Witch, attempts a relatively simple warding ritual to protect a young girl from the forces of darkness after her. The Ward has a Power Level of 3, which with Suzi's Base Spell Modifier (Willpower 4 plus Occultism 3 plus Sorcery 3 equals 10) should be a cakewalk. Unfortunately, Suzi has already cast two spells in helping free the girl from the Big Bad's clutches, so she's at -4 for this third spell of the evening. So instead of cake, we have very difficult pie. She needs to match the Power Level in Success Levels, which means a final score of 13 or better. She rolls a five, for a total of 11. Good enough for something to happen, but not necessarily what she was intending. You roll a 12 and compare that result to the Spell Side Effect Table. For a spell with Power Level 3, this means the Ward takes effect, but the energies also rebound on Suzi, causing 15 points of damage. Ouch!


     Some spells have continuing effects (curses, for example) or may even be permanent (some transformation spells). Cancelling their effects requires access to the spell itself (ideally taking it directly from the magician's own books) and a spellcasting roll as above with the effective Power Level of the spell reduced by one (it's easier to undo a spell and return nature to its natural state).

     There is another way to stop an ongoing magic effect — find the caster of the spell and get her to stop the spell, say by cutting off her head or turning her into a sports trophy. Either way, continuing spells stop working, but permanent ones may not. For this reason, and others, wholesale slaughter is discouraged.

Quick Casting

     Most spells require the caster to recite a formula or incantation out loud, or perform some type of ritual. All that hooha takes time. Witches can cast some spells almost instantly, with only a single word or phrase, or even just a simple gesture. This won't work on spells that require a very specific ritual and cannot be speeded up, but some can be cast in a few seconds (as an action in a Turn). Whether a spell can be quick cast or not is detailed in that spell's description.


     Witches can move objects with the force of their will. To use this power, the Witch rolls and adds her Willpower and Sorcery levels. Each Success Level in the roll becomes a point of "Strength" for the telekinetic effect. So, if the roll results in five Success Levels, the Witch could move an object as if she had a Strength 5 — good enough to pick up a grown man and slam him against a wall. Lifting and tossing things around requires no additional rolls, but precise tasks (guiding a key into a keyhole, staking a vamp) require a Perception and Dexterity roll, or a roll using Dexterity and an appropriate Skill (staking the vamp would use Getting Medieval). These tasks have a -1 penalty because the Witch is manipulating the object at a distance. Tossing small objects at someone also requires a Willpower and Sorcery roll, and must overcome the target's defense roll. The damage value of such an attack is two times the Success Levels rolled.

     Two or more Witches can combine their power to move very large objects. Witches working together roll as above, and add their combined Success Levels to determine the Strength of the effect.

     This power does not last long. Each turn after the first, another Willpower and Sorcery roll must be made, at a cumulative -2 penalty. So, the second Turn, the roll suffers a -2 penalty; on the fifth Turn, a -8 penalty is incurred. This penalty applies to all further uses of Telekinesis until the Witch gets at least three hours of rest between uses. This ability is good for throwing a few things around, but your character can't go all Carrie with it.

This is adapted from the rules summary from the BBC Cult Buffy pages.