Professional Documents
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Witchcraft Character Creation
Witchcraft Character Creation
com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Introduction
[insert character explanation as introduction]
Concept List
[self explanatory]
Character Types
[Only three types: Attributes, Qualities, Skills, Powers
* Normal: 12, 3, 15, 0
* Exceptional: 20, 5, 25, 0
* Extraordinary: 15, 5, 20, 10
Extra Increments: 15 pts - +14 Bonus points, +1 Attribute point (up to +10); after 10 increments, all Bonus points
Bonus Points: Can be spent as Quality, Skill, or Power points; can be used to increase Attributes at special rate.]
Attributes
[self explanatory]
Qualities List
The list of qualities is not completely comprehensive. Physical, Mental, and Social qualities are purchased with Quality
points.
Quality/Drawback Name
X-pt Quality
[insert quality description]
[insert quality rules]
Acute/Impaired Senses
2-pt Physical Quality/Drawbacks
Some people are gifted with an unusually acute sense. These are not well trained individuals, they are naturally gifted with
senses beyond the norm. On the other hand, there are those people unfortunate enough to be sorely lacking in some of their
senses. They are the ones that need glasses or hearing aids.
As a quality, Acute Senses must be taken separately for each sense to which it applies: Vision, Hearing, Smell, Taste,
Touch, Night-Vision, and Sixth Sense. When Perception Tasks/Tests come up regarding the applicable sense, the character
gets +3 to the Task/Test. For Night-Vision, the penalties for low-light conditions are reduced by one step as if the lighting was
one step better, though this has no effect for total darkness without even a glimmer of light.
As a drawback, Impaired Senses must be taken separately for each sense to which it applies; the selection is the same as
the quality version. When Perception Tasks/Tests come up regarding the applicable sense, the character gets -3 to the
Task/Test. For Night-Vision, the penalties for low-light conditions are increased by one step as if the lighting were one step
worse than it really is.
Ambidexterity
3-pt Physical Quality
While normal folk favor using one hand over another, an ambidextrous person can use either hand to do whatever task they
want with equal proficiency and sometimes two similar things at once. In combat training, this talent makes the person even
more dangerous as they can benefit greatly from not having a preferred side and a more balanced stance.
The character can use either hand at no penalty in normal situations. In combat, the character gets a bonus action that can
be used strictly as it pertains to using that limb. In melee, that means that he gets 3 actions to start, though one of those is
typically restricted to throwing, attacking, or parrying. In ranged combat, this bonus action cannot be used to attack if he already
opted to evade, and he can’t evade if he already opted to attack.
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Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Animal Empathy/Enmity
2-pt Social Quality/Drawback
A few people have the fortunate trait of having animals just adore them. There’s no real telling what causes it, but animals
are almost never hostile towards them, even when trained to be. Both wild and domestic animals become docile simply in the
person’s presence.
On the flip side, some people just have the natural ability to piss off every single animal they ever come across. No matter
what they do, every animal in their presence behaves as if it’s in a fight or flight situation. After a few such encounters, these
people tend to share this peculiar distaste.
For the quality, wild and domesticated animals become docile if the animal can sense the character’s presence. Even
attack animals do not attack him. Even if he attacks an animal, it will try to flee before it considers attacking him. In a pack, the
rest of the pack will flee.
For the drawback, wild and domesticated animals become hostile the moment the animal can sense him. Attack animals
attack without prompting. Packs stampede, though whether it’s to trample him or flee depends on the demeanor of the animals:
wild animals tend to attack, domesticated animals tend to flee.
In the rare circumstance that two individuals each with the opposite of this quality come near an animal: it will flee and hide
behind the quality owner or fight to defend that person against the drawback owner.
Appearance
1-, 3-, or 5-pt Physical Quality/Drawback
Appearances mean a lot to people. Good looking people tend to receive better treatment and more opportunities than their
less attractive rivals. Appearance on the positive side can run the gamut from the cute neighbor to incredibly beautiful movie
stars and models, Perfect 10s as they might be called. Negative appearances can run from unappealing features to outright ugly,
frightening features that make people turn away in discomfort.
For most social skills, a person’s Appearance level is applied as a bonus if it’s a quality or as a penalty if it’s a drawback.
For Intimidation, the drawback version is actually applied as a bonus. In certain situations, appearances don’t matter or are less
relevant, so the Chronicler may feel it appropriate to apply only a portion of the level to the social Tasks/Tests.
It is important to understand that the character’s primary physical Attributes inform how their appearance manifests. A
person with high physical attributes may look fit and muscular whereas a person of meager physicality might appear like a
delicate porcelain doll. The inverse is also true, allowing for muscle bound jock-douche-bags or sickly and corpselike freaks.
Bilingual
2-pt Mental Quality
Some people are fortunate enough to grow up in a bilingual home or live in a bilingual environment. Because of this, they
are gifted with the ability to speak two languages with native speaking proficiency. This ability alone can be a great entry on a
person’s resume depending on the languages known.
Normally, a character has one native language. A bilingual character happens to have two. This quality can only be taken at
character creation and must represent the languages they engaged in during their upbringing. It is inappropriate to use this
quality as a cost effective manner to acquire another language without having to buy the Language skill.
Body Double
1-pt Social Quality/Drawback
It has been said that everyone has a doppelganger, a person that looks so much like them that it’s nearly impossible to
recognize the difference. Oftentimes, these two never meet and are never aware of one another. In other cases, they do and that
double can either be a great and handy person to have around or a thorn in their side.
To qualify for this quality, this body double must be active in the character’s life. Obviously, if the body double provides
some sort of benefit, this is a quality. If he is a hindrance, this is a drawback.
Charisma
1-, 3-, or 5-pt Mental Quality/Drawback
Some people have or develop a charisma and manner that encourages others to listen and obey. Natural leaders have a
great deal of charisma, made only greater when they use it to their advantage. They amass friends and followers quickly and
easily, oftentimes despite appearances. Others are cursed with the opposite. Whatever it may be, people don’t listen, they don’t
like him, or they don’t even notice his very existence until he does something wrong.
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Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Apply the level of Charisma to all social Tasks/Tests as a bonus if it’s taken as a Quality or a penalty if it’s taken as a
Drawback. In most cases, this is even true if the character is in a social environment where only logic is applicable as he
somehow can’t get people to see his point of view or even listen to his arguments.
[Correction: 1-, 3-, 5-pt versions.]
Contact (type)
Variable Social Quality
A contact is someone who can be relied upon, even if only for a short time. They might be family, friends, or fellow
professionals; regardless, they can be trusted to give some help when asked. This help may not come for free, but these specific
people will put their reputations on the line and sometimes their very lives to help out when needed.
The player must pick a specific person and determine how far that person is willing to go to back their character up as well
as the contact’s availability. If the contact is only good for rumors or a reference, then they’re only worth one point. If she gives
good information and will give the character a hand when he needs it, she is worth 2 points. If she is a true ally and will put her
life and livelihood on the line for him, she is worth at least 3 points, and sometimes more if she’s an exceptional person (a fellow
cop willing to back him up no matter what is worth 3 points, the leader of a mercenary group willing to put her men on the line for
his goals is worth around 6). Add an extra point if the character has the contact on speed-dial, remove one if he can only get to
her once in a blue moon.
The Chronicler has final say on what a character’s contacts can do for him and when they can be reached, but, in general,
the more time they are given, the more likely they will cooperate. It is also important to remember that, as a Social quality, things
can come up where the character actually loses or reduces the quality value without refunding the points. This typically happens
because the contact was wronged or got killed.
Disloyal (type)
Variable Social Quality/Drawback
In a world of dangerous competition, it becomes a statistical guarantee that some people will not be what they seem.
Disloyal people operate in breach of trust, often playing a dangerous game of manipulation and deception until they are revealed
for the snakes they are. While they can still act, they often seek to sabotage the organizations they are disloyal to for the benefit
of whoever owns their true loyalties.
The character must pick an organization to which they are loyal and the organization to which they are disloyal. The quality
is further divided into 4 specific entries, each with specific features.
Spy (3-pt Quality): The character may have lost faith in his original organization or entered in a new organization with the
intent to deceive, either way, he now is only pretending to work for the organization he is disloyal towards. How he goes about
performing this depends on the organizations he is involved in. Regardless, he gets access to the Pulling Strings associated with
both sides, though he should always remember that calling in favors from his true organization could blow his cover.
Double Agent (2-pt Quality): Some people are loyal only to themselves and actually seek to play off both sides; this
character picks two organizations to which he is disloyal. Both organizations are aware of his spy games, but mistakenly believe
that he is loyal to them. Such organizations are typically distrustful to start, so the moment his value drops, his life is forfeit.
Though he may have access to the Pulling Strings qualities from both sides, using either one is very difficult. Specifically, he
must have a very specific in-game rationale for increasing Influence levels as neither side truly trusts him anymore (this can
default to charging double character points or XP for Influence levels if the Chronicler is feeling lazy).
Severed Ties (2-pt Drawback): Due to unfortunate circumstances the character no longer has an affiliation with his “disloyal”
organization. He will still be able to pull in favors from specific contacts and friends, but otherwise loses access to his Pulling
Strings and Influence is halved in regard to that organization.
Traitor (3-pt Drawback): His disloyalty is known and reviled by his former organization. Depending on the nature of the
disloyal organization, they may actively seek to hinder him or they may seek to kill or ruin him. Either way, he loses access to his
Pulling Strings and Influence in that field.
Hard to Kill
1-pt per level Physical Quality
A person with the right mix of toughness, strength, and will to live can take more punishment than should be possible and
still pick himself back up afterwards and have the guts to say, “Is that all you got?” While technically not entirely accurate, there
are people that can take inordinate amounts of physical punishment that would otherwise kill a person of similar physique and
somehow still survive.
Normal humans are limited to 5 levels of Hard to Kill but animals, special humans, and supernaturals can go higher
(typically up to 10 levels). This quality gives +3 Life Points and, more importantly, +1 to Survival Tests.
3
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Hyperlingual
1-, 3-, or 5-pt Mental Quality
A natural talent for picking up languages manifests in certain people. With just a few minutes, hours, or days of exposure,
they can start picking up a new language. This knowledge stays with them indefinitely, and though they may forget a few bits
here and there, they can always pick it right back up again when given the right stimulus.
Hyperlingual 1 (1-pt): After a few minutes of exposure, the character can start using the language as if he had 1 skill rank.
Hyperlingual 2 (3-pt): After a few hours of exposure, the character can start using the language as if he had 2 skill ranks.
Hyperlingual 3 (5-pt): After a few days of exposure, the character can start using the language as if he had 3 skill ranks.
In all cases, each time period of exposure allows to raise the character’s effective proficiency up to his maximum. If he goes
on to have proper language training, this quality determines the starting level of the relevant Language skill. Furthermore, this
quality is only available at character creation or when the character first is exposed to a new language (allowing for a retcon).
Influence (type)
1-pt per level Social Quality
Prerequisites: 2 levels in any combination of Military Rank, Resources, or Status per level of Influence
An influential person is a compelling force to bring about the effects and influence the actions of others as he so desires.
Such a person has the right connections with the right people to call in special favors. The benefits and cooperation of the people
being influenced varies by the person’s level of influence. Naturally, higher ranking, wealthier, or better known people can call in
more grandiose favors faster than people with only moderate influence. It should also be remembered that these favors will be
called in later and in a place where influence peddling is common, information and favors are an important and dangerous
commodity.
The character’s influence is measured in a particular field—Civilian, Criminal, Intelligence, Law, Military, Paranormal, and
Science & Research—and is usually dependant on the character’s profession and field of operation. If the character leaves his
area of influence, such as out of his profession or neighborhood, he can expect his influence to decline.
If the Chronicler feels it’s appropriate, the character can apply some portion of his Influence level to social Tasks/Tests
depending on the propriety of applying the character’s Influence. Influence is also used when asking for specific favors, and
these can be purchased or simply available as Pulling Strings as determined by the Chronicler.
Examples of Influence levels follow:
Influence 1~2: His influence is restricted to his professional or geographical location. He can throw his weight around, but
he can really only bother more powerful people in the hopes that his goals coincide with theirs.
Influence 3~4: He is now part of a web of favors, connections, and information. He can address crimes just shy of murder
with a few phone calls and a healthy bank account. With this much influence, the character holds some sway over others of
power who can exert their own influence on his behalf. As usual, though, favors must be reciprocated.
Influence 5: The character is at the center of a web of influence that allows him to talk to anyone and make things happen.
All but the most heinous and exposed of crimes mean nothing to a character at this point.
Influence 6+: The character is at the point where their influence can get them practically anything at anytime with just a
phone call. It is reserved for people of such import as the heads of government agencies, mafia families, major multinational
corporations, and even presidents and royalty.
[Idea: Update to a 1/3/5 structure. Reduce the bonuses, since they are applied to skills, rather than this being a skill.]
4
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Legacy
Variable Social Quality/Drawback
Some people are part of an organization or family that has a degree of renown by itself. Whether these people chose the
life, fit the bill, or even consider themselves a part of it, they are considered to be under the influence of the legacy of their
greater group. This can prove to be a boon or a bane, depending on the person and his relationship with the perception of the
group to which he is believed to belong. For example, there is a certain amount of legacy associated with being a member of the
Kennedy family. Similarly, there is a certain level of it simply by being an American. Clearly, the impact of having this perception
about a person can vary even by where he is.
The value of Legacy is based on the impact and renown of the character’s perceived organization. As with any quality that
has drawback listed, Legacy’s status as a quality or drawback is based simply on whether it is beneficial or harmful. This quality
is very versatile, and can loosely duplicate the effects of other social qualities such as Status or earn them proxy qualities like
Contacts and even some measure of Influence.
Legacy 1: The association with the character is concealable or not very well known and few people will draw the connection
between them. The impact is noticeable but most people’s notions of the association do not stop them from allowing the
character to identify himself as an individual.
Legacy 2: The association is well known and typically obvious. People think of the character and the association as one and
it takes distinct action to draw notice as an individual.
Legacy 3: In the eyes of the people, there is no individual, only the association. When the character speaks, he does so as
the greater body. When he acts, he represents the greater body. Practically everyone knows the association and all actions are
measured by their expectations.
Military Rank
Variable Social Quality/Drawback
Belonging to the military automatically affords a person a rank, some measure of authority, and a great many
responsibilities. Ranking systems vary from country to country and even between military divisions, but the effects remain largely
the same: with higher ranks come more power, privilege, and knowledge but also a commensurate increase in responsibility
whereas lower ranks come with only obligations and risk.
The character’s military rank is compared to the table below. The point value is based on the highest rank the character
meets within. Characters do not need to buy Obligation to their military branch while in active service as it is already included in
this quality as per the 2-pt value.
[insert table]
Nerves of Steel
3-pt Mental Quality
Certain fearless individuals, through superhuman determination or incredible stupidity, can look in the face of horror and
scoff. These people can get dumped into a warzone and start barking out orders like they were a line cook at a busy restaurant.
Psychological trauma really doesn’t get to these people unless it is truly unnatural or constantly present.
A character with Nerves of Steel is assumed to automatically succeed at Fear Tests unless he is exposed to long term
stress like being in an active warzone or because of supernatural or deeply personal causes. He even gets a +4 to his Fear
Tests when he absolutely has to roll.
5
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Photographic Memory
2-pt Mental Quality
A person with a photographic or eidetic memory has the ability to recall with exceptional detail anything they encounter.
Such extraordinary memory allows such a person to recall with near impeccable clarity pictures, scenes, lyrics, entire blocks of
text, etc., that they commit to memory. This can be useful for many purposes, but is most useful for scholarly or other intellectual
fields.
Photographic Memory allows characters to recall with near perfect clarity anything they encounter—if the player didn’t take
thorough notes, the Chronicler is encouraged to thoroughly recap. This character also gets a +1 to +3 bonus to any Task/Test
where memory plays a role, this is usually for scholarly skills and Intelligence based Tasks/Tests.
Prodigy (type)
3-pt Mental Quality
A prodigy is a person with a naturally exceptional talent in a given field. This sort of person often lives on the cutting edge of
his world, with artists developing whole new styles and genres and scientists making massive new discoveries. These people
also tend to be eccentric to the extreme. Such people as Wolfgang Amadeus Mozart, Stephen Hawkins, and Nikola Tesla
revolutionize the world around them and break through the barriers of the known world. Unfortunately, they are just as often
reviled by the masses and especially the authorities for disturbing their blissful ignorance.
A character with Prodigy must choose an appropriate skill that represents their area of exceptional talent: these are usually
creative or intellectual subjects. Appropriate skills include, but are not strictly limited to, Fine Arts, Science, Engineering, and
Writing. Note that these skills are type skills and the appropriate type for which the character favors should also be selected. A
character can take Prodigy multiple times, but it must be applied to a different field each time.
The character gets a flat +3 bonus to any Task/Test and always gets at least 1 Success Level in any Task/Test associated
with that skill, unless the failure is spectacular (requiring the final result to be 0 or less). Artistic endeavors and scientific
breakthroughs have their Success Level limit increased by 3 levels.
Lastly, for games where it is used and relevant, a Prodigy gets +12 Essence to reflect the unusually powerful creative spark
present in their soul. Players are encouraged to pick up drawbacks that represent the eccentricity of prodigies, though it is by no
means mandatory.
6
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Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
This quality is a catchall for the specific uses of Influence. The list of Pulling Strings qualities and values are in the Rules
chapter. This quality also represents specific, extra-curricular Pulling Strings that the character may have access to through a
friend or even a blackmail victim. If the character wants more Pulling Strings, they are advised to get the appropriate Contact or
even become Disloyal and get them himself.
Resistance/Vulnerability (type)
1-pt per level Physical Quality/Drawback
A person can be particularly resistant to some of the bad things that life can throw his way, be it pain, off foods, or even
exertion. Others are not so lucky and can be particularly vulnerable, reacting unusually negatively against things like various
toxins or diseases.
A character can acquire several Resistances or Vulnerabilities, but they must each be purchased separately. Types include:
bad foods, poisons, diseases, pain, mind affecting effects (in which case it is actually a Mental Quality/Drawback), and even
fatigue and deprivation.
In all cases, the character’s Test to resist the offending media gets a bonus equal to the level of the Quality. Vulnerability is
merely the opposite: the character gets a penalty instead of a bonus. In the case of fatigue and exertion, the Quality allows the
character to take one fewer point of Endurance loss per level per time period, to a minimum of 1. Clearly, as a vulnerability, the
inverse is true and the character actually takes additional damage per time period.
[Maybe turn this one into a 1/3/5 as well].
Resources
2-pt per level Social Quality/Drawback
Money makes the world go round, and those with more tend to have a very different life than those with less. In general,
though, having the appropriate resources makes life easier and opens up a wealth of options to a person that someone without
could never see. Inversely, poor people lose out on a great many choices simply because they can’t afford to either take the risk
or are beneath the notice of the haves.
A character’s wealth is measured on the list below. The monetary values listed are for US Dollars around the year 2000.
Characters in other settings, countries, and even time periods will not necessarily have the same dollar amount, but should still
maintain the appropriate buying power. The levels of wealth are spelled out below, as are their specific costs. Note: after
character creation, it is possible to lose or gain levels of Resources, much like any other Social Quality/Drawback.
[insert list here]
Chronicler and Player, but that roll results in the character having a sleepless or at least fitful and unsatisfying night, which in turn
equates to sleep deprivation, the rules for which are covered in Chapter 3: Rules.
Status
1-pt per level Social Quality/Drawback
A person’s social status is a measure of his place in the social hierarchy. In America, it’s not quite as relevant and is slightly
deluded in who gets what status, but in other countries, a person’s status is incredibly important. It reflects not only real authority,
but de facto authority as well as fame, glory, and to a lesser extent, wealth. The lowest status people tend to be homeless,
beggars, and prostitutes or specific castes of people like the non-persons of India and Japan. Higher stations include scholars
(though this tends to be backwards in America), lawyers, doctors, politicians, and religious figures. Specific examples of the
lowest status include people like the filthy homeless man that sleeps under the bridge: he is of such low status that no one even
cares to know his name. High status people of real authority include presidents, whether of public office or corporation, the
Surgeon General, and even certain well known business people. High status people of de facto authority are generally relegated
to important religious figures like priests and rabbis, or celebrities from movies or sports.
Status affects certain social skills like Haggling and even Bureaucracy. It also affects the chances of people recognizing the
character on sight. In general, the drawback goes down to -5 for someone of so little import that they could be killed and left on
the street and no one would care except for the hassle of having to step over the corpse. Status 0 is the base value for the
normal civilian of no particular importance to greater society but by no means unimportant. Status +10 is the practical limit and
represents people like the President of the US, a member of an ancient royal house, a movie megastar recognized around the
world, or a hero of millions (think Gandhi and Martin Luther King, Jr.). The inverse of the character’s Status is also typically
applied to disguises: a nobody blends in just fine, but a famous person sticks out like a sore thumb, even when trying to be
discreet.
The Chronicler is well within his rights to demand a justification for acquisition of this quality. Such an explanation can also
inform the impact the status might have on other people. Famous people are notorious for having a great many fans and
enemies.
True Grit
3-pt Physical Quality
In the Old West, a person who could stand their ground in the face of imminent defeat, even when they were shaking in
their boots and their courage ran down their legs in a hot stream was said to have sand or grit. This represents a certain
determination to see things through regardless of the storm coming. Typically, such a person either succeeds at their task or dies
trying, oftentimes both. They are also awarded such illustrious prizes as the Medal of Honor… all too often posthumously.
The character must be faced with a situation where he must “fight the good fight,” whatever that may mean to him. The
player then selects an appropriate objective like cover the group until the helicopter takes off, or stay at the throttle of the
zombie-infested train to make sure it derails into a deep ravine. When in pursuit of this goal, the character can withstand any
non-fatal trauma so long as he succeeds at a Simple Willpower Test (no penalties are applied). Simply put, the character keeps
going until his body fails him or he completes his objective.
Once the objective is met or the Simple Willpower Test is failed, the character succumbs to the effects of all traumas that he
withstood. This will usually require a trip to an emergency room or a mortician, occasionally both, in that order. Of special note is
that this works even when faced with supernatural effects that would otherwise force the character to take action. Such a
character is truly a spectacle and the Chronicler should try to make sure that when the character finally dies, he does so in a
dramatically appropriate manner.
The Chronicler can suspend this quality in certain situations. For example, being decapitated or having a sniper rifle round
go through the character’s brainpan is going to end his heroic stand right away. It might not be dramatically satisfying, but it is
plausible and a heart wrenchingly common way for heroes to be taken out.
Drawbacks
The points gained through drawbacks provide Bonus points. Bonus points are used 1:1 as Quality, Skill, and Powers points.
Attributes can also be increased with bonus points, but each level costs a number of points equal to the next attribute level: going
from 2 to 3 costs 3, going from 4 to 5 costs 5, going from 2 to 5 costs 13 (3+4+5 for each of levels 3, 4, and 5).
8
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Addiction (type)
Variable Mental Drawback
An addiction is an obsession, compulsion, or psychological dependence in this case specifically referring to a drug addiction
such as to nicotine or alcohol. The person typically seeks to use this chemical in a non-therapeutic manner and is typically
marked with deviant behavior in association with acquiring the chemical. Starting the drug is either medicinal or recreational, but
it creates a dependency that drives the person to continue taking it even when it is no longer helping or providing any sort of
recreational value (i.e. when a person is taking the drugs just to feel “normal”). Oftentimes, these addictions reach a point where
the world strictly revolves around acquiring another dose of the chemical and things tend to go into a tailspin from there.
Overcoming an addiction is a whole other minefield with doctor’s devoting their education to the treatment of addicts and
chemical dependants. It boils down simply to “taking it one day at a time” and surviving the withdrawal symptoms. Sometimes,
additional drugs are administered to reduce the compulsion and psychological therapy is believed to help as well. Care should be
taken, though, as the treatments may only transfer the person’s addiction, which is really only a lateral move.
This quality represents the standard definition of addiction but is also very effective for assigning a value to any other sort of
dependency: like a transplant recipient’s need for a strong immunosuppressant or a government agency’s psychic agents’ need
for a special drug cocktail to keep their minds intact. The value of this drawback depends on the following factors: the drug’s
effects while active, while in withdrawal, and in the long term, the severity of the addiction, and its availability and legality.
Chronicler’s should adjudicate the effects of a drug while it is affecting the character; there are numerous online sources as
the effects of the myriad of available drugs does in fact cover an entire field of medicine and is really inappropriate for inclusion
in a game book. Some examples include: the buzz of alcohol, the high of marijuana, the euphoria of drugs like cocaine, and the
stupor of heroin. All of these typically carry some sort of penalty to the character though addictions don’t form unless something
about the high is enjoyable or useful to the person taking the drug. Eventually, many of the drugs are taken simply to stave off
the withdrawal symptoms due to a growing resistance and that just helps to make matters worse. A few drugs are listed below as
a framework for assigning values to addictions. Since availability and legality can vary by location, Chroniclers may feel it
appropriate to change the values of some of the chemicals to reflect the details of their settings.
[insert list here]
Recovering from addiction is a beast all on its own. To reflect the difficulty, every day the character tries to resist his
addiction, he must succeed at a Difficult Willpower Test modified by the availability and addictiveness of the drug and treatments
available—high availability and addictiveness assigns a penalty, quality treatment assigns a bonus—a drug like tobacco would
carry a -4 penalty due to its widespread availability and strong addictive qualities. If the character succeeds at 10 consecutive
Tests, he may spend XP to reduce the Addiction by one point. Every 10 consecutive successful Tests allows him to reduce the
Addiction by one more point until he is free of it, though for the sake of roleplaying, people are almost never truly “free” of an
addiction. Clearly, failing any of these Willpower Tests has the character going on a drug craving induced rampage in an effort to
get a dose and requiring the success count to start over.
Adversary (type)
Variable Social Drawback
An adversary is someone who seeks to destroy another person, whether in a social context or in the more literal sense.
Such people devote their time and resources to seeing one particular person ruined or dead. Occasionally, an adversary is more
of a group, and that makes them significantly more dangerous. Clearly, if Bob from Accounting wants to get someone fired, he
can be a hazard to that person’s financial future. If a psychotic Green Beret, an angry millionaire, or a powerful wizard or psychic
wants someone dead, that someone is in deep trouble. Furthermore, if that person just so happened to piss off, say, the entire
United States, they had better have a massive support network of their own, or they will likely find themselves dead or ruined in
very short order.
The player chooses a person or group that seeks to ruin or kill his character, in particular. The value of this drawback is
based on the capacity of the group to do just that. Examples are presented as compared to a Mundane: an angry and obsessed
civilian might be worth 1 point while having an experienced killer or exceptionally wealthy individual as an adversary would be
worth up to 3. The value of having a group as an adversary depends largely on the scope of the group’s activities and it’s reach:
a local gang isn’t going to be worth much more than 2 points, but a widespread gang or an entire police force is going to be
worth around 4 points, lastly, an organization like the Mafia or the CIA or any of the numerous shadowy organizations would be
worth up to 6 points.
Chroniclers should make it a point to have the adversary come up every once in a while. It is also typically inadvisable to
have an adversary valued higher than 4, though, because such an adversary would necessarily take over the chronicle in order
to be properly represented. Just being on the wrong side of a conflict doesn’t merit this quality. The character needs to have his
name on a list somewhere and resources dedicated specifically to ruining him.
9
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Amnesia
2- or 6-pt Mental Drawback
After some sort of trauma, be it physical, psychological, sometimes even paranormal, a person can lose part or all of their
memories. This is technically called retrograde amnesia, as it blocks out something in the past. This amnesia can be partial, in
which case it only blocks out a certain section of the person’s past; or total, in which case the person can remember no details
about his past at all. In the case of partial amnesia, the person can lose a rather large amount of time, be it days, weeks, or even
entire years; this is not appropriate for forgetting what happened yesterday or blacking out from drinking too much. Sometimes
the memories are recovered, sometimes not.
The Chronicler and player should collaborate to account for that missing time, though sometimes it’s better for the
Chronicler to do that on his own so that the player’s own ignorance reinforces that of the character. This quality can also apply to
specific cases of when memories are specifically removed from a person.
Partial Amnesia (2-pt): The character does not recall anything that happened during the lost time. This missing time is
usually measured in days or longer.
Total Amnesia (6-pt): The character remembers nothing of his past, not even his own identity. This only affects details of his
life; his game numbers remain largely unchanged. The Chronicler and player should work together to make the character, ideally
with the player providing a rough concept and the Chronicler filling in the blanks and sharing information only as the player and
character would discover it on their own.
Clown
1-pt Mental Drawback
Some people cope with stress almost entirely through humor. They think of themselves as funny and try to get people
around them to laugh at jokes or pranks no matter how inappropriate the timing. These people are also notorious for having
“foot-in-mouth” disease and have a penchant for pestering people without a sense of humor.
This is a strictly role-playing drawback. The player is obligated to reflect the character’s inability to stay serious (or just
quiet) no matter the situation, cracking jokes at times when the tension is at the greatest. This is a drawback because such a
clown is likely to anger those around him and he’s also probably not even that funny. If the Chronicler wishes to include some
mechanical effect, the character must succeed at a Difficult Willpower Test in order to avoid cracking a joke during any serious
situation.
immediately or he completely freezes and won’t take any action at all; in either case, he probably can’t live with himself
afterwards and will seek to remove himself from society, either by suicide, self-imposed exile, or the strictest punishment from a
higher authority.
The listed examples are just that, examples. A person could have a fairly lenient code that he adheres to absolutely, or a
very strict code that he doesn’t mind bending from time to time. The player and Chronicler should take the time to define this
drawback properly; failure to do so invalidates its value as a drawback.
Covetousness (type)
Variable Mental Drawback
By definition, covetousness refers to an inordinate desire for something that the person does not already have. This desire
is most often focused on fame, power, sex, or wealth. The actions of the person are focused on the pursuit of that which he
covets. Depending on the severity of the covetousness, that person may simply seek his goal out when he has time or it may
dominate his life and justify betrayal and lies.
This drawback has 4 types: Fame, Power, Sex, and Wealth. Those types should be self explanatory, if they are not, check a
dictionary. While a character may have more than one, each type beyond the most severe is only worth 1 point, regardless of the
severity. As with most drawbacks, this quality requires role-playing devotion from the player; rule guidelines are provided to help
Chroniclers and Players grasp the severity of this drawback from a mechanical perspective.
Mild (1-pt): The character’s life is focused on his desires, though he won’t betray his own rules or the rules of society. Most
activities that do not result in moving closer to his goals are approached halfheartedly or pawned off to others. This version of the
quality is strictly role-playing, if the temptation and potential rewards are great enough, resisting requires only a Simple Willpower
Test, often with a bonus if it would involve wronging someone he otherwise cares about.
Severe (2-pt): The rules of society are less important to the character than the pursuit of his desires. He knows that some
actions are wrong, but with enough temptation, he will give in. Resisting the temptation requires a Difficult Willpower Test,
modified based on the size of the reward and who would be wronged in the process.
Crippling (3-pt): There is only the desire and fulfillment. The character thinks nothing of breaking laws and has no personal
scruples regarding that which he covets. When presented with a temptation, he must succeed at a Difficult Willpower Test with
steep penalties based on the size of the reward simply to avoid going after it. At this level, the drawback is such that he would be
willing to betray friends and principles.
Dependant (type)
2- or 3-pt Social Drawback
A dependant is a person that depends on someone else in order to maintain a living. Examples include small children,
elderly parents or relatives, or even an excessively nosy sibling. Regardless of who they might be, they are at risk of danger and
require someone to be sure to take care of them should things go awry.
The cost structure for this drawback is simple: one dependant is worth 2 points, more than one is worth 3 points.
The player picks a person or group that depends on him for survival. The dependant is necessarily someone who needs the
character to survive but is also a target for the character’s enemies. The character is typically interested in protecting the
dependant(s), whether out of a sense of duty or some more technical obligation. Should the character actively seek the demise
of such a dependant or she achieves independence on her own, this drawback becomes inappropriate.
11
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
2-pt: The character gets a -1 penalty to most Tasks/Tests, though for short term Perception-based Tasks/Tests, they get a
+1 bonus but only to notice flaws. Stressful situations can get the character to “snap out of it” with a Simple Willpower Test (if the
Chronicler really feels it necessary). Furthermore, proper treatment can remove the effects, reducing the value of the drawback.
Emotional Dependency: The person quickly becomes emotionally attached to people and things and is usually irrationally
clingy and dependant on the proximity and approval of the object of their attachment. When involved in a relationship, they are
overly needy and demanding of near constant attention and affection. The responses of those around the person may start out
sympathetic, but as he continues to demand their time and approval, patience wears thin. When rejected or refused affection, an
emotionally dependant person is at risk of becoming depressed, suicidal, or even psychotic.
1-pt: This is typically a role-playing drawback. If the Chronicler wishes to be more technical, the player should pick someone
to which his character is attached (this person can change as the character finds new people that he likes). The character should
then try to spend as much time as possible around them while trying to gain their approval. Rejection may lead to depression,
suicide, or hostile behavior, depending on the character and what the Chronicler feels is appropriate. Obviously, the more
extreme reactions may not be best for the chronicle and should be carefully weighed before being pursued.
Emotional Suppression: For whatever reason, be it trauma or an innate inability to connect, the character finds it incredibly
difficult to show his feelings. He definitely has those feelings and they may tie his stomach in knots at times, but his inability to
express them often leaves others feeling that he is detached and impersonal.
2-pt: This quality is the next step above Humorless and the step before Emotionless—as such, a character can only have
one of these qualities at any given time. The character should only express mild disinterest or frustration when attempting to
express any emotions, though the actions of the person may reflect their devotions and true feelings. To reflect the sense of
detachment most people get from the character, he gets a -1 penalty to social Tasks/Tests.
Emotionless: The person is incapable of feeling any normal human emotions. This may show up as some sort of sociopathic
narcissism, in which case shows of emotion may exist but there is nothing there beyond instinct, but it may also manifest as a
cold and calculating methodology. Regardless, this state of existence leads to a marked disconnect with others in society as well
as consistent carelessness regarding the feelings of others.
3-pt: This quality reflects an absence of emotion, and as such, a character cannot have any other Emotional Problems. He
cannot express any feelings except perhaps mild displeasure or frustration as he does not have any more feelings than that. To
reflect the clear detachment from most people, the character gets a -2 penalty to social Tasks/Tests. It should be noted that even
a psychotically detached madman can learn to feign emotions, making them especially dangerous—this adaptation should be
reflected in the character’s skills as they learn the techniques of interaction without actually learning the art. Such characters also
tend to be Talentless.
Fear of Commitment: Whenever a person with a fear of commitment finds himself getting too close to another, he develops
a persistent fear that drives him to act out or simply pull away. The rationale behind such a feeling may be about being hurt by
someone he starts to trust or that the person will reject him if they see the “real” him. The result is typically the same: the person
can start a relationship, but can never truly develop an intimate one with either normal friends or lovers.
1-pt: This is a role-playing drawback. The character should be comfortable initiating a relationship, but when he gets close
enough to start to actually trust someone, he begins to pull away. The act of pulling away stems from fear; it manifests as either
flight or taking actions that purposefully ruin the trust or offend the other person. When the expected reaction finally occurs, the
person may become depressed for a time.
Fear of Failure: A person with a fear of failure feels that he must succeed at absolutely everything. Should he fail, he feels
that he committed grievous harm to himself or others and falls into a deep state of depression and anxiety. Such a person may
try to avoid doing anything that he isn’t certain he can accomplish or he may take on anything and everything to conceal his fear
but ultimately face crippling depression as his failures pile on.
1-pt: This is a role-playing drawback. The character should reflect an adamant unwillingness to lose or fail, possibly even
willing to accept death over defeat. However, should the character fail, the Chronicler may rightfully demand a Difficult Willpower
Test or the character falls into a state of depression (see the drawback above) for some length of time, often until he makes
amends or is counseled.
Fear of Rejection: Such a person harbors a deep fear and resentment for being rejected, whether the rejection is real or
perceived. Such an individual may form a relationship or may reflect a fear of risking rejection; when shunned they become
resentful and angry. Some of these people even seek retribution.
1-pt: This is a role-playing drawback. The player should keep an eye out for behaviors that might be construed as some
form of rejection, even including simple disapproval, so that his character can behave accordingly. Consolation may help the
character ease his resentment and anger, but the worst cases have the hurt character resorting to hostile action against the
perpetrator. The Chronicler may ask for a Difficult Willpower Test to allow the character to realize that certain actions do not truly
amount to rejection and can thusly ease his negative reaction.
12
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Humorless: A person lacking a sense of humor typically will not laugh at jokes, doesn’t appreciate anything that might be
considered funny, and when they try to crack a joke of their own, it is typically very dry and poorly received. The person tends to
be dour and will react negatively when pressured with attempts at humor.
1-pt: This is a role-playing drawback. The character typically takes everything seriously, often to the point that sarcasm and
humor is lost on them. There is no real mechanical drawback here, though the Chronicler may opt to assess a penalty to certain
Perception-based social Tasks/Tests to reflect the character’s inability to grasp humor or to realize that something was meant to
be funny and not offensive.
Flashbacks
Variable Mental Drawback
Flashbacks are vivid hallucinations reliving a particularly traumatic period in a person’s life. They are triggered by often
unpredictable stimuli, though most commonly manifest during stressful moments. These hallucinations last only a few moments,
but during that time, the person is typically fairly useless as they are not usually aware of the real world while reliving their past
traumas.
The value of the drawback is based on the severity of the flashbacks and the frequency of the trigger and is worth from 1 to
3 points. The player and Chronicler should work together to determine what might trigger a flashback, whether it’s a certain sight,
scent, sound or more complex situation. When that trigger is met, the character must pass a Psychological Trauma Test with a
penalty equal to double the point value of the drawback. Failure results in the character being caught in a hallucination for as
long as the Trauma effect would otherwise last, though not longer than a minute.
Marked Man
4- or 3-pt Social Drawback
A price on one’s head is not an easy thing to live with. Such a person has a bounty out on him that is big enough that no
place is safe and even normal folk are tempted to try to bring him in. The bounty doesn’t even need to be legal; a gang hit is just
as bad if not worse than a legal bounty. Hopefully, the orders are that he needs to be brought in alive or the bounty hunters won’t
even give him the courtesy of a heads up before they kill him and drag his carcass back for the pay.
There is a bounty on the character’s head and someone is always on his tail. Most of the time, he won’t even know who that
someone is. For 4 points, the bounty specified “Dead or Alive,” and the character’s life is likely to be spent on the run. For 3
points, the bounty requires that he be brought in alive and intact, so bounty hunters will approach with nonlethal strategies. It
should be noted, though, that fighting back with lethal force is a great way to justify return fire. Also, such a person’s allies are
not exempt from the effects of this drawback, so some will pull away from him in an effort to cut their losses.
Minority
Variable Social Drawback
In society, certain people have reduced rights or lesser treatment from the dominant class. These people are called
minorities. In modern America, it is illegal to discriminate based on a great many minority states so being a minority may not be
as big of a burden as it may be in another place and time where such discrimination had the full backing of the law and people.
The value of the drawback is based on the treatment of others and is worth from 1 to 3 points.
Mild (1-pt): This is typically only a role-playing drawback. The character may receive some negative comments from bigots
and may even lose out on certain opportunities, but the law and most people do not pay it too much mind.
Severe (2-pt): The rights of the character are infringed upon by the status quo and law, though they are still considered
people. This would accurately represent the status of African Americans during the civil rights movement as well as minors in
general.
Lethal (3-pt): The law and status quo openly supports the notion that the character is not truly a person, that they are either
property or simply not worthy of attention. Unlike a very low Status drawback, having this level of Minority will allow the person to
be killed or otherwise injured while the perpetrator actually has the support of the law or the status quo. This would accurately
represent an excommunicated Catholic or a Wiccan during the Inquisition but is typically rare to nonexistent in any first world
countries.
Obligation (type)
Variable Social Drawback
When a person becomes part of an organization, there are typically rules to be observed and assignments to be completed.
Though certain organizations like, say, the Boy Scouts won’t send their members on deadly missions and leaving is as simple as
not showing up, others are not nearly so lenient. One does not join a violent gang with the expectation that they can leave at a
13
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
later date. The stringency of the obligations range from basic adherence to the precepts of the organization all the way to death
in service is practically guaranteed.
The value of the drawback is based on the danger of the assignments, the stringency of the rules, and the difficulty and
danger of leaving the organization. Organizations that have only the most meager of impacts are worth no points.
Serious (1-pt): Assignments typically involve some risk to the character’s livelihood but are not typically deadly affairs. The
demands put on him may require that he devote much of his life in service but don’t preclude any personal time. Life outside the
organization is commonplace and leaving may take some time and convincing but it can be done.
Binding (2-pt): The organization considers the character to be on-call at all times for assignments that could get him killed or
seriously injured. There is no real time for a life beyond servitude unless it is part of an existing assignment and leaving
voluntarily is not usually an option—requiring discharge or special circumstances.
Total (3-pt): The character has devoted his life to service in the organization and has no chance for a life outside of it.
Assignments are frequently dangerous to the extreme with punishments for failure being just as bad from the enemy as from the
organization. There is no leaving the organization, discharge involves death and fleeing will eventually involve death, too. At
best, the character can hope for an assignment behind the front lines, ideally doling out assignments to other people.
14
Unisystem vX, Chapter 02.57 – Roles, 20150204
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Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
the legs. Technical considerations for the character’s survival and quality of life should be taken into account, as a paraplegic or
multi-amputee will need some assistance in his life.
Quadriplegia: There are few things worse than taking a spinal injury or having a spinal deformity that prevents a person from
using their arms and legs. Mobility can only be accomplished using a technologically advanced wheelchair that responds to head
and mouth movements. Every facet of life requires assistance, from feeding to cleaning and deficient care leads to a rapid
decline in health. There are many ways to get to this stage, but spinal injury like that sustained by Superman actor Christopher
Reeves and paralyzing disorders like that affecting genius physicist Steven Hawking are the best known.
8-pt: There are no penalties to any Tasks/Tests associated with this drawback. Physical actions are outright impossible, no
exceptions. Even turning his head isn’t an option; half the time that might move the wheelchair, the other half the character won’t
be able to bring his head back up. Barring exceptionally advanced technology or powerful magicks, the character will need
constant care. Even a day or two of neglect could be fatal.
Blind: Blindness should be self explanatory, but for those of you unfamiliar with English, it means that the person’s eyes do
not work. Visual stimuli mean nothing to such a person. They lead surprisingly normal lives but visual media really isn’t an option,
and since humans are heavily dependent on their eyes, a blind person needs to adapt to his situation. Oftentimes, this will
involve assistance, but they can be impressively independent, keeping only a walking stick or a seeing-eye dog.
8-pt: Vision-based Tasks/Tests automatically fail. If some other sense can be substituted, the character’s successful
Perception and Notice Task allows him to attempt the actual Task/Test but with a -5 penalty. Clearly, flashbangs and sudden
lights out situations lack a certain measure of their psychological impact on a blind character.
Mute: A mute person cannot speak or otherwise communicate using their voice, if they even have one. There are no mute
singers. Such a person may have to rely on body or sign language to communicate with others. Muteness can be the result of
throat or mouth injury, but the most common source is simply deafness: the person could not learn speech because he has no
idea what it sounds like and has nothing to mimic, though he can still vocalize.
4- or 2-pt: The character cannot speak; communication must be done through some other means: the most commonly
available options are written or typed messages and body or sign language. The operational assumption is that the character
simply cannot vocalize, so even if the character knows the language and how to articulate, he cannot. For certain characters,
this is inappropriate and the character should be able to vocalize, but otherwise lacks the ability to articulate, in which case the
lower value of 2-pts represents this drawback.
15
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This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
When presented with an unsolved or unexplained situation, the player should conjure an appropriately absurd fantasy to
explain it away. The severity of the drawback informs how resistant he is to a real explanation and impacts any investigation he
might attempt to disprove his claims.
Cowardice: A coward finds it difficult to stand up to any sort of opposition, whether life threatening or merely social peer
pressure. They are typically very timid and easily intimidated or frightened. Some can bring themselves to take action in life and
death situations, but many would rather flee or simply freeze up.
The character should avoid any and all confrontations. Mild cowardice keeps the character from confrontation in most minor
situations, but if something serious comes up, he will step up. Severe cowardice means the character is willing to forego things
important to him to avoid confrontation. Crippling cowardice typically indicates a character that will do anything anyone says and
will give up any time he’s confronted. The penalty associated with this drawback applies to all fear-based Psychological Trauma
Tests.
Cruelty: Some people just delight in seeing and causing pain in others, whether that pain is psychological or physical. They
may even need to inflict pain, even doing so without actually thinking about it. Others revel in tormenting others; though many
recognize no-fly zones among friends and family, others are not nearly so scrupulous and will prey on anyone that crosses their
sights.
The character should be role-played as malicious. The severity of the drawback informs both his accepted targets ranging
from only his enemies to anyone that he perceives as vulnerable enough as well as the extent of his cruelty. A crueler character
will engage in torture where a less cruel character may only deride and demean a subject.
Delusions of Grandeur: Delusions of grandeur reflects an inaccurate belief that the person is more powerful, influential, or
otherwise superior to all others. For some, this can manifest as a certain degree of arrogance. Others are affected more
seriously and can come up with messianic delusions that can lead to all sorts of problems.
The character should play up an attitude of superiority to everyone around him, even when he really should show some
humility. These characters tend to be supremely arrogant, and the worst of them actually have a touch of charisma and get a
following.
Laziness: A lazy person finds it difficult to do anything in the long term and procrastinates when doing things in the short
term. This can prevent them from accomplishing any goals and costs them a great deal in social situations when their chronic
procrastination keeps them from doing what is expected of them. These people rarely even bother to actually advance very high
in their fields and only do things that are easy and quickly accomplished or otherwise require minimal effort, like playing
massively multiplayer online RPGs where they really only need to type a few keys and watch a screen listlessly in a dimly lit
room.
The character gets the Task/Test penalty associated with severity to long-term actions. He also needs a Task/Test to even
start a long-term action. Short term actions may not be penalized, but penalties based on difficulty or nonproficiency should be
increased by 50% per degree of severity. This version carries absolutely no penalty to XP expenditures, but it would be
inappropriate for a character to learn new skills or accept training in skills without actual life-and-death field experience or
extreme pressure from someone he cares about.
Obsession (type): There is some particular thing that dominates the person’s life—it can be a person (who typically would
not be happy about the obsession if she knows about it), a task, or an object. He devotes as much time and effort into the pursuit
of his obsession as he can, often at the expense of other personal and professional responsibilities. Examples of this include
those people that become fixated on celebrities and are branded stalkers, though certain people actually make their obsession
into their profession and reach some relatively happy medium.
The player and Chronicler should agree on an object of fascination for the character, be it a person, a material object, or
some particular task. This could be a celebrity, something valuable like the Holy Grail, or attaining immortality. Pursuit of money,
sex, power, or fame is covered by the Covetous drawback, so those particular goals should not be re-acquired through this
drawback. The character should spend most of his time taking some action that can justifiably move him closer to his goal.
Willpower Tests may come up when he has to choose between his obsession and something else.
Paranoid Delusions: A person with paranoid delusions sees malevolent conspiracies, secrets, and deceptions everywhere.
Everyone has a secret, “they” are out to get him, and he has to take great care to cover his tracks. In a setting where there really
are such conspiracies, this might be considered healthy, but a person with this condition has paranoia to a debilitating extreme
where suspicion is directed at people and things that are otherwise entirely trustworthy or otherwise understood.
This is a role-playing drawback. A paranoid character should demonstrate his caution constantly, even in situations where
it’s unwarranted. In fact, even when absolutely assured of his security, he should continue to be suspicious. If anything happens
that is unexplained, he will become suspicious. The severity of the drawback informs how close he can get to people, the
extreme is inappropriate to Main Cast Members because it inherently prevents any sort of trust or cooperation. Even if the
paranoia is justified by some evidence, the character’s suspicions should only worsen until they slip back into the realm of
absurd.
16
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Partiality (type): A person with a partiality automatically favors a specific group of people, seeing them in an unreasonably
positive light. He may be exceedingly trusting or protective of that group or might blind himself to any flaws of that group and
react with surprising hostility when his beliefs are challenged.
This is a mostly role-playing drawback. The player and Chronicler should agree on the category of people that the character
is partial towards; categories could be based on race, gender, age, creed, etc. The character should be especially positive,
friendly, and protective of his chosen group. The severity of the drawback informs the extent to which the character should
express this partiality ranging from a consistently positive reception to a blindly fanatical love of the group.
Phobic (type): A phobia is an irrational fear of something and can cover all sorts of subjects from spiders to open areas and
everything between and beyond. There’s even a phobia of fear, so nothing is exempt from being phobic towards. Nevertheless,
the fear is irrational and debilitating, resulting in reactions at even the thought of the subject.
The player and Chronicler should agree on the object of the character’s phobia. The value of the drawback should not only
be based on the severity of the character’s fear reaction, but the likelihood of his phobia coming up. For example, a fear of the
dark or spiders translates fairly well to the values already present. Fear of virgins or large words should carry a smaller value by
virtue of the rarity of the phobia coming up—though an argument could be made if the character happens to be a chemist that’s
afraid of large words.
Prejudice (type): A person with a prejudice automatically dislikes a specific group of people, seeing them in an unreasonably
negative light. He may think of them as less than human, untrustworthy, or otherwise inferior. Even the best of these people
encountering a counter example of their prejudice, using women as an example, are prone to saying things like, “Not bad, for a
girl,” even if that female saved his life.
This is a mostly role-playing drawback. The player and Chronicler should agree on the category of people that the character
is prejudiced against; categories could be based on race, gender, age, creed, etc. The character should be especially negative,
hostile, and derogatory towards his chosen group. The severity of the drawback informs the extent to which the character should
express this prejudice ranging from a consistently negative reception to a blindly fanatical hate of the group.
Recklessness: A reckless person is markedly lacking in any form of caution for the consequences and potential risks of any
action that he has an impulse to perform. It may start out as impulsive and impetuous conduct but can easily reach near suicidal
daring and bravado. Such people can perform feats of daring that would make others quail, whether they do it because they are
extremely brave or because they are incredibly stupid is anyone’s guess.
This is a mostly role-playing drawback. The player should restrict himself in some way that allows him to reflect a degree of
carelessness befitting the severity for his character. A good technique is to restrict the amount of time the player devotes to
thinking, a good baseline is 10, 5, and 2 seconds. The character should take risks that seem unnecessary and take action as
soon as possible with no consideration of consequences. His conduct should reflect that lack of concern in how he looks at
potential hardship. Despite the recklessness, this drawback is still no justification for suicidal actions; those aren’t good role-
playing, they are just stupid. The character should still want to succeed and would take the first option that seemed to have a
chance of success.
Weird Delusions (type): Various delusions can affect a person, but some are blatantly outlandish. Examples of this sort
include “Pigeons are actually aliens spying on humanity” or “I can speak to God on this two-way radio.” The actions of the
character with regard to the delusion vary, and using the pigeon example, the person may go out of his way to kill them or might
capture them and expose them to misinformation meant to keep the aliens from learning about humanity.
This is mostly a role-playing drawback. The player and Chronicler should agree on a delusion that can be role-played and
integrated into the story. The value of the drawback reflects the propriety and disruptiveness of the actions he takes based on
that delusion. A mild delusion might involve capturing pigeons and forcing them to watch episodes of Star Trek and Star Wars in
order to give the aliens the impression that humans are more powerful and advanced than they really are. The most severe
delusion might have the character bringing a shotgun to a park to shoot the pigeons and any of their allies. Clearly, the most
severe delusions aren’t necessarily appropriate for a Main Cast Member.
Zealotry: A zealot, put gently, is a person with a cause. They have a combination of an obsession combined with delusions
of grandeur with a touch of prejudice. Not so gently, a zealot is a dangerous fanatic absolutely convinced that his cause is above
all laws and mores and anyone that challenges him or it are to be dealt with mercilessly. Zealots are some of the most
dangerous people on the planet, as they are unfazed by fear and are willing to sacrifice anything and anyone for their cause.
The character is fanatically devoted to a cause. This is an important distinction, because a person devoted to another
person is actually obsessed though both drawbacks can operate hand-in-hand. These fanatics will forsake anyone—including
their own leaders, families, and allies—that operates in breach of their cause. The severity of the drawback reflects the lengths
to which they will go in pursuit of their cause. The mildest of them will try to recruit others, donate generous amounts of money
and time, or spy for the cause. The worst of them give up their lives and the lives of others. Radicalized people are also defined
by this drawback.
17
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Secret
Variable Social Drawback
At some point in the past, a person may do something that could cause him a great deal of harm if it became public
knowledge. Typically, at the time, the action is not really that big a deal; it could come back to haunt him later. Other times, it’s an
act that he has no business performing or being associated with and needs to keep it secret or his life and livelihood are forfeit.
Clearly, some secrets are more damaging than others. For example, if it is revealed that a police officer smoked some pot in high
school and is currently trying to reach a high position, it may cost him the promotion. If that same police officer was named
Matthews and has a video released of him arranging and explain his racist death squads among police and military personnel
with a cavalier attitude, losing his job and reputation would be the least of his concerns.
The player and Chronicler should agree on what the secret action was and the impact on the character if the secret became
public knowledge. It is important that the repercussions of the secret be sufficiently deleterious, or the value of this drawback
becomes miniscule. People that find out about this secret may become closer in confidence or they may try to blackmail the
character. The paranoia that comes with carrying such a burden should also be present in the role-playing of the character.
Once the secret gets out, there is likely still a stigma associated with the character. A sufficiently heinous secret cannot be
removed. The severity of the repercussions reflects the value of this drawback:
Mild (1-pt): The character’s livelihood and reputation will take a serious hit if the secret got out. Usually, this sort of secret is
something comparable to some drug use or an affair or maybe some lewd pictures taken when he was young. It’s bad enough
that people will strongly disapprove, but not so bad that he cannot recover from it.
Severe (2-pt): The repercussions of the secret getting out directly impact the character’s person; he can get arrested,
deported, or impeached. An action of this sort can include any felony or questionable activity and is ripe for blackmail. The
severity is such that he will permanently retain a stigma from his past and will never truly recover.
Ruinous (3-pt): The character’s life is in the hands of anyone that knows his secret; if it got out he’s as good as dead. There
are a great many acts that may be associated with this need for secrecy but no matter what they are, there is no such thing as
recovering from a secret such as this. Blackmail is a constant threat but a person with a secret of this caliber is just as likely able
to permanently dispatch anyone that tries.
Showoff
2-pt Mental Drawback
A showoff feels a compulsion to act out in a manner that gets him attention and accolades. Everything he does, he feels the
need to do with flair and style. He craves the admiration and respect of his peers and makes it a point to conceal or diminish his
failures. He won’t betray his principles in pursuit of this admiration, but that won’t stop him from taking actions that draw
unnecessary attention.
This is a role-playing drawback. The player should make sure to describe his actions with extra flair, and the Chronicler is
encouraged to tack on a few penalties to any Tasks/Tests while the character attempts to impress others. This drawback is
similar to Covetous (fame) but is more focused on just being showy and the character won’t betray his principles.
Stigma (type)
Variable Social Drawback
A stigma is a specific mark of disgrace or infamy on the character of a person. He may or may not deserve it, but he has it.
In many circles, it is viewed with disdain. Sometimes the stigma might even be beneficial. By and large, it is a hazard as it either
closes doors or leads to excessive recognition. Examples of a stigma include such labels as thief, untrustworthy, traitor, cheater,
scruffy looking nerf herder, etc.
The value of this drawback is based on the publicity of the character’s stigma and how society reacts to the character.
Similarly to Status, the character’s Stigma level may modify social Tasks/Tests: usually a penalty when trying to speak to people
and a bonus to other people’s attempts to recognize him.
Mild (1-pt): Not everyone recognizes the character and his stigma but many people do know about it and will whisper and
gossip about it. People of power and influence prefer to stay away from such a character for fear that associating with him will
reflect poorly. By and large this only results in some minor notoriety.
Severe (2-pt): Practically everyone knows about the stigma and this will negatively impact the character’s social dynamic.
Teasing, taunting, and other forms of disrespect are common and people generally do not want to be seen associating with him.
Depending on the exact nature of the stigma, the character might also have other issues crop up that only serve to make his day
worse than it already has been.
Crippling (3-pt): There is no escaping the stigma at this point. If the character still has close friends, even they believe it.
People react with hostility and refuse to work with or for the character. Some people will even go out of their way to hinder the
character or otherwise behave in a passive aggressive manner.
18
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Talentless
2-pt Mental Drawback
Some people are cursed with a marked lack of creative aptitude. Whether it is in art, social situations, or anything else, they
just can’t seem to create anything truly appreciable. This person may love art, but give him a paint brush and you’ll be lucky to
get “modern art.” Similarly, he is confounded by improvisation. However, just because he can’t do it, doesn’t mean he won’t
realize when someone else fails. Many expert critics are profoundly talentless.
The character gets a -3 penalty to all Tasks/Tests associated with art, creativity, spontaneity, and even social skills that rely
on such things. The character can get no more than one Success Level in any artistic endeavor, no matter how skilled he is or
what he rolls. These penalties, however, have absolutely no effect on his ability to judge the merits of other people’s work.
Training Qualities
The list of training qualities is not comprehensive. Training qualities can be purchased with any combination of Quality and
Skill points.
Armor Training
1-, 3-, 5-pt Physical Training Quality
Prerequisites: Resistance (Fatigue) 1.
With the appropriate training and conditioning, a person can be taught to wear his armor like a second skin. While it is still
technically restrictive, the muscle memory of the person is focused on the movements that are still readily available while
armored. Furthermore, the weight is still there, but the physical conditioning makes wearing the armor feel more comfortable thus
reducing the feeling of exertion. Altogether, an appropriately trained individual can operate in bulky armor or similar clothing with
a great deal more freedom and comfort than his less trained peers.
Each level of Armor Training reduces the effective encumbrance category of worn armor or bulky clothing. This reduction
corresponds with a reduction in the penalties associated with the encumbrance as well as the rate of Endurance loss from the
exertion. This quality only reduces the automatically assigned encumbrance of the armor; encumbrance assessed simply by
virtue of the EV of the character’s equipment, armor included, is not reduced.
Armor Training 1 (1-pt): Reduce the encumbrance stage of the character’s armor or clothing by 1 step.
Armor Training 2 (3-pt): Reduce the encumbrance stage of the character’s armor or clothing by 2 steps.
Armor Training 3 (5-pt): Reduce the encumbrance stage of the character’s armor or clothing by 3 steps.
Body Hardening
2-pt Physical Training Quality
After intensive training, a person’s nerves can become inured to pain and their bones and muscles toughened to withstand
trauma. These people develop a toughness that can allow them to take punishment that would crush a normal person and keep
going. This most often comes up in extremely active, full contact sports such as football as well as in martial artists and soldiers
who regularly endure extreme physical exertion and have the training to soak it all up.
The character gets an AV equal to his Strength and Constitution attributes. This armor value is only effective against blunt
or nonlethal trauma. [Snake suggestion: bonus to Pain modifier]
Expanded Training
1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
Having learned the basics of a martial art, a person can choose to study in the more expanded techniques associated with
the style. This is not creating a new martial art, but instead exploring the esoteric techniques that are taught to the students
driven to learn beyond the basic lessons and techniques.
Some martial arts have expanded repertoires that more thoroughly define them. This expanded set of moves is often
alternate weapons training or highly specialized techniques. Sometimes, these expanded moves are defined, and in that case,
this quality grants access to one category of such moves. If the expanded moves are not already defined, this quality grants
access to upwards of 5 new techniques that are justifiably associated with the existing martial art. These new techniques are
added to the character’s secondary techniques list.
19
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Extraneous Training
1-pt Mental Training Quality
A person can round out or expand his education within a specific field with supplemental knowledge. This opens up more
options to him than he would have even from mastery of the basic education.
Certain skills, namely First Aid and Swimming, have special applications that do not warrant a type but are also not
appropriate for inclusion in the general skill. If the Chronicler feels it appropriate, this quality can be purchased up to once per
rank in the skill for each extraneous application entry. If the Chronicler feels this adds a level of complexity that he doesn’t want
in his game, it is perfectly acceptable to assume a character with the relevant skill is also trained in the relevant fields, or he can
simply assign a small penalty to reflect the difficulty and allow ranks to represent advancement.
Example: A soldier learned First Aid while a civilian, so when he joined the military, he wanted to expand his knowledge
base. The military provided him additional training, specifically in Battlefield treatment, focusing on the treatments that need to be
taken in the field. Later when he qualifies for Special Forces he takes the time to learn Wilderness First Aid so that he can help
his fellow soldiers when they get injured behind enemy lines and are away from ready MedEvac.
Focused Training
1-pt Physical Training Quality
Prerequisites: Martial Arts 1 rank
The person has spent some extra time training and drilling a specific supplemental technique in order to raise his mastery of
it to the best of his ability.
Choose a secondary technique, that technique is now treated as a primary technique. Tasks that fall within the purview of
that technique are performed with full Martial Arts skill ranks. This quality cannot be taken more than twice per Martial Arts rank
per martial arts style.
Secret Training
3-pt Paranormal Training Quality
Prerequisites: Martial Arts 5 ranks, special
Some of the most unique masters learn to integrate techniques and powers that no others can match. These masters have
mastered their chosen style and supernatural techniques to the degree that they are fit to be combined into a cohesive whole.
When the master completes his secret training, he emerges a new and wholly dangerous opponent capable of combining
physical and metaphysical techniques into one fluid whole.
The character must possess 5 ranks in the relevant Martial Arts style, as well as 5 ranks in the paranormal skill associated
with activating the ability. Examples of appropriate paranormal abilities include, but are not strictly limited to, Invocation levels,
Tuning art levels, Force Skill levels, and Primal or Theophany levels. Miracles cannot be integrated into a martial art because
they are not acceptably used freely during training. The combat techniques of The Weirding Way are assumed to be integrated
into a martial art or at least readily used in conjunction with preexisting techniques.
The player then must then select up to 5 specific applications within the realm of the relevant paranormal ability. These
paranormal techniques should be of specificity comparable to existing martial arts techniques. These paranormal techniques are
added to the character’s secondary techniques list and can be used freely, so long as the Essence requirements for the use of
the techniques are met. These techniques should only be used at melee range, beyond that is strictly in the realm of the
paranormal ability.
Example: Master Karl wishes to integrate Telekinesis into his Karate training. He must have Telekinesis Art 5 and Martial
Arts (Karate) 5 to even have an understanding of how to integrate them. Once he qualifies, he goes off to train. He must then
pick up to 5 specific TK techniques with specificity appropriate to martial arts techniques. He opts for a Shove-type move that
20
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
uses TK to throw an opponent away from him; a lifting effect that effectively negates the opponent’s ability to use Dodge; a
focused telekinetic pin that forces his opponent to be pressed against the floor or a nearby wall; the ability to combine his
Telekinesis Strength with his own Strength; and finally the ability to use Telekinesis to improve his movement speed. These
paranormal techniques are added to his secondary techniques list and can be upgraded to primary techniques with the Focused
Training quality.
Situational Awareness
2-pt Mental Training Quality
Some people learn to pay careful attention to their surroundings. When they walk into a room, they look for exits and
potential threats with precision and clarity. It’s a talent that can be drilled into a person, or is developed naturally in the battlefield.
People with an effective situational awareness are cognizant of threats and potential situations as they enter their perception.
The character gets +2 to Perception-based Tasks/Tests associated with detecting threats or unusual situations in his
vicinity. This bonus even applies against Surveillance and Stealth Tasks used against him.
[Salvius suggested: Make this into a parallel of Prodigy, but for Per-based Notice, Surveillance, and similar Tasks/Tests.
Keep the +2, use the auto success but only for unopposed Tasks/Tests to indicate that the character notices anything that isn’t
actually hidden, and charge 3 points]
Special Training
2-pt Physical Training Quality
Prerequisites: Martial Arts 5 ranks, combat skill to be integrated at 5 ranks
Some people take the time to supplement their martial arts style with other skills and techniques that they’ve mastered. This
is often done with intent to bring new techniques to an old fight or simply integrate existing skills for use in a cohesive whole.
The character must have Martial Arts 5 and the relevant combat skill at 5 ranks. The player then creates up to 5 martial arts
techniques using that combat skill with specificity comparable to existing martial arts techniques. These new techniques are then
added to the character’s supplemental techniques list. These techniques should always be used at melee range, which becomes
relevant when characters try to integrate ranged weapon training into the martial art. On occasion, some of the techniques are
already defined; it is encouraged to use existing materials as much as possible.
Teaching the modified style to a student is done normally, but the student treats the techniques developed as Expanded
Training. It is not unheard of for a teacher to choose to refrain from sharing this knowledge so that he always retains an edge
over potential rivals.
Example: Bishop is already a master of Kenjutsu but he wants to integrate his gun-fighting training into it. He must have
Martial Arts (kenjutsu) 5 and the relevant Guns skill, in this case Small Arms, at 5 ranks. Once he achieves mastery of each
separate skill, he can integrate them. He chooses to integrate the already defined techniques Shoot and Basic Strike (clubs) [to
represent the pistol whip]. He also creates a new technique that is the gun equivalent of the Draw-Cut, allowing him to draw,
cock, and fire a holstered weapon with incredible speed and surprising accuracy. These techniques are added to his secondary
techniques list and can be added to his primary techniques list if he chooses to take Focused Training for any of them.
Enriched Soul
1-pt per level Paranormal Quality
Prerequisites: Gift.
With enough spiritual exercise or just natural aptitude, a person’s spiritual matrix can grow in capacity and intensity. Much
like a muscle, the spiritual matrix grows in density as it is used. People with a strong enough spiritual matrix can actually defy the
rules of aging and have a great deal more spiritual energy at their disposal than their weaker peers. In certain settings, the
strength of this spiritual matrix can actually have psychosomatic effects on those around them.
Each level of this quality increases the capacity of the character’s Essence Pool by five points. In the case of spirits, the
character actually increases the capacity of his Vital and Energy Essence Pools by 2 points each—spirits can only purchase this
quality at character creation, they have special rules regarding the growth of their Essence Pools through in-game activities.
Rules regarding exceptional Essence Pools are detailed in Chapter 7: Introduction to Powers.
21
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
Essence Channeling
Variable Paranormal Quality
Prerequisites: Gift.
People with a strong sixth sense can be trained to draw out their own spiritual energies for use in mystic arts and for self
defense against supernatural intrusion. That ability alone is incredibly useful, but the training carries a second benefit: once
exercised, a person’s spirit begins to bubble with energy, readily refilling that which is drawn out. This also leaves a trail of
spiritual energy wherever the person goes as spiritual energy exceeds the normal capacity of his spiritual matrix.
The cost structure of this quality is akin to special skills: it costs 2 points per level until level 5, then 5 points per level
thereafter. The character can channel up to his Essence Channeling level in Essence from his Essence Pool per Turn (3
seconds). He may participate in Group Magic if the game allows for it. He regains Essence at the improved rate of 1 Essence
per level of Essence Channeling per minute—normally it’s 1 per level of Willpower per hour. This quality is the primary source of
“spiritual exertion,” explained in Chapter 3: Rules.
[NOTE: This is now a Paranormal Skill, like Invocations, instead of a Paranormal Training Quality.]
Exalted
20-pt Paranormal Quality
Prerequisites: Gift.
Restrictions: Cannot have a Spirit Patron.
A rare few among the already rare Gifted people are a step above their peers. While those trained to channel essence have
access to great power, especially when compared to those without the training, those marked as Exalted can freely use their
spiritual energies without training or practice. They need only desire and the power comes willing to their call. Similarly to the
Channelers, the spirit of an Exalted bubbles with energy, leaving a distinctive trail that some powerful predators find nearly
irresistible.
An Exalted character does not need to channel to use his spiritual energy, he merely decides what to do and how much
Essence to use and it is deducted from his Essence Pool. The character can participate in Group Magic if the game allows for it.
He regains Essence at the improved rate of 1 Essence per Willpower level (and Essence Channeling level, if he has it) per
minute. This quality is one of the sources of “spiritual exertion,” explained in Chapter 3: Rules.
Gift
5-pt Paranormal Quality
The sixth sense is associated with a sensitivity to paranormal or psychic phenomena. A person with the Gift, called a Gifted,
can sense spiritual energy. The sensation is typically a cross between touch, hearing, and “gut” instinct. Depending on the
setting, being Gifted may be described as Psychic or Blessed or any other euphemism for being especially sensitive to the
relevant paranormal phenomena of the setting.
Being Gifted is a prerequisite for acquiring and using most paranormal abilities, with the unique exception of Invocations. A
gifted character can sense the presence of unusual quantities of Essence with a Perception-based Task/Test, the Chronicler can
apply Notice or make it a Difficult or Simple Perception Test, depending on the circumstances. Specific rules regarding the
difference between Gifted and “Mundanes” may vary between settings, so consult the Chronicler. The default rules are
presented in Chapter 7: Introduction to Powers.
Good/Bad Luck
Variable Paranormal Quality
Statistically speaking, there really should be no such thing as good or bad luck. Sometimes, though, some people just defy
the odds time and again. These people are the ones that win the scratchers left and right, catch a cab on their first try, or even
pass on the shrimp appetizer that will be making everyone else sick later that day. The saying goes, “Never trade luck for skill,”
and those stinking bastards with enough luck are proof as to its validity. Still others are not quite so fortunate, the ones that seem
22
Unisystem vX, Chapter 02.57 – Roles, 20150204
Go to http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1 to download a corebook containing the original Unisystem rules.
Contact the authors at: xycho.mantis@gmail.com and mardukthemaster@hotmail.com
This is a derivative work based on Unisystem, copyright CJ Carella
It is not meant to infringe on anyone’s exclusive rights
to be unlucky enough to balance out the statistics no matter what they do. They’re the ones that buy two suit jackets then burn a
hole in their pants.
The cost structure of Good/Bad Luck is similar to that of regular skills: 1 point per level until level 5, then 3 points per level
thereafter. Good Luck is an openly metagame mechanic that allows the player to alter the results of chance (the dice rolls) in his
favor—it is similar to accounting for player skill in other games, except skill doesn’t really apply to dice, so this quality acts as a
useful substitute. XP can be spent in a fashion identical to those listed below.
Bad Luck should be used as if it were Good Luck on behalf of the character’s opposition or simply to make the character’s
day suck a little more than it already does. It’s inappropriate to call down a Final Destination style death just because the
Chronicler had enough Bad Luck points to kill the character.
The character gains a Luck pool, this pool of points is used according to the options below. It refills at the start of every
session or story. The Chronicler can decide if it happens more or less frequently.
[list primary examples below]
Psychic Link
2- or 5-pt Paranormal Quality
Restrictions: Cannot have Psychic Void or Psychic Burnout.
Some people are linked to another person in a way that defies normal explanation. They can often feel what the other
person feels and have a general idea of where the person is, regardless of the distance between them. Usually, both people
share a psychic link, though it is possible for only one of them to feel it. It is also possible to have multiple links, but this is usually
only associated with family.
The character has a general idea of the emotional and physical state of the people he’s linked to. He also knows the
relative direction and distance—northwest and “far away,” for example—of the people he’s linked to. He can use paranormal
abilities on these linked people as if they were in contact with him. The 2-pt version of the quality allows the character to be
linked to one person. The 5-pt version allows him to be linked to one group of people—usually specific members of his family, try
to keep it down to no more than double the character’s Willpower, ideally no more than 5 or so.
Psychic Sink
10-pt Paranormal Quality
Prerequisites: Psychic Void.
A psychic sink, or psink, is the next higher stage of a psychic void. If the odds of being a psychic void are the same as being
Gifted, then the odds of becoming a psink are comparable to becoming Exalted. A psink is like a spiritual black hole. Spiritual
energies are drawn into the psink whenever he comes near, rapidly depleting any abnormally high levels of Essence in the area.
Even Gifted and Exalted characters shy away from psinks, as any use of paranormal abilities will trigger the vacuum effect of a
psink.
The psink field has a radius equal to the psink’s Willpower in yards. If the psink is aware of his nature, he can expand the
field’s radius by one yard per Success Level in a Difficult Willpower Test. The field stays expanded for as long as the psink
maintains exclusive concentration, but this actually counts as hard spiritual exertion.
Any paranormal event that somehow crosses into the psink field is immediately affected. This includes Invocations, Psychic
phenomena, and even the powers of paranormal beings. Divination powers in particular get a -10 to the Focus Task and
automatically fail if they get less than a 9 on the D10 roll.
starts in, ends in, or passes through the psink field is drained of a certain amount of energy. The associated Focus Task (or a
Simple Willpower Test if there is no Task/Test) must be attempted again, with a penalty equal to the psink’s Willpower. Failure
on this reroll terminates the effect; success costs the effect the equivalent of D4 x Psink’s Willpower, which may terminate it
anyway.
The creator of the supernatural effect that passes through the psink field is also directly affected. She loses
Furthermore, the creator feels some of the vacuum and of the effect is pulled by the field and also loses an additional amount of
Essence equal to the Psink’s Willpower.
This shit is complicated. It involves sucking out all sources of power, sucking out channeled essence, sucking out essence of
supernaturals, and sucking out essence from active paranormal effects. The character collects none of this essence for himself,
his essence pool does not increase, and, like a Void, he is not detected by any paranormal abilities. However, unlike a Void, he
actually can be picked up when his sucking effect occurs as it effects a change on the essence matrix of reality.
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Unisystem vX, Chapter 02.57 – Roles, 20150204
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Psychic Void
2-pt Paranormal Drawback
[insert quality description]
[insert quality rules: divination or detection powers against Voids get a -10 Focus Task and automatically fail on a die result less
than 9]
Old Soul
4-, 8-, or 12-pt Paranormal Quality
In a world where reincarnation is common, some people retain a level of awareness of their previous lives that can actually
allow them to benefit from some of the old memories of their previous incarnations. The personality of the person tends to be
intense as it is refined over the course of several lifetimes. While most Old Souls tend to be mature and precocious for their age,
there is no guarantee of wisdom—they are just as likely be exceptionally good as they are to be depraved.
In certain cases, the Old Soul is born fresh and innocent. If they are of strong will, they can withstand the influences of the
disparate memories and personalities in them. Dune provides an exceptional example in Alia of what might happen if the
presence of these previous lives actively corrupts the consciousness of the current life.
Recalling the skill memory of previous lives requires a successful Intelligence and Willpower Test. Each attempt costs the
character 1 Essence point, which is regained normally once the memory is relinquished. The skill memory lasts as long as it is
actively being used: if the character tapped into the skill memory for horse riding, he would retain it until he got off the horse.
The previous lives of an Old Soul should be defined by the player. If he is particularly uninspired, the Chronicler can do it. If
neither wants to define the previous lives, they can be left undefined, allowing the character to recall nearly any skill but the
benefits of the skill memory are reduced.
Old Soul 1 (4-pt): The character can recall 1 to 5 previous lives. He increases his Essence Pool by 6 points. Skill memories
are treated as if the character has one rank in the relevant skill. If the previous lives are undefined, this only removes
nonproficiency penalties and the according Success Level cap.
Old Soul 2 (8-pt): The character can recall 6 to 10 previous lives. He increases his Essence Pool by 12 points. Skill
memories grant the character 2 ranks in the relevant skill. If the previous lives are undefined, this only grants 1 rank in the
relevant skill.
Old Soul 3 (12-pt): The character can recall 11 to 15 previous lives. He increases his Essence Pool by 18 points. Skill
memories grant the character 3 ranks in the relevant skill. If the previous lives are undefined, this only grants 1 rank in the
relevant skill.
Skills
[insert description of defining character’s abilities using skills]
Ranks; Description
0: untrained
1~2: rookie, amateur
3~4: trained, competent
5~7: professional, expert
8+: master
Skills List
penalty. During ranged combat, characters with Acrobatics can dodge and take other actions in the same Turn if they choose to
accept a penalty to all their actions. Acrobatically based sports can also be duplicated with Acrobatics, like gymnastics and
freerunning, though Chroniclers should decide whether or not penalties should be applied. Difficulty usually relates to the
complexity or steep demands of the attempted maneuver.
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up when using computers or programs beyond the realm of a character’s expertise, such as a writer trying to figure out how to
use CAD or some photo-editing software. Basic troubleshooting for computers is a Perception and Computer Use Task.
27
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** Evading hazards is almost exclusively resolved with a Dexterity and Dodge Task opposed by the Strike Task or possibly
with a penalty associated with the size of the hazard. In melee combat, a Dodge Task assumes that the character avoided an
injurious blow or at least moved enough out of the way to prevent himself from being injured—he may continue with his actions.
In ranged combat or against explosives, a Dodge Task assumes the character has thrown himself prone or run for cover or
concealment, thereby rendering himself a significantly more difficult if not entirely invalid target—as explained in Chapter 3:
Rules, the character cannot take any other actions for the duration of the Turn (or Phase if the Chronicler is feeling generous). **
Move this section to the Rules chapter.
28
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[SIDEBAR]Gun Types
Archery: bows and arrows
Small Arms: hand held firearms, specialties include revolvers, semi-automatics, laser pistols, and small crossbows
Automatic Small Arms: pistol caliber automatic or burst fire weapons, usually submachine guns and machine pistols
Long Arms: large guns typically requiring two hands to operate properly, specialties include rifles, shotguns, large crossbows
Automatic Long Arms: long arms used in automatic or burst fire; includes assault rifles, light machine guns.
Heavy Weapons: powerful projectile weapons, often ordnance; includes rocket launchers, grenade launchers, and large sniper
rifles like the .50
Automatic Heavy Weapons: powerful automatic or burst fire projectile weapons: heavy machine guns, gatling or miniguns,
flamethrowers, and anti-air guns.
[Note: Automatic Small Arms and Automatic Long Arms should be Extraneous Training, not a separate skill altogether. Consider
revising.]
[/SIDEBAR]
[SIDEBAR]Weapon Types
Axes: hafted weapons with a heavy head, includes hammers, picks, kama, and sickles, substitutes at no penalty for clubs
Chains: weapons based on cords or chain, includes flails, kusari-gama and other related chain weapons, and even sarongs and
garrotes
Clubs: short weapons used to bludgeon people with, includes canes, substitutes at penalty for many other weapons, no
nonproficiency penalties
Fencing: light dueling weapons not typically used against armor, includes rapiers, epees, some sabres,
Knives: small stabbing or slashing weapons, knives are very broad and carry no nonproficiency penalties
Nets: cloth or chain “fabrics,” typically includes nets, sarongs, can substitute at no penalty for garrotes
Pole-arms: long, typically two handed, hafted weapons, includes spears, pole axes, naginata, scythes, etc.
Shields: arm mounted or held, typically defensive tools; includes bucklers, kite shields, scutum, riot shields, etc.
Staves: long two handed, usually blunt weapons: staff, bo, rifles in melee; substituted for spears at small penalty with no SL limit
Swords: various long-bladed weapons measure 16” or longer; machetes, longswords, greatswords, katana, scimitar, subs for
clubs at no penalty
[/SIDEBAR]
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turn to a criminal defense attorney for ethical advice, nor would one come to a history major with questions about modern
economics. The wealth of study options under the humanities is vast and can prove useful in understanding the world, though
they rarely come up in life and death situations.
Intelligence-based Tasks are used to remember aspects of the field of study. Perception-based Tasks are used to figure out
aspects of the field of study. For some games, the Chronicler may feel the value or impact of Humanities does not merit it to be a
Type Skill, so it may be purchased as a regular skill and types can be used as specialties.
Sample Types List: Archeology, Law, Mythology, and Theology.
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complexity or unfamiliarity. Typically, even attempting these tasks requires a set of tools—situations that don’t require tools
typically don’t require a Task unless it’s a stressful situation.
34
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With adequate training, he learns to notice not only what is present, but what is subtly absent so that he can finely understand a
situation that would elude any normal person. Such an individual notices even things that are seemingly unimportant, like a new
haircut, a change in posture, or a peculiar fold in the clothing of the person being observed. More importantly, he can also
recognize what they likely mean, whether it was a haircut to get attention or a hidden weapon carried by a nervous coworker.
Perception and Notice Tasks are the go-to for this skill. These Perception-based Tasks resolve everything from noticing a
person sneaking up on the character to realizing that an opponent has a dagger hidden up their sleeve. Typically, Notice Tasks
are opposed by the efforts of the character concealing something (like hidden weapons) or are penalized by the nature of the
discrepancy (like concealed armor tailored to be worn under normal clothes).
35
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For distance runners, a Constitution-based Task reduces Endurance Loss by 1 point per time interval. Furthermore, each
rank in the Distance Running type gives the character +1 to his Endurance secondary attribute.
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Dexterity-based Tasks opposed by Perception-based Tasks are used to perform the tricks. Intelligence-based Tasks are
used to plan the tricks. Perception-based Tasks can be used to judge a performance, but the deception can be detected with
even just a Perception and Notice Task.
38
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location has been secured, these Tasks can also allow for identification and recognition of important people and events as well
as identifying when the character might be under surveillance.
[SIDEBAR]Tactics Types
Aerial: Using aerial vehicles for combat
Armor Small Unit: Vehicles of platoon size or smaller
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Battlefield: Coordinating one or more units in pursuit of one or more objectives simultaneously
Counter-Terrorism: Knowledge of terrorist tactics and how to counter them
Guerilla: small units of irregular or Spec Ops soldiers
Infantry Small Unit: regular soldiers of platoon size or smaller
Naval: Using naval vehicles in combat
PsyOps: Psychological warfare
Siege: Attacking and defending fortified locations
Urban: conditions and variables of an urban battlefield
[/SIDEBAR]
[SIDEBAR]Throwing Types
Axes: Top heavy objects that usually require a good spin to be effective. Axes, maces, baseball bats, and more go here.
Knives: Small, sharp objects such as knives, shuriken, and darts.
Nets: Pretty self explanatory, people.
Miscellany: Small round objects that need to hit or go near a target. Rocks, grenades, water balloons.
Slings: A device based throwing tool, includes regular slings, slingshots, staff slings, and even bolas.
Spears: Anything thrown like a javelin, including the atlatl.
[/SIDEBAR]
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remove him from his trance state are resisted with a Willpower and Trance Task, though specific actions may take priority for
him depending on the character and circumstances.
While in a restful or meditative trance, the character recovers Essence at twice the hourly rate. If the character recovers at a
rate faster than hourly, then increase the rate by one point per time interval.
41
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many types of writing, each pertaining to a goal that the writer has in mind. A journalist should be writing in an informative and
engaging manner, though they have recently been focusing on the entertaining aspect of creative writing. While the skills of each
writing type may exist in others, one does not use advocacy techniques in a doctoral thesis and the jargon of a technical work
doesn’t lend itself well advertising to the masses.
Intelligence-based Tasks are used to create, plan, and execute a work. Perception-based Tasks come up when judging or
interpreting existing works.
Powers
[Edit required, currently brain dump.]
Powers fall into three general categories: skills, attributes, and qualities. They follow the same principles as the mundane
aspects of the same names, but represent metaphysical ability. All Invocations are skills, as are the Tuning Arts and racial skills
like Spiritus and Caliber. They are often used in a variety of ways. Attribute powers are unique in that they represent a maximal
capacity, like Telekinesis Strength and Way of Might. They are used to gauge the capacity of the relate power’s manifestation
and are always used with a skill. Quality powers are singular powers that provide access to a single power, like a specific
lightning bolt power or the ability to regenerate; they are often associated with racial powers and spirit patrons, not actual
metaphysical branches. These are usually tied to a skill but many can be activated with a thought (Simple or Difficult Willpower
under strenuous circumstances) or are even always active (like regeneration).
While they are structured similarly to Attributes, Qualities, and Skills, the Powers must be purchased with Powers points.
All Metaphysical Skills are treated as Special Skills: 2 points per level until level 5, then 5 points per level thereafter. These
can be purchased with Powers points.
All Metaphysical Attributes are purchased with Powers points at 3 points per level until level 5, then 6 points per level
thereafter. They can be purchased with Attribute points at 1 point per level until level 5, then 3 points per level thereafter.
Metaphysical Qualities are purchased at their listed price, which is tailored to the relative strength of the ability therein.
These can be purchased with any combination of Quality or Powers points.
Possessions
Possessions are purchased based on the moneys available through Resources (remember, Resources 0 does not mean
the character is flat broke). Use the market price of the item to gauge its cost. Use the raw materials cost if the character can
make the object himself, assuming he rolled a 5 on his Task.
Finishing Touches
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