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New Qualities and Drawbacks

Below are some Qualities and Drawbacks I've used in my homebrew system,
converted to Unisystem Lite—just some things you might use to add a little more
flavor to your characters.
Impatient (2 Point Drawback)
Spike: "I had a plan."
Angel: "You? A plan?"
Spike: "Yeah. Smart, carefully laid out. But I got bored. All that watching, waiting.
My legs started to cramp."
— Angel 1.3 "In The Dark"
You have a classic case of Attention Deficit Disorder. Anytime you are forced to
wait for something, you must make a Willpower (doubled) roll to avoid
abandoning the plan and pursue a swifter resolution. This makes undercover
operations and stakeouts problematic for you and your allies.
Daredevil (3 Point Quality)
Faith: "I don't know how many's down there, but I want to find out. I'll know when
I hit bottom. If you don't come after me, I might die."
—3.14 "Bad Girls"
This is similar to the Reckless Drawback, with an added benefit. Not only do you
have a tendency to take risks, you have a tendency to survive them as well.
Whenever you do something dangerously foolhardy, you get a free re-roll of any
one failed roll.
Popular (1 Point/Level Quality or Drawback)
If the Actors in your Series are in High School, this could be an important trait... it
measures how esteemed the character is by members of their high-school
community. Levels of this as a Quality or Drawback influence your attempts to
interact with kids you go to school with. In dealing with members of the opposite
sex, any levels you have in Attractiveness stack on top of these. Even a Popular
Quality can be a double-edged sword; if your Director is not so nice, then you may
end up being the target of students who feel they are getting the short end of the
popularity stick.
Car Guy (or Gal) (Variable Quality)
Xander: "It's my thing that makes me cool, you know, that makes me unique. I'm
'Car Guy'—guy with a car."
—3.13 The Zeppo
In a Series starring teenagers, having a car at your disposal may not be a given.
Varying levels of this Quality indicate the size and reliability of the vehicle. The
basic cost for a normally reliable, basic sedan that seats you and 3-5 passengers
(depending how cozy you want to get) is 2 points. You can bargain this down to
one point by either making the car smaller, limiting it to you and one passenger, or
by making it unreliable. If it is unreliable, you must roll 1d10 every time you try to
start it. If you roll a 1 or a 2, the car will not start(in stress situations, this can be
overcome by spending a Drama Point). If you want to spend 3 points on this
Quality, then your car can be either a top-of-the-line luxury model or a larger
vehicle such as a van that has more cargo capacity.
Expelled from the Council (3 Point Drawback)
Giles: "Since I was... relieved of my position by the Council, most of my sources
have dried up."
—3.13 The Zeppo
Obviously this one applies to Watchers, but your Director may allow a Slayer with
an NPC Watcher to take it as well. You have been sacked by the Council, which
means that you are cut off from any support services they might offer. It may also
mean that you are unemployed. Any rolls involving research suffer a penalty of 1
whole Success Level. You may want to try and keep a low profile, lest the Council
officially protest your continued involvement in the Slayer's activities.
Additionally, it may be just a matter of time before they send a new Watcher to
take your place.
Prestigious Mentor (1 Point Quality)
You grew up under the tutelage of a well-respected teacher. If you are a Slayer,
then your Watcher was known in those circles. A vampire character may have been
sired and taught by an especially notorious vampire. This can increase your chance
of getting help from people, or of intimidating people. This Quality adds +2 to
applicable Influence rolls.
Mansion (3 Point Quality)
You own a large house—25 rooms or so. It can be in as good shape or as much
disrepair as you like, but bear in mind that while a ghost house may not attract IRS
audits, it may attract police attention if a bunch of kids are always hanging around
there. It may also attract demons and vampires looking to build a nest. The house
comes with the surrounding estate, and can have a perimeter fence and security
system at your discretion. This is an excellent choice for characters who have
Resources of +3 or better.
Orphan (2 Point Drawback)
This Drawback can only be taken by those who also have the Teenager drawback.
You have no family and no record of who they might be. If you are lucky, you are
emancipated and living on your own, but more likely you are in foster care. You
almost certainly have emotional scars from spending your life bouncing from one
foster home to another.
Demonic Favor (2 Point Quality)
Demon: "This restores the balance between us, Rupert Giles. My debt to you is
now repaid in full. Do not call upon me again."
Giles: "I shan't. Peace with you."
Demon: "And with you."
(The demon disappears.)
Willow: "His debt to you is repaid? What did you do?"
Giles: "I introduced him to his wife."
—3.17 "Enemies"
A powerful demon or other supernatural entity owes you a favor. This can be called
upon at any time, but remember you may only cash it in once. If you use it for
something trivial, then it may not be available when you really need it. The entity
in question should be powerful enough to provide a significant amount of help.
Dark Pact (3 Point Drawback)
This is the inverse of Demonic Favor. You made a deal with a dark force which
resulted in your most powerful talent or your highest attribute. Buying this
Drawback could help convince your Director to allow you to advance a skill
beyond human maximum. You owe this dark force something that they will collect
at their leisure, and will likely visit you from time to time to remind you of the
power they hold over you. This force will never help you, but it may very well
hinder you out of spite. You also have the equivalent of a one-point Secret
Drawback, although you do not receive any Character Points for it.
Haunted (2 Point Quality or Drawback)
Cordelia: "I have a roommate. It's cool, though, I never see him."
—Angel 1.5 "Rm W/ A Vu"
You have a ghost that is attached to you or your living place (or both). This can go
either way; if taken as a Quality, then the ghost is benevolent and even protective
of you. As a Drawback, this ghost is hostile towards you and will try to make your
life difficult. Either way, the ghost has the ability to fling small objects around
(dangerous if those small objects are knives), trip people up, make noises, and
affect environmental changes.
Public Residence (3 Point Drawback)
This Drawback is not supernatural in origin, but it does have a supernatural
repercussion. You do not live in a private residence, but in public place such as a
boarding house, youth hostel, or motel. This means that a vampire can enter your
dwelling without being invited. Faith had this Drawback for most of Season Three.
Vampire Companion (2 Point Quality or Drawback)
There is a vampire with whom you have established a cease-fire of sorts. The
reasons could be varied; the vampire may be cursed with a human soul, or may be
magically or scientifically prevented from harming people. Or, they could just be
aware that you could kick their ass easily and trade non-violence for their own
continued existence. In any event, it's a risky relationship; peers on either side
would certainly not approve, and the undead are not exactly known for being
trustworthy. As long as the relationship stands, the vampire can be approached for
information, assistance, and sometimes muscle. If taken as a Quality, then the
relationship is out in the open and you have nothing to fear from it. The Drawback
version indicates that the reason for the cease-fire is somewhat shady, and acts as
the equivalent of a 1-Point Secret Drawback.

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