Unisystem Conversion Thread

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    General Midnight Discussion - Unisystem Midnight - Work in Progress

    ColinChapman- Feb 11, 2006 - 03:52 PMPost subject: Unisystem Midnight - Work in Progress

    Hey,

    Firstly, quick intro.; I'm colin Chapman, a Primary School Teacher and published RPGFreelancer. Here are just some of my rpg credits:

    http://www.pen-paper.net/rpgdb.php?op=showcreator&creatorid=5249

    Just letting folks know I'm well on my way through a thorough and extensive conversion of theMidnight setting to Eden's Classic Unisystem. Please remember, this is a conversion, not aConversion document.

    Also note, I know I'm doing chargen in a slightly different manner than normal Unisystem, andthat's deliberate, as I'm going for a multistage template approach. Don't expect me to changethe way I do the project to satisfy your outlook; as someone who has written for a number ofEden Studios projects, I know how Unisystem works, thanks.

    The final .pdf document will contain full disclaimers, copyright info. for Eden and FFG, etc. andbe nicely formatted.

    Now, on to some snippets.

    cheers!Colin

    ColinChapman- Feb 11, 2006 - 03:53 PMPost subject: RE: Unisystem Midnight - Work in Progress

    Unisystem Midnight- A Conversion by Colin Chapman

    To use this conversion you will need a few things:* A Classic Unisystem ruleset with magic rules for Lesser Invocations, such as Armageddon, orthe freely downloadable Witchcraft. Alternatively All Flesh Must be Eaten/Terra Primate may beused if combined with the Dungeons & Zombies supplement. Support Eden Studios!* A copy of the Midnight Second Edition d20 campaign setting supplement. Support FantasyFlight Games!I recommend using the Combat Maneuvers from Cinematic Unisystem games (such as Angel,Army of Darkness, and Buffy the Vampire Slayer) in your Unisystem Midnight games as well,but this is by no means required. It just makes combat cooler. I also recommend the many andvaried Midnight supplements by FFG; they rock.

    Character GenerationCharacters are constructed with:

    * 20 Attribute Points* 40 Skill Points (7+ points of which are spent on initial Languages)* 20 Quality Points + The Gift + Essence Channeling 1* Up to 10 Drawback Points* A single, free, Heroic Path worth 10 pointsNote: The Gift and Essence Channeling 1 Qualities are granted for free because manyindividuals in the Midnight setting are supposed to be able to easily learn and use magic, andbecause so many Racial Templates and Heroic Paths feature magical Skills and Qualities.

    Step 1: Select a Racial Template1a) Select one of the Racial Templates.1b) Spend the noted additional Attribute points, adding them to the Template's Base AttributeScores. The Racial Maximum for all Attributes is 6, unless otherwise noted.1c) Record the template's Skills, Qualities, and Drawbacks. Remember to record The Gift andEssence Channeling 1 Qualities all characters get for free.1d) Note the remaining Skill and Quality/Drawback points available for use in other stages.

    Step 2: Select a Heroic Path2a) Select one of the Heroic Paths.

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    2b) Apply and record the Path's Attribute Modifiers, Skills, Qualities, and Drawbacks. Rememberthat this package is a free bonus; no Skill, Quality, or Drawback points need be added orsubtracted.Note: Attribute Modifiers gained from the Heroic Path can increase Attributes beyond the RacialMaximums.

    Step 3: Profession, Point Spend, and Purchase3a) Select one of the Professions.3b) Select any extra Drawbacks if desired (whether from those listed, or from othersappropriate to the character concept), up to the Racial Template's limit on more Drawback

    points.3c) Spend the character's remaining Skill, Quality, and Drawback points purchasing and/orimproving Skills and Qualities listed within the Profession, gained as part of the RacialTemplate, or otherwise appropriate to the character concept.3d) Record the Profession's Starting Wealth, and purchase equipment.

    Step 4: Calculate Secondary Attributes4a) Calculate the character's Life Points, Essence Points, Endurance Points, and Speed takinginto account modifying Qualities/Drawbacks.

    ColinChapman- Feb 11, 2006 - 03:54 PMPost subject: RE: Unisystem Midnight - Work in Progress

    RACIAL TEMPLATES

    Human - DornBase Attributes: Str 2, Dex 1, Con 1, Int 0, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Str 7, Int 5Skills: Area Knowledge (Northernlands) 1, Hand Weapon (Sword) 1 + Hand Weapon Specialty(Bastard Sword), Hand Weapon (Spear) 1 + Hand Weapon Specialty (Dornish Horse Spear),Language (Erenlander) 5, Language (Norther) 5, Survival (Northernlands) 1Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 ormore Dorns) - 1 pt., Hard to Kill 1, Resistance (Cold) 2Drawbacks: NoneRemaining Points: 24 Skill points, 16 Quality points, plus up to 10 Drawback points.

    Human - ErenlanderBase Attributes: Str 1, Dex 1, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute Points

    Racial Maximums: Any one Attribute 7, any one Attribute 5.Skills: Area Knowledge (choice of Northern Erenland, Central Erenland, or Southern Erenland)1, Craft (choice) 2, Hand Weapon (choice of Sword or Spear) 1, Language (choice) 5, Language(Erenlander) 5, Survival (as Area Knowledge) 1Qualities: NoneDrawbacks: NoneRemaining Points: 25 Skill points, 20 Quality points, plus up to 10 Drawback points.

    Human - Sarcosan (Plains)Base Attributes: Str 1, Dex 1, Con 1, Int 2, Will 0, Per 1; 14 additional Attribute PointsRacial Maximums: Int 7, Will 5.Skills: Area Knowledge (Southern Erenland) 1, Hand Weapon (Sword) 1 + Hand WeaponSpecialty (Cedeku), Hand Weapon (Spear) 1 + Hand Weapon Specialty (Sarcosan Lance),Language (Colonial) 5, Language (Erenlander) 5, Riding (Horse) 2 + Riding Specialty (Mounted

    Combat), Survival (Southern Erenland) 1Qualities: Charisma 1, Fast Reaction Time - 2 pts.Drawbacks: NoneRemaining Points: 21 Skill points, 17 Quality points, plus up to 10 Drawback points.

    Human - Sarcosan (Urban)Base Attributes: Str 1, Dex 1, Con 1, Int 2, Will 0, Per 1; 14 additional Attribute PointsRacial Maximums: Int 7, Will 5.Skills: Hand Weapon (Sword) 1 + Hand Weapon Specialty (Cedeku), Hand Weapon (Spear) 1,Language (Colonial) 5, Language (Erenlander) 5, Questioning 1, Riding (Horse) 1, Smooth Talk1, Streetwise 1Qualities: Charisma 1, Fast Reaction Time - 2 pt.Drawbacks: NoneRemaining Points: 23 Skill points, 17 Quality points, plus up to 10 Drawback points.

    Dwarf - ClanBase Attributes: Str 1, Dex 1, Con 2, Int 1, Will 1, Per 1; 13 additional Attribute PointsRacial Maximums: Con 7.Skills: Area Knowledge (Kaladrun Mountains - Subterranean) 2, Craft (Mason) 1, Hand Weapon(Axe) 1 + Hand Weapon Specialty (Dwarven Waraxe), Hand Weapon (Hammer) 1, Hand Weapon

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    (Urgrosh) 1, Language (Clan Dialect) 5, Language (Old Dwarven) 5, Survival (KaladrunMountains - Subterranean) 2Qualities: Darkvision - 3 pt., Foebane (Orcs) - 2 pt., Natural Armor 2, Resistance (Poison) 1,Resistance (Magic) 1, Stonecunning (+1 to Per rolls related to stonework) - 1 pt., Stability (+1on Dex or Str rolls to resist being knocked over) - 1 pt.Drawbacks: Charisma -1, Reduced Essence Pool 1, Slow -2 pt.Remaining Points: 21 Skill points, 9 Quality points, 4 Drawback bonus points, plus up to 6 moreDrawback points.

    Dwarf - Kurgan

    Base Attributes: Str 1, Dex 1, Con 2, Int 1, Will 1, Per 1; 13 additional Attribute pointsRacial Maximums: Con 7.Skills: Area Knowledge (Kaladrun Mountains - Surface) 2, Climbing 1, Craft (Mason) 1, HandWeapon (Axe) 1, Hand Weapon (Hammer) 1, Hand Weapon (Urgrosh) 1, Language (Clan Dialect)5, Language (Old Dwarven) 5, Survival (Kaladrun Mountains - Surface) 2, Thrown (Axe) 1Qualities: Darkvision - 3 pt., Foebane (Orcs) - 2 pt., Natural Armor 2, Resistance (Poison) 1,Resistance (Magic) 1, Two Weapon Style (Paired Urutuk Hatchets) - 2 pt.Drawbacks: Charisma -1, Reduced Essence Pool 1, Slow -2 pt.Remaining Points: 20 Skill points, 9 Quality points, 4 Drawback bonus points, plus up to 6 moreDrawback points.

    Elf - Caransil (Wood Elf)Base Attributes: Str 1, Dex 2, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Dex 7, Con 5Skills: Area Knowledge (Caraheen) 2, Climbing 1 + Climbing Specialty (Trees), Hand Weapon(Bow) 1, Hand Weapon (Sword) 1, Language (High Elven) 5, Language (choice) 5, LesserInvocation (choice) 1, Survival (Caraheen) 2Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., IncreasedEssence Pool 2, Nightvision - 2 pt., Resistance (Magical Influence) 2, Whisper Sense - 1 pt.Drawbacks: NoneRemaining Points: 20 Skill points, 4 Quality points, plus up to 10 Drawback points.

    Elf - Erunsil (Snow Elf)Base Attributes: Str 1, Dex 2, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Dex 7, Con 5Skills: Area Knowledge (Veradeen) 2, Climbing 1 + Climbing Specialty (Trees), Hand Weapon(Bow) 1 + Hand Weapon Specialty (Icewood Longbow), Hand Weapon (Knife) 1, Language (High

    Elven) 5, Language (Orcish) 1, Language (Patrol Sign) 1, Lesser Invocation (choice) 1, Survival(Veradeen) 2Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., Hard toKill 1, Increased Essence Pool 1, Nightvision - 2 pt., Resistance (Cold) 2, Resistance (MagicalInfluence) 2, Two Weapon Style (Paired Snow Elf Fighting Knives) - 2 pt., Whisper Sense - 1 pt.Drawbacks: NoneRemaining Points: 22 Skill points, 0 Quality points, plus up to 10 Drawback points.

    Elf - Danisil (Jungle Elf)Base Attributes: Str 1, Dex 2, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Dex 7, Con 5Skills: Area Knowledge (Aruun) 3, Climbing 1 + Climbing Specialty (Trees), Hand Weapon (Bow)1, Hand Weapon (Knife) 1, Herbalism 1, Language (choice) 5, Language (Jungle Mouth) 5,Lesser Invocation (choice) 1, Lesser Invocation (Communion) 1, Notice 1, Science (Animals) 1,

    Science (Plants) 1, Stealth 1 + Stealth Specialty (Jungle), Survival (Aruun) 3Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., IncreasedEssence Pool 1, Nightvision - 2 pt., Resistance (Magical Influence) 2, Resistance (OutsiderPowers) 1, Two Weapon Style (Paired Sepi) - 2 pt., Whisper Sense - 1 pt.Drawbacks: NoneRemaining Points: 10 Skill points, 2 Quality points, plus up to 10 Drawback points.

    Elf - Miransil (Sea Elf)Base Attributes: Str 1, Dex 2, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Dex 7, Con 5Skills: Area Knowledge (Miraleen) 2, Climbing 1 + Climbing Specialty (Trees), Craft (choice ofsea/boat-related) 1, Hand Weapon (Bow) 1, Hand Weapon (Spear) 1, Language (High Elven) 5,Language (Jungle Mouth) 5, Lesser Invocation (choice) 1, Piloting (Boat) 1, Survival (Miraleen)2, Swimming 4, Throwing (Net) 1Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., IncreasedEssence Pool 1, Mighty Lungs - 1 pt., Nightvision - 2 pt., Resistance (Magical Influence) 2,Whisper Sense - 1 pt.Drawbacks: NoneRemaining Points: 12 Skill points, 4 Quality points, plus up to 10 Drawback points.

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    GnomeBase Attributes: Str 0, Dex 1, Con 1, Int 1, Will 1, Per 1; 15 additional Attribute PointsRacial Maximums: Str 5Skills: Area Knowledge (Central Erenland) 2, Forgery 2, Hand Weapon (Crossbow) 1, Language(choice) 3, Language (choice) 2, Language (Trader's Tongue) 5, Piloting (Barge) 1, Questioning2, Smooth Talking 2, Survival (Central Erenland) 2, Swimming 1, plus choice of Dancing 1, PlayInstrument 1, Singing 1, or Storytelling 1Qualities: Charisma 2, Mighty Lungs - 1 pt., Nightvision - 2 pt., Resistance (Magic) 1Drawbacks: Slow -2 pt., Small -3 pt.

    Remaining Points: 16 Skill points, 14 Quality points, 5 Drawback bonus points, plus up to 5more Drawback points.

    Dunni - Agrarian (Halfling)Base Attributes: Str 0, Dex 2, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Str 5, Dex 7Skills: Acrobatics 1, Area Knowledge (Central Erenland) 1, Climbing 1, Craft (choice) 1, HandWeapon (Spear) 1, Herbalism 1, Language (Colonial) 5, Language (Halfling) 5, LesserInvocation (choice) 1, Stealth 1, Survival (Central Erenland) 1Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Good Luck 1, Nerves ofSteel - 3 pt., Nightvision - 2 pts., plus choice of Hard to Kill 1 or Increased Essence Pool 1Drawbacks: Slow -2 pt., Small -3 pt.Remaining Points: 19 Skill points, 9 Quality points, 5 Drawback bonus points, plus up to 5 moreDrawback points.

    Dunni - Nomadic (Halfling)Base Attributes: Str 0, Dex 2, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Str 5, Dex 7Skills: Acrobatics 1, Area Knowledge (Central Erenland) 1, Climbing 1, Hand Weapon (Spear) 1,Language (Colonial) 5, Language (Halfling) 5, Lesser Invocation (choice) 1, Riding (Wogren) 2,Stealth 1, Survival (Central Erenland) 1Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Good Luck 1, Nerves ofSteel - 3 pt., Nightvision - 2 pt.Drawbacks: Slow -2 pts., Small -3 pts.Special: Choice of Riding Specialty (Mounted Combat) or Increased Essence Pool 1Remaining Points: 19 Skill points (18 if selected Riding Specialty), 10 Quality points (9 ifselected Increased Essence Pool), 5 Drawback bonus points, plus up to 5 more Drawback points.

    Odrendor (Orc)Base Attributes: Str 3, Dex 1, Con 1, Int 0, Will 1, Per 1; 13 additional Attribute PointsRacial Maximums: Str 8, Int 5Skills: Area Knowledge (Northern Reaches) 1, Hand Weapon (Sword) 1 + Hand WeaponSpecialty (Vardatch), Intimidation 2, Language (Black Tongue) 1, Language (Old Dwarven) 1,Language (High Elven) 3, Language (Orcish) 5, Survival (Northern Reaches) 1Qualities: Darkvision - 3 pt., Fangs (Str x 1 Slash/Stab damage bite) - 1 pt., Foebane (Dwarf) -2 pt., Friend of Darkness (+1 to attack rolls in conditions of darkness) - 1 pt., Orc Blood Fury(+1 to attack rolls when fighting alongside a group of 10 or more orcs) - 1 pt., ReducedDamage (Cold - Half Damage) - 3 pt., Resistance (Magic) 1Drawbacks: Charisma -1, Cruel 1, Light Sensitivity -5 pt., Reduced Essence Pool 1Remaining Points: 24 Skill points, 8 Quality points, 8 Drawback bonus points, plus up to 2 moreDrawback points.

    Dwarrow - Dwarf RaisedBase Attributes: Str 1, Dex 1, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: All 6Skills: Area Knowledge (Kaladrun Mountains) 1, Climbing 1, Craft (Mason) 1, Hand Weapon(Axe) 1 + Hand Weapon Specialty (Dwarven Waraxe or Urutuk Hatchet), Language (ClanDialect) 2, Language (Old Dwarven) 1, Language (Trader's Tongue) 5, Survival (KaladrunMountains) 1, Throwing (Axe) 1Qualities: Charisma 1, Darkvision - 3 pt., Foebane (Orcs) - 2 pt., Natural Armor 1, Resistance(Magic) 1, Resistance (Poison) 1, Stonecunning (+1 to Per rolls related to stonework) - 1 pt.Drawbacks: Slow -2 pt., Small -3 pt.Remaining Points: 25 Skill points, 10 Quality points, 5 Drawback bonus points, plus up to 5more Drawback points.

    Dwarrow - Gnome RaisedBase Attributes: Str 1, Dex 1, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: All 6Skills: Area Knowledge (Central Erenland) 1, Forgery 1, Hand Weapon (Crossbow) 1, HandWeapon (Inutek) 1, Language (Clan Dialect) 2, Language (Old Dwarven) 1, Language (Trader's

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    Tongue) 5, Piloting (Barge) 1, Questioning 1, Smooth Talking 1, Survival (Central Erenland) 1,Swimming 1, plus choice of Dancing 1, Play Instrument 1, Singing 1, or Storytelling 1Qualities: Charisma 1, Darkvision - 3 pt., Mighty Lungs - 1 pt., Natural Armor 1, Resistance(Magic) 1, Resistance (Poison) 1Drawbacks: Slow -2 pt., Small -3 pt.Remaining Points: 22 Skill points, 12 Quality points, 5 Drawback bonus points, plus up to 5more Drawback points.

    DworgBase Attributes: Str 2, Dex 1, Con 2, Int 0, Will 1, Per 1; 13 additional Attribute Points

    Racial Maximums: Str 7, Con 7, Int 5Skills: Area Knowledge (Kaladrun Mountains) 1, Climbing 1, Hand Weapon (Axe) 1 + HandWeapon Specialty (choice of Dwarven Waraxe or Urutuk Hatchet), Language (Clan Dialect) 5,Language (Old Dwarven) 1, Language (Orcish) 1, Survival (Kaladrun Mountains) 1Qualities: Darkvision - 3 pt., Foebane (Orcs) - 2 pt., Resistance (Magic) 1, Stonecunning (+1 toPer rolls related to stonework) - 1 pt.Drawbacks: Charisma -1, Light Sensitivity -3 pt., Minority -2 pt., Reduced Essence Pool 1Remaining Points: 28 Skill points, 13 Quality points, 7 Drawback bonus points, plus up to 3more Drawback points.

    Luiniel - Danisil Raised (Elfling)Base Attributes: Str 0, Dex 3, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Str 5, Dex 8, Con 5Skills: Area Knowledge (Aruun) 1, Climbing 1, Hand Weapon (Atharak) 1, Hand Weapon (Knife)1, Herbalism 1, Language (Halfling) 1, Language (High Elven) 3, Language (Jungle Mouth) 5,Lesser Invocation (choice) 1, Stealth 1, Survival (Aruun) 1Qualities: Acute Senses (Hearing) - 2 pts., Acute Senses (Sight) - 2 pt., Nightvision - 2 pt.,Whisper Sense - 1 pt.Drawbacks: Small -3 pt.Remaining Points: 22 Skill points, 13 Quality points, 3 Drawback bonus points, plus up to 7more Drawback points.

    Luiniel - Halfling Raised (Elfling)Base Attributes: Str 0, Dex 3, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute PointsRacial Maximums: Str 5, Dex 8, Con 5Skills: Area Knowledge (Central Erenland) 1, Climbing 1, Hand Weapon (Atharak) 1, HandWeapon (Spear) 1, Herbalism 1, Language (Erenlander) 5, Language (Halfling) 5, Language

    (Jungle Mouth) 1, Lesser Invocation (choice) 1, Riding (Wogren) 1, Stealth 1, Survival (CentralErenland) 1Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Nightvision - 2 pt.,Whisper Sense - 1 pt.Drawbacks: Small -3 pt.Remaining Points: 19 Skill points, 13 Quality points, 3 Drawback bonus points, plus up to 7more Drawback points.

    ColinChapman- Feb 11, 2006 - 03:55 PMPost subject: RE: Unisystem Midnight - Work in Progress

    Heroic Paths

    Each Heroic Path provides the Player Character with a free 10-point bundle of Attribute, Skills,

    Qualities, and Drawbacks. A character may only ever possess a single Heroic Path.

    BeastQualities: Berserk - 3 pt., Claws (D6(3) x Str in Slash/Stab damage) - 3 pt., Nightvision - 2 pt.,Scent Tracking (Double Perception for purposes of tracking by scent like a predator and otherolfactory rolls) - 3 pt., Two Weapon Style (Paired Claws) - 2 pt.Drawbacks: Predator's Curse (The character unsettles most animals, who see them as apotential predator or rival. As a result, the character suffers a -3 penalty to all interactions withanimals) -3 pts.

    ChancebornQualities: Good Luck 10

    Charismatic

    Skills: Lesser Invocation (Affect the Psyche) 2, Smooth Talking 2Qualities: Charisma 4

    DragonbloodedSkills: Lesser Invocation (choice) 1Qualities: Essence Channeling 1 - 2 pt., Increased Essence Pool 3, Frightful Spellcasting (An

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    Qualities: Aura of Warmth (The character exudes an aura of warmth that provides allies within10 ft. the benefits of the Resistance (Cold) 1 Quality) - 2 pt., Battle Cry (The character canbellow a mighty battle cry that grants them a +1 bonus to attack and a level of Hard to Kill forthe duration of the combat) - 1 pt., Frost Weapon (The character can spend 2 Essence points tocoat their weapon in biting ice for a Turn, the weapon inflicting an extra D6(3) damage if itpenetrates the opponent's armor) - 2 pt., Reduced Damage (Cold - Half Damage) - 3 pt.

    PainlessQualities: Hard to Kill 2, Natural Armor (The character has D8(4) points of armor against bluntattacks only) - 2 pt., Resistance (Influence) 1, Resistance (Pain) 5

    PurebloodAttributes: Choice +1, Choice +1Skills: Choice 2, Choice 2, Choice 2Qualities: Charisma 2

    QuickenedAttributes: Dex +2Skills: Dodge 2Qualities: Burst of Speed (Gains 1 extra action in a Turn for a cost of 2 Endurance points) - 2pt., Fast Reaction Time - 2 pt., Swift - 2 pt.

    SeabornSkills: Swimming 2Qualities: Breathe Underwater (Can breathe underwater as easily as in air) - 2 pt., Resistance(Pressure) 2, Seakin (The character can speak to aquatic animals) - 2 pt., Swift Swimmer (Thecharacter can swim at the full, normal Speed) - 2 pt.

    SeerQualities: Futuresight (The character routinely receives cryptic visions of the future, especiallyevents surrounding them, and major events of great good or evil, determined by the GM) - 5pt., Psychometry (XXXXX) - 5 pt.

    SpeakerSkills: Lesser Invocation (Affect the Psyche) 1, Smooth Talking 4Qualities: Charisma 2, Gift of Tongues (The character has a basic level of comprehension of anylanguage heard, as if he had 1 free level of Skill in the language in question) - 2 pt.

    SpellsoulQualities: Essence Channeling 2, Increased Essence Pool 2, Metamagic Aura (The character canboost, diminish, or even partially control any spells or rituals cast within 30 ft. of them,regardless of the caster's wishes. They can spend their own Essence points, limited by time andchannelling, to fuel a spell, potentially increasing its area of effect, damage, duration, andeffect. They can spend their own Essence points to reduce or nullify a spell, each of their pointsneutralising two of those used to cast and fuel a spell. They can also spend 5 Essence points tosubvert a spell, redirecting its effect anywhere else within the spell's range, or makingthemselves the target of the spell) - 5 pt., Resistance (Magic) 2Drawbacks: Null (The character cannot learn or use spells or rituals such as Lesser or GreaterInvocations, Necromancy, etc.) -3 pt.

    Shadow Walker

    Qualities: Darkvision (120 ft.) - 3 pt., Shadow Veil (The character blends into shadows, gaininga +4 bonus to Stealth rolls in darkened conditions) - 4 pt., Shadow Jumping (By spending 5Essence points, the character can enter an appropriately sized shadow and exit another within30 ft.) - 3 pt.

    SteelbloodedSkills: Hand Weapon Specialty (choice), Hand Weapon Specialty (choice)Qualities: Piercing Blow (The character has a knack for pierce or finding the weak points inarmor, a strike ignoring up to 20 points of armor for a cost of 3 Essence) - 3 pt., Two WeaponStyle (choice) - 2 pt., Weapon Savant (The character has a knack for using any and allweapons, counting as having 1 level of Skill in all weapons) - 3 pt.

    SunderbornSkills: Lesser Invocation (Spirit Mastery) 1Qualities: Sense Supernatural (Outsiders) - 2 pt., Friend of the Sundered (The character gains a+4 bonus to all social rolls involving Outsiders) - 2 pt., See Invisible (The character can seeinvisible characters, spirits, and Outsiders clearly) - 4 pt.

    Tactician

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    Skills: Science (Tactics) 10

    WargQualities: Animal Companion - 3 pt., Nightvision - 2 pt., Scent Tracking (Double Perception forpurposes of tracking by scent like a predator and other olfactory rolls) - 3 pt., Shapechange(For a cost of 10 Essence, the character can assume the same form as their Animal Companion,using the animal's physical Attributes, attacks, and other abilities, but retaining their ownmental Attributes. Speech and spellcasting are not possible in this form) - 2 pt.

    ColinChapman- Feb 11, 2006 - 03:56 PM

    Post subject: RE: Unisystem Midnight - Work in Progress

    ProfessionsEach Profession is presented as a selection of common Skills, Qualities, and Drawbacks, thoseelements most often encountered in members of a given Profession. Some broad Professions arealso followed with sample Packages for specific roles, providing inspiration or goals to worktowards.

    BarbarianCommon Skills: Brawling, Climbing, Craft (Armorer, Blacksmith, Bowyer, Carpenter, Fletcher,Leatherworker, Weapon Smith), Dodge, Hand Weapon (Any), Intimidation, Language (Any),Notice, Riding (Horse), Running (Any), Shield (Any), Survival (Any), Swimming, Throwing(Any).Common Qualities: Berserk, Fast Reaction Time, Hard to Kill, Increased Endurance, Natural

    Armor (Blunt only), Resistance (Fatigue, Pain), Situational Awareness, Swift.Common Drawbacks: Adversary, Charisma, Cruel, Reckless.

    Channeler - CharismaticCommon Skills: Craft (Alchemy, Charm Maker, Magical Items), Hand Weapon (Bludgeon,Crossbow, Knife, Sling, Spear, Staff), Herbalism, Humanities (Theology - Spirits), Intimidation,Language (Any), Lesser Invocation (Affect the Psyche, Insight), Magic Bolt, Occult Knowledge(Special), Questioning, Riding (Horse), Rituals (Any), Seduction, Smooth Talking.Common Qualities: Attractiveness, Charisma, Contacts, Essence Channeling, Familiar, IncreasedEssence Pool.Common Drawbacks: Covetous (Ambitious, Conspicuous, Lecherous), Cowardly, Paranoid,Secret, Showoff.

    Channeler - HermeticCommon Skills: Craft (Alchemy, Charm Maker, Magical Items), Hand Weapon (Bludgeon,Crossbow, Knife, Sling, Spear, Staff), Herbalism, Humanities (Any), Language (Any), LesserInvocation (Consecration, Farsight, Lesser Illusion, Shielding, Soulfire, Symbols of Protection,Warding), Magic Bolt, Myth and Legend, Occult Knowledge (Special), Research/Investigation,Riding (Horse), Rituals (Any), Sciences (Any), Writing (Academic)Common Qualities: Essence Channeling, Familiar, Increased Essence Pool, PhotographicMemory.Common Drawbacks: Charisma, Cowardly, Obsession (Magical Research), Paranoid, Secret.

    Channeler - SpiritualCommon Skills: Craft (Alchemy, Charm Maker, Magical Items), Hand Weapon (Bludgeon,Crossbow, Knife, Sling, Spear, Staff), Herbalism, Humanities (Theology - Spirits), Language(Any), Lesser Invocation (Communion, Elemental Air, Elemental Earth, Elemental Fire,

    Elemental Water, Spirit Mastery, Symbols of Protection, Warding), Magic Bolt, Myth and Legend,Occult Knowledge (Special), Riding (Horse), Rituals (Any), Sciences (Animals, Plants), Survival(Any), Swimming.Common Qualities: Essence Channeling, Familiar, Increased Essence Pool, Naturefriend (Thecharacter is granted a measure of respect by animals and intelligent plants, gaining a +2 bonusto social interactions with them, and such creatures must make a Simple Willpower Test toattack the character) - 2 pt., Spiritfriend (The character is granted a measure of respect byspirits and Outsiders, gaining a +2 bonus to social interactions with them, and such creaturesmust make a Simple Willpower Test to attack the character) - 3 pt.Common Drawbacks: Cowardly, Paranoid, Secret.

    DefenderCommon Skills: Acrobatics (Special), Area Knowledge (Any), Climbing, Craft (Any), Dodge*,Escapism, Hand Weapon (Axe, Bludgeon, Flail, Knife, Sling, Staff, Whip), Language (Any),

    Martial Arts* (Special), Notice, Running (Dash), Smooth Talking, Stealth, Swimming, Throwing(Axe, Knife, Rock).Common Qualities: Contacts, Fast Reaction Time, Hard to Kill*, Nerves of Steel, SituationalAwareness, Swift, Two Weapon Style (Martial Arts or Any combination).Common Drawbacks: Adversary, Honorable, Paranoid, Secret.

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    FighterCommon Skills: Brawling, Climbing, Craft (Armorer, Bowyer, Fletcher, Weapon Smith), Dodge,Hand Weapon (Any), Intimidate, Language (Any), Riding (Horse), Sciences (Tactics), Shield*(Any), Stealth, Swimming, Throwing (Any).Common Qualities: Blind-Fighting, Charisma, Fast Reaction Time, Foebane (Any), Hard to Kill,Increased Endurance, Nerves of Steel, Resistance (Fatigue, Pain), Situational Awareness, TwoWeapon Style (Any).Common Drawbacks: Adversary, Cruel, Honorable.

    Rogue

    Common Skills: Acrobatics (Special), Acting, Area Knowledge (Any), Beautician, Brawling,Cheating, Climbing, Craft (Any), Dancing (Any), Disguise, Dodge, Escapism, Gambling,Haggling, Hand Weapon (Blowpipe, Bludgeon, Bow, Crossbow, Rapier, Knife, Sling, Sword,Whip), Intimidation, Language (Any), Lock Picking, Notice, Pick Pocket, Play Instrument,Questioning, Running (Dash), Sciences (Cryptography), Seduction, Singing, Sleight of Hand,Smooth Talking, Stealth, Streetwise, Surveillance, Swimming, Throwing (Knife), Traps.Common Qualities: Artistic Talent, Attractiveness, Charisma, Contacts, Fast Reaction Time,Good Luck, Multiple Identities, Situational Awareness.Common Drawbacks: Adversary, Clown, Covetous, Cowardly, Cruel, Paranoid, Showoff.

    WildlanderCommon Skills: Area Knowledge (Any), Brawling, Climbing, Craft (Blacksmith, Bowyer,Carpenter, Fletcher, Leatherworker), Dodge, Hand Weapon (Any), Herbalism, Language (Any),Notice, Riding (Horse), Running (Any), Sciences (Animals, Plants), Shield (Any), Stealth,Survival (Any), Swimming, Throwing (Any), Tracking, Traps.Common Qualities: Acute Senses, Animal Companion, Fast Reaction Time, Foebane (Any), Hardto Kill, Increased Endurance, Nerves of Steel, Resistance (Fatigue, Pain), Sense Supernatural(Servants of Izrador), Situational Awareness, Swift.Common Drawbacks: Adversary, Charisma, Paranoid.

    ColinChapman- Feb 11, 2006 - 04:13 PMPost subject: RE: Unisystem Midnight - Work in Progress

    Hey,

    I'm currently finishing off my last Heroic Path (Seer), and writing up the example Professionpackages (basically conversions of the various PrCs).

    After that, I'll convert the Equipment, write notes on how magic works (essentially normalEssence point-based magic ala Witchcraft, Armageddon, Dungeons & Zombies), with a fewtweaks to tie nexuses into it), and convert and streamline the rules on Charms and Herbalism.

    Lastly, I'll convert the covenant items and stat-up the various monsters and encountersincluded and mentioned in the book, and that will bring the primary document to a close.

    In the future, I plan on creating little conversion expansions for each of the main Midnightsupplements as well.

    cheers!Colin

    Nifelhein- Feb 11, 2006 - 06:12 PMPost subject: RE: Unisystem Midnight - Work in Progress

    Welcome to the boards Colin!

    I am not familiar with Unisystems, but some people who have posted here before are, and theyeven wanted this work you are doing to come out. It has been quite sometime though and theymay be harder to find now. When you have this all done, and it really seems you will not takeall that long, We can have it on the site and maybe they will see it. The previous discussiondirectly concerning this conversion is here, by the way.

    There were some other mentions of it too, by the way. Wandering1 mentioned it on page two ofthisthread too. I think this may seem mroe than one fan of the system using the setting. I amnever too amzed at how the setting gets conversions for so many systems.

    By the way, I deleted the double post, if you need any help let me know, you won't be able toedit posts after 20 minutes fo posting them, but I will do that for you, if needed.

    Cheers,

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    Nif.

    Dirigible- Feb 11, 2006 - 06:26 PMPost subject: RE: Unisystem Midnight - Work in Progress

    I want to see Buffy the Orc-Slayer!

    Welcome aboard, Col.

    ColinChapman- Feb 12, 2006 - 06:03 PM

    Post subject: RE: Unisystem Midnight - Work in Progress

    Hey Nif., thanks for the welcome, heads-up, and offer of hosting. I estimate that completing theinitial project will take no more than 3-4 weeks at the most.

    Oh, and Dirigible, stranger things have happened...

    cheers!Colin

    Nifelhein- Feb 12, 2006 - 06:11 PMPost subject: RE: Unisystem Midnight - Work in Progress

    No problem, we have two conversions around already, GURPS and Riddle of Steel, I just think

    the mroe the merrier. If I were not in so much work I would be willing to make another one to

    the Earthdawn ruleset, i love it. keep it coming!

    ToddAntill- Feb 13, 2006 - 01:13 AMPost subject: RE: Unisystem Midnight - Work in Progress

    Can you tell us a little about UniSystem and how their mechanics work? It sounds interesting.

    ColinChapman- Feb 13, 2006 - 01:40 PMPost subject: RE: Unisystem Midnight - Work in Progress

    Hey Todd,

    The Unisystem is Eden Studio's in-house system, used for all their games (All Flesh Must BeEaten - *The* rpg of survival horror; WitchCraft - Kind of like a more varied old World ofDarkness but without the angst; Armageddon - Apocalypse/End Times/War in Heave type rpg;Angel - the rpg based on the Whedon series; Buffy the Vampire Slayer - the rpg based on same;Terra Primate - rpg based on various settings that include intelligent apes, ala Planet of theApes; the about-to-be-released new edition of Conspiracy X - effectively an X-Files/Dark Skiesrpg; Army of Darkness - based on the movie featuring everyone's favourite chainsaw-wieldingDeadite-slayer, Ash).

    It is extremely popular for one very clear fact; the system is extremely simple. There are twoversions: Classic (which I'm using and describing here), and Cinematic (which is even faster,more stripped-down, and well, cinematic). Now to tell you more about it, comparing it with d20(with which you are obviously familiar):

    It's a Skill-based, point-based character generation game; no randomness in chargen, no levels,no classes. You come up with a definite character concept, and create the character based onthat.

    There are six Attributes: Str, Dex, Con, Int, Perception, WillThese are rated 1-6 for humans, with 2 being "Average".Skills are also rated 1+, with 3-4 indicating solid competence.

    To make any roll you roll D10 + Attribute + SkillYour total must beat the Difficulty of the task.

    The basic rule is that a Difficulty of 9 is the default, and you nearly always use that, though theGM may give you a bonus or penalty to your roll depending on whether the task is easier ormore difficult.

    .Successful results are compared to a single table (The Outcome table), which essentially justtells you how well you succeeded:

    9-10 Adequate11-12 Decent

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    13-14 Good15-16 Very Good17-20 Excellent21-23 Extraordinary24+ Mind-Boggling

    Essentially, this is just useful for describing the result, but the damage you do on an attack, forexample, may be increased by a particularly good Outcome.

    That's pretty much it for the entire core rule system. Everything is based around that.

    There is no Hit Point spiral or continual increase; Life Points are based on a combination ofStrength and Constitution, and so only increase if you increase those Attributes or spendcharacter points on a few levels of the Hard to Kill Quality. The Average Joe can just aboutsurvive a couple of broadsword strikes, but only if said strikes have low Outcomes. A decentbroadsword strike with a high success Outcome can put Joe Average down for the count.

    Magic is point-based in use, and far more flexible and freeform; magic is learned just like otherSkills (albeit twice as expensive to improve), in many ways it's just like in Midnight, but evensimpler and more fluid, and has the benefit of not being somewhat shoehorned into a level- andclass-based system.

    Characters have Qualities and Drawbacks; these are essentially Benefits (being Attractive,Charismatic, Lucky, etc.) and Hindrances (like being Ugly, Unlucky, etc.). You spend characterpoint to get the former, and get character points for the latter. Nearly all of them are prettyelementary in approach (offering a small bonus or penalty) and are many are scalable (so youmight take a few levels of Unattractive to be really ugly, and suffer a -3 penalty to any socialroles, for example).

    Combat isn't as abstracted as d20. You roll to hit a foe, they roll to try and parry or dodge;highest wins. You then roll damage, they subtract any armour (it reduces damage, and isn'tabstracted), and the remainder comes off their Life Points. Then it's their turn, so you can get areal cut-n-thrust, parry-riposte deal going.

    Character advancement is experience point based; you can use points to increase individualskills, save 'em up to gradually increase Attributes, etc. No saving and saving for each levelonly to have a single large bump increase of everything. Needless to say, the numbers involved

    are small. You get a handful of xp each session at most.

    And that's pretty much the Classic Unisystem. It's a simple, slick, intuitive little engine fornearly all folk who try it, and isn't anything like as crunch-heavy as other point-based gamessuch as GURPS or Hero. Whether that's a selling point, of course, is really down to individualtaste. I prefer liter games that play more quickly, require far less book-keeping and prep torun, and essentially "fade into the background" during play, but I'm the first to admit I'm justnot as gamist as many folk.

    The game includes options for reducing rolling (using fixed values for damage, etc.), usingcards instead of dice, and even playing diceless.

    Cinematic Unisystem (as in Angel, Buffy, and Army of Darkness) pars things down even more. Itgroups Skills together into really broad areas (Getting Medieval, for example, covers ALL

    melee/archaic weapon use), ditches rolls for damage (uses fixed values modified by Outcome),adds Drama Points that Players can use to dramatically enhance or edit the game, and has a bigol' list of cool combat manuevers to make things really kickin'. Cinematic Unisystem playsinsanely quickly; the GM doesn't even roll for opponents; they have fixed Combat, etc. valuesthat the Players must roll to beat. If the Player failsa roll to dodge (beating that fixed number),for instance, their opponent hit 'em. Dear god, but does that change alone speed play upmassively, and although it took a little getting used to, it was a real breath of fresh air, as itallowed me to really focus of the description, events of the adventure, NPCs, interactions, etc.

    If this sounds at all intriguing, remember that you can download the entire Classic Unisystemruleset for FREE in the form of Witchcraft, so even if the setting of that game doesn't grab you,you can still check out the rules for nada.

    You can get Witchcraft as a free .pdf here:http://www.edenstudios.net/witchcraft/WitchcraftCorebook.zip

    cheers!Colin

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    you attempt. If you've got Elemental Fire, for example, you could try and cause a brief spark,use it to form a flaming spear, warm someone, create flickering light, extinguish flame, etc.limited by your creativity in regards to appropriate use. The more powerful the effect you want,the more Essence Points you have to pump into it (and the more likely you are to royally buggerthings up unless you've got a decent level of Skill in the Invocation).

    That's pretty much the entire core concept behind magic in the Classic Unisystem.

    The only way to currently obtain Cinematic Unisystem is by purchasing Angel, Buffy, or Army ofDarkness in book or .pdf form, unfortunately. Of those, I'd recommend Angel because it has full

    Demon creation rules that effectively allow you to create many races, monster, or low-levelsuperhero type characters.

    Due later this year, Eden are to release "Beyond Human" which is a generic cinematicUnisystem game set-up to handle levels of power from Grim-n-Gritty to Godlike. A lot of folk,myself included, are eagerly awaiting that baby.

    cheers!Colin

    ColinChapman- Feb 13, 2006 - 02:27 PMPost subject: RE: Re: RE: Unisystem Midnight - Work in Progress

    I hope you enjoy the Unisystem in Witchcraft; it's not even remotely my favourite Unisys rpg,

    and it was the earliest iteration, but it should give you a very clear idea if you'd like the systemor not, and as it's free, you can't really go wrong.

    cheers!Colin

    ColinChapman- Feb 13, 2006 - 03:28 PMPost subject: RE: Re: RE: Unisystem Midnight - Work in Progress

    Hey,

    Another quick snippet now that I've finished all the chargen stuff (Racial Packages, HeroicPaths, Professions): The opening text of the Monster section, and the first conversion (usefulfor folks interested in Unisys as they can compare this stat block to a d20 one).

    Unisystem Midnight MonstersThe following statistic blocks present those monsters mentioned to exist in the Midnight setting.Modifying them is as easy as increasing or decreasing any given attribute/skill by 1 point (orpossibly more, such as halving it to represent a young adolescent, for instance). The formulasfor determining Life Points, Endurance Points, Speed, and Damage are included, along with theprecalculated Life Points, Endurance Points, and Speed for normal/unmodified creatures of thattype.

    The following Drawback is common among many non-humanoid creatures:

    Beast -17/-12/-7 pt.May be cunning but is otherwise unintelligent, cannot communicate beyond normal animal

    means, and may not use tools. Reduce to -12 if able to use crude tools. Reduce to -7 ifintelligent but unable to use tools or speak.

    WogrenStr: 5 Dex: 3Con: 4 Int: 1Per: 3 Will: 3Life Points: 46 ((Str + Con) x 4) +10)Endurance Points: 41 ((Con + Str + Will) x 3) +5)Speed: 24 ((Con + Dex) x 2) +10)Attack Types/Damage: Bite D6(3) x (Str +1) Slash/Stab, Claws D4(2) x Str Slash/StabSkills: Brawling 3, Dodge 1, Language (Halfling) 3, Notice 1, Stealth 1, Survival (Plains ofErenland) 3, Tracking 1Qualities: Acute Senses (Hearing), Blind-Fighting, Fast Reaction Time, Natural Armor D6 + 1(4),

    Scent Tracking (Double Perception for purposes of tracking by scent and other olfactory rolls),Spirit Sense (The wogren can detect the presence of spirits and other Outsiders within 100 ft.)Drawbacks: Beast -7Animal Companion Cost: 4 pt.

    The formulas look complicated, but remember that you don't need to use them for the average

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    creature at all; they're only there to help recalculate a modified creature. For example, if Itweaked the Wogren to make an adolescent (halving Attributes as desired, so Str 3, Con 2, Will2, etc.) I'd use the formulas to generate:Life Points: 30Endurance Points: 26Speed: 18

    it's that quick and easy; moments of work.

    The damage formulas look complicated, but again, they're not. Let me explain:

    D6(3) x (Str +1)

    This means you roll D6 and times the result by the creature's Str+1 to determine damage. So,our adult wogren does d6x6 damage with a successful bite. That (3) after the d6 is only used ifyou use the option of reducing dice rolling, and it acts as the fixed value. So, if you don't wantto roll for damage in the game, you simply use the 3 instead of the die roll, for 3x6 damage(i.e. a fixed 18 damage).

    That's as complex as the things ever really get in the game.

    cheers!Colin

    Nifelhein- Feb 13, 2006 - 04:10 PMPost subject: RE: Re: RE: Unisystem Midnight - Work in Progress

    Colin,

    Thanks very much for all the information, I will try to read the Witchcraft book, although I hatereading that much in the computer, it tires my eyes a lot, but I really like the idea of tacticalcombat instead of wargaming combat, D20 is too focused on using miniatures, even for mytastes, Unisystem seems like a very elegant system with pretty easy engine and simple concept,allowing for a wide range of uses.

    And now, we have a conversion too!

    As for the Wogren, really interesting, it seems making abilities for creatures based on concepts

    and story is a damn lot easier too, and if those formulas are complex, that is only because youhad no problem with D&D damage and the many sources one has to draw to increase that, takesa damn long time for a player to determine how much damage he actually dealt if he has notmade an effort in advance.

    Cheers,

    Raoni.

    ColinChapman- Feb 13, 2006 - 04:46 PMPost subject: RE: Re: RE: Unisystem Midnight - Work in Progress

    Hey,

    And now to test the chargen (albeit in a very lighthearted manner). I'm going to create Bufster:The Fell Slayer, a butt-kicking Dornish babe (just for you, Dirigible)

    Step 1: Racial PackageI spend the Attribute points, and record Skills/Qualities, and Remaining Points. I want her to befairly strong, but very dextrous and tough, not particularly bright, but determined andreasonably perceptive. I assign my 14 additional points appropriately.

    So far we have:

    Bufster the Fell-SlayerRace: Human - DornAttributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3Skills: Area Knowledge (Northernlands) 1, Hand Weapon (Sword) 1 + Hand Weapon Specialty(Bastard Sword), Hand Weapon (Spear) 1 + Hand Weapon Specialty (Dornish Horse Spear),Language (Erenlander) 5, Language (Norther) 5, Survival (Northernlands) 1Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 ormore Dorns) , Essence Channeling 1, The Gift, Hard to Kill 1, Resistance (Cold) 2Drawbacks: None

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    Remaining Points: 24 Skill points, 16 Quality points, plus up to 10 Drawback points.

    Now Step 2: Heroic PathObvious choice here is Fellhunter. I record all the appropriate info. so I now have:

    Bufster the Fell-SlayerRace: Human - DornHeroic Path: FellhunterAttributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3Skills: Area Knowledge (Northernlands) 1, Hand Weapon (Sword) 1 + Hand Weapon Specialty

    (Bastard Sword), Hand Weapon (Spear) 1 + Hand Weapon Specialty (Dornish Horse Spear),Language (Erenlander) 5, Language (Norther) 5, Survival (Northernlands) 1Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 ormore Dorns) , Essence Channeling 1, The Gift, Hard to Kill 1, Resistance (Cold) 2, Resistance(Undead Powers) 6, Sense Supernatural (Undead), Touch of the Living (Bufster's melee attackstear at the foul, negative energies that fuel the undead, increasing the damage multiplier ofsuch attacks by 1).Drawbacks: NoneRemaining Points: 24 Skill points, 16 Quality points, plus up to 10 Drawback points.

    And now Step 3, spending all those lovely points and taking appropriate Drawbacks!Drawbacks: Looking over the Drawback list (especially those Drawbacks common to Fighters), Iselect those (up to 10 pts. worth) that fit her concept. Well, Bufster has it pretty bad in thelove stakes (pun intended); she *always* seems to fall for the wrong guy (oftentimes someminion of The Shadow or other), and it all but inevitably ends unhappily. I figure she's a bitAccursed, and take that at 3 pts. (ensuring the GM will work that kind of folly into the game). Ialso give her a 3-pt. Adversary, a particularly powerful and vicious necromantic Legate she'sintent on taking down (and vice versa), known only as, "The Master", and 1 level in Honorable.So, that's 6 Drawback points, which I add onto my Remaining Quality points for a total of 22.

    Now Qualities! Looking at the Fighter Profession suggestions again, I take Blind-Fighting for 2pt., Charisma 1, Fast Reaction Time for 2 pt., Foebane (Fell) for 2 pt., Hard to Kill 3, IncreasedEndurance 2, Nerves of Steel for 3 pt., Resistance (Fatigue) 1, Resistance (Pain) 1, andSituational Awareness for 2 pt. for 19 points so far! 3 points left! As the Bufster is supposed tobe a beautiful blonde brawler, I take Attractiveness 3 as well. She's a head-turner this one!

    Skills next! 24 points to spend!

    Firstly, let's boost Bufster's Hand Weapon (Sword) to a respectable 4, boost her Hand Weapon(Spear) to 3, and give her Brawling 3, Dodge 4, Humanities (The Fell) 3, Notice 3, Riding(Horse) 2, Stealth 2, Throwing (Spear) 1. She likes to look good, so Beautician 1 isn'tinappropriate. There, all spent!

    Just need to quickly calculate her Life Points, Endurance Points, and Speed (adding smallbonuses from Hard to Kill 4 and Increased Endurance 2), so we get 50 LPs, 55 EndPs, andSpeed 18.

    So, our final Bufster looks like this:

    Bufster the Fell-SlayerRace: Human - DornHeroic Path: Fellhunter

    Attributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3Life Points: 50Endurance Points: 55Speed: 18

    Skills: Area Knowledge (Northernlands) 1, Beautician 1, Brawling 3, Dodge 4, Hand Weapon(Sword) 4 + Hand Weapon Specialty (Bastard Sword), Hand Weapon (Spear) 3 + Hand WeaponSpecialty (Dornish Horse Spear), Humanities (The Fell) 3, Language (Erenlander) 5, Language(Norther) 5, Notice 3, Riding (Horse) 2, Stealth 2, Survival (Northernlands) 1, Throwing (Spear)1.

    Qualities: Attractiveness 3, Blind-Fighting, Charisma 1, Dornish Blood Loyalty (+1 to attackrolls when fighting alongside a group of 5 or more Dorns) , Essence Channeling 1, Fast ReactionTime, Foebane (Fell), The Gift, Hard to Kill 4, Increased Endurance 2, Resistance (Cold) 2,Resistance (Fatigue) 1, Resistance (Pain) 1, Resistance (Undead Powers) 6, Sense Supernatural(Undead), Situational Awareness, Touch of the Living (Bufster's melee attacks tear at the foul,negative energies that fuel the undead, increasing the damage multiplier of such attacks by 1).

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    Drawbacks: Accursed (Bad Love, baby) 3, Adversary ("The Master") 3, Honorable 1

    Just need to equip her and she's ready to play!

    Most of the Qualities/Drawbacks are very elementary. They're either entirely roleplaying/plotbased and used at the Players/GM's whim to make the character's life interesting (such asAccursed, Adversary, Honorable, etc.), or are simple small modifiers (Fast Reaction Time givesa bonus to Initiative, all the Resistances/Charisma/Attractiveness, etc. give their numericalbonus to appropriate rolls). Very few Qualities have their own little mechanics.

    cheers!Colin

    ColinChapman- Feb 13, 2006 - 05:20 PMPost subject: Re: RE: Re: RE: Unisystem Midnight - Work in Progress

    Hey Raoni,

    Nifelhein wrote:

    Thanks very much for all the information, I will try to read the Witchcraft book, although Ihate reading that much in the computer, it tires my eyes a lot, but I really like the idea oftactical combat instead of wargaming combat, D20 is too focused on using miniatures, evenfor my tastes, Unisystem seems like a very elegant system with pretty easy engine and

    simple concept, allowing for a wide range of uses.

    And now, we have a conversion too!

    You're welcome. Personally, I also don't like reading .pdfs much, so I sympathise there.Classic Unisystem ala Witchcraft, isn't as tactical as Cinematic Unisystem, but actually rolling toattack, parry, and dodge is nice, and it's simple enough for a Player to declare a particularmanuever, and the GM to quickly assign an appropriate penalty to the roll to see if it works.

    It's also child's play to take the Combat Maneuvers of Cinematic Unisystem and use them inClassic Unisystem (which is what I'm doing).

    If you look here ( http://members.tripod.com/blewer-d/buffmain.htm ) and download the BuffyCombat Sheet near the top, you'll get a good overview. Precalculate each value (maybe 5 minswork), and you're away, feinting, headbutting, decapitating, and sweeping until your heart'scontent.

    Nifelhein wrote:

    As for the Wogren, really interesting, it seems making abilities for creatures based onconcepts and story is a damn lot easier too, and if those formulas are complex, that is onlybecause you had no problem with D&D damage and the many sources one has to draw toincrease that, takes a damn long time for a player to determine how much damage heactually dealt if he has not made an effort in advance.

    Having created d20 System critters for the likes of Privateer Press' award-winningMonsternomicon, I have to concur. I simply didn't like spending so much time adjusting andcalculating every interlocking feature necessary to create a monster or NPC. I'm happy, forexample, being able to adjust a given Unisystem critter in any way I want, in only a fewminutes (add or subtract a few Attribute/Skill points as wanted. add extra Qualities/Drawbacksin a few rare cases, recalculate Life Points, Endurance Points, and Speed, and it's done).

    The formulas for Life Points, etc. are the most math-complex part of Unisystem, and I like thatit doesn't get more complex than that, and you rarely need to use those formulas except duringcharacter generation, or when a character improves an applicable Attribute (which doesn'thappen often).

    cheers!Colin

    ColinChapman- Feb 13, 2006 - 05:51 PMPost subject: RE: Re: RE: Re: RE: Unisystem Midnight - Work in Progress

    Hey Raomi,

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    if you're curious how the fixed opponent value and the GM not rolling works in CinematicUnisystem here's an example:

    Taking our Wogren, we add 6 (the average roll on d10) to the creature's appropriate Attribute +Skill (or double Attribute) values to pre-calculate the creature's values. We get Combat (Dex 3+ Brawling 3 + 6) 12; Muscle (double Str 3, +6) 12; Brains (double Int 1, +6) 8; and because Ifeel it's different enough from the creature's Combat score to warrant it, Dodge (Dex 3 + Dodge1 +6) 10.So, on the stat block we'd add: Combat 12, Muscle 12, Brains 8, Dodge 10.

    If a PC attempts to attack the Wogren (vs. Dodge), they must get 10+ on their total.If the Wogren attacks the PC, the PC must roll 12+ to dodge or parry (vs. Combat) its attack.If the PC attempts to out-muscle the Wogren by wrestling it, holding it firmly, holding a dooragainst it as the wogren rams into it, etc. (vs. Muscle) they must get 12+.If they attempt to outwit it, trick it, etc. (vs. Brains) they must get 8+

    No GM rolls needed; everything comes down to how well (or poorly) the Player rolls, and howtough their opponent is.

    Cinematic uses the same approach for Damage, using the reduced rolling option, andprecalculating damage. Our Wogren bites for 18 damage if the PC fails to dodge or parry theirattack, for example.

    cheers!Colin

    Nifelhein- Feb 13, 2006 - 06:03 PMPost subject: RE: Re: RE: Re: RE: Unisystem Midnight - Work in Progress

    Hey Colin!

    it seems pretty neat, since the system seems to simple i can understand why they insteadpublish books with whole content instead of following GURPS way of basic and the others. Itseems they don't have a cinematic middle aged though, but it also does not seem much of aproblem, drop guns, place bows in what they can follow.

    I am not a lot into rolling myself, but i have a player who rolls like god, so i can see problems

    coming if I use this one. Since this may be the first chance I may get to use the system, howwell do you think it would work with an Oriental campaign without too much magical feel to it,one of my players is gonna DM it in the future and I doubt D20 could be a good way for what hewants.

    You tease me too much...

    ColinChapman- Feb 13, 2006 - 07:18 PMPost subject: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Work in Progres

    Hey,

    Nifelhein wrote:

    it seems pretty neat, since the system seems to simple i can understand why they insteadpublish books with whole content instead of following GURPS way of basic and the others. Itseems they don't have a cinematic middle aged though, but it also does not seem much of aproblem, drop guns, place bows in what they can follow.

    Yep, it's an easy system to be all-inclusive for, and in the case of the Cinematic versions, therules take up even less space. The rules in Angel RPG, for example, take up less than 100 pagesof large text (including images) to cover Character Generation, Skills, Attributes, Qualities,Drawbacks, Demon/Monster Creation, Cinematic Combat, Magic, Vehicle Chases, General Rules,and simple Organization rules. Given that a goodly chunk of that is actually comprised of manyclear and informative examples, series quotes, and a relatively informal writing style (so it'snot dry or boring to read), you can see how few pages the full rules could be boiled down to.That's why 250 pages gives you *everything* in Angel, really, including setting, cast

    characters, ready-made monsters, a ton of setting/background info., series summaries, pregenPCs, character sheet, and decent Index, as well as the rules.

    The first time I ran the Angel rpg I created a few cheat sheets, and only had to consult therulebook once, and that was also with complete Unisystem newbies (who picked it up and ranwith it in about 20 minutes flat using the full rules).

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    For Midnight, however, although the conversion is Classic Unisystem, I will be includingelements and sections to do with Cinematic, because I'll be using a hybrid of the two for it. I'llbe using the greater variety of narrower Skills, Lesser Invocation/Magic Rules, Necromancy,Miracles, and Endurance Points from Classic, and the Combat Maneuvers, fixed opponent values(no rolling for me), and fixed damage ratings from Cinematic.

    There isn't a Cinematic Medeival setting (yet), but folks have run such games easily using theBuffy/Angel/Army of Darkness rulesets. In Cinematic, the complete list of Skills is this:

    AcrobaticsArtCrimeComputersDoctorDrivingGetting MedievalGun FuInfluenceKnowledgeKung FuLanguagesMr Fix-ItNoticeOccultismScienceSportsWild Card - anything specific that doesn't fit elsewhere

    For a medieval setting, I'd just rename a few of them, and delete others:

    Computers - removeDoctor - > HerbalistDriving - > HorsemanshipGetting Medieval - > MeleeGun Fu - > ArcheryKnowledge - > Lore

    Kung Fu - > BrawlingMr Fix-It - > ArtisanScience - > AlchemySports - > removeWild Card - > Esoteric Study

    Because Cinematic Unisystem already includes rules for medieval weapons and armour, you'rethen pretty much set, and if you really wanted, you could pick up the "Dungeons & Zombies"supplement for All Flesh Must be Eaten, whch includes a few extra fantasy-appropriate rules andsettings for Classic unisystem.

    Nifelhein wrote:

    I am not a lot into rolling myself, but i have a player who rolls like god, so i can see

    problems coming if I use this one. Since this may be the first chance I may get to use thesystem, how well do you think it would work with an Oriental campaign without too muchmagical feel to it, one of my players is gonna DM it in the future and I doubt D20 could be agood way for what he wants.

    You tease me too much...

    I think it'd work very well. D&Z (mentioned above) even has an Oriental fantasy settingdescribed in it. Depending on the feel the GM wants, they simply need to be more or lessjudi cious in app lying appropria te modi fi er s to Pl ayer s' ro ll s.

    Classic Unisystem is pretty gritty and brutal, even for many experienced characters, andCinematic is the opposite, generally allowing PCs to cut through numbers of relatively weak,

    unimportant opponents, but making it much tougher to fight major opponents, especially giventhe use of Drama Points (which Classic Unisystem does not have).

    Consider the following extreme: the strongest, toughest human (Str 6, Con 6), with 5 levels ofHard to Kill (the maximum possible in most settings), only has 73 Life Points.Joe Average (Str 2) armed with a broadsword, does D8 x 2 slash/stab damage per hit.

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    Slash/stab damage is doubled after it penetrates armour!

    Assuming a maximum roll of damage (16), and no armour on our ultimately strong and tough,hard to kill guy, that hit inflicts 32 damage! The *toughest guy in the world* can only take afew such hits before being perilously close to death... Unless extremely skilled (well able tododge and parry), well-armoured, and lucky, he is not simply going to be able to wade throughvast swathes of opponents. In Classic Unisystem, you have to play smart to survive.

    cheers!Colin

    Nifelhein- Feb 13, 2006 - 07:45 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Work in Pro

    Only problem i can see with my gaming group is bringing and angel book to the table... theywill never stop picking on me. Perhaps if i show them the system in Witchcraft first they mightleave me alone. The few hits kill is not a concern to him, in act, he feels it is a lack in D&D,being trained in Kendo he feels it is way too epic for the kind of game he wants, although myMidnight game si going just fine with D20.

    I gotta say I love your example myself... this is making me want to read it as soon as possible.Does angel have a magic system in itself? Also, you spoke of many supplements with magic inthem, are they all the same magic system or do they vary a bit from one another? A sidequestion, how would characters vs enemies be if i make an extremely experienced opponent?

    Would just started characters stand a chance or would they face omething beyond their grasp?Point buy systems usually allow for a wider range of challenges than class systems, how doesunisystem relates to in this aspect?

    ToddAntill- Feb 13, 2006 - 11:36 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Work in Pro

    The system seems really neat from the examples you've presented thus far. I too don't liked20's many levels of complexity. I prefer a game that that takes a background to the story.

    How do you think various magic items, like Covenant Items would work under the system?

    ColinChapman- Feb 14, 2006 - 01:25 PMPost subject: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Work in

    Hey,

    Nifelhein wrote:

    Only problem i can see with my gaming group is bringing and angel book to the table...they will never stop picking on me. Perhaps if i show them the system in Witchcraft firstthey might leave me alone. The few hits kill is not a concern to him, in act, he feels it is alack in D&D, being trained in Kendo he feels it is way too epic for the kind of game hewants, although my Midnight game si going just fine with D20.

    Yeah, I can certainly see it not being easy to bring the likes of the Buffy or Angel rpgs to thetable if folks don't really like the works of Joss Whedon, though I know a number of folks onRPG.net who love the Angel system, but don't like the series. I'd recommend the Army ofDarkness rpg in that case, but can't really do so, because although I love that film, I don't likethe writing style in the game (unlike the relaxed, easy to read approach used in the Buffy andAngel rpgs), and it's not as "complete" as the Buffy and Angel rpgs, because it doesn't haverules for creating critters or for magic. The only advantage it does have is a decent set ofsimple Mass Combat rules, and frankly, that's something I tend to use as a plot device ratherthan rolling for.

    Having an ultimately all-inclusive and generic version of Cinematic Unisystem is something of aHoly Grail for many Unisystem fans, for obvious reasons. The release of "beyond Human" can'tcome fast enough.

    Nifelhein wrote:

    I gotta say I love your example myself... this is making me want to read it as soon aspossible. Does angel have a magic system in itself? Also, you spoke of many supplementswith magic in them, are they all the same magic system or do they vary a bit from oneanother? A side question, how would characters vs enemies be if i make an extremelyexperienced opponent? Would just started characters stand a chance or would they face

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    omething beyond their grasp? Point buy systems usually allow for a wider range ofchallenges than class systems, how does unisystem relates to in this aspect?

    Angel has a magic system, but it's just ritual-based and pretty spartan, so it's not the bestchoice for spell-slinging (because the characters in the series tend to use ritual spells). TheBuffy rpg has spell- and ritual-based magics (because it's created to model the likes of Willowand Tara), and has its own supplement o' spells (The Magic Box).

    If you're that eager that you can't wait for Beyond Human (which should be released later thisyear) I'd suggest picking up Angel, and simply slotting in the Magic rules/spells from the freedownload of Witchcraft. Because Classic and Cinematic Unisystem use the same core, combiningelements isn't all that difficult.

    Yep, like any point-based rpg, challenges can be very varied, and Unisystem doesn't remotelyassume that combat proficiency is more valuable than anything else, or that balance is onlybased on combat ability. It assumes that actual true balance and effectiveness of a PC/NPCcomes from the Player, the GM, and style of campaign or adventure being run. There's noassumption that Strength is more valuable than Charisma, for example.

    So, when you ask how new characters might fair against an experienced opponent, I ask, "What

    is the opponent experienced at? What are the new characters' strengths and weaknesses?"

    If you mean combat, new characters nearly always have a chance; remember the example ofhow few max. damage blows an extremely tough and strong character can take from an average

    guy with a sword above. Even extremely experienced individuals have to be canny to surviveif facing a group of reasonably competent opponents; bad luck, poor decisions, not playing toyour strengths, all can spell doom. Of course, it also depends what other powers, influence, andallies they have to bring to bear.

    Unless a character is seriously empowered (whether by magic, miracles, magic items, etc.) theyhave to be careful.

    I think that level of grit works well for Midnight, but that's just my opinion.

    cheers!

    Colin

    ColinChapman- Feb 14, 2006 - 01:32 PMPost subject: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Work in

    Hey Todd,

    ToddAntill wrote:

    The system seems really neat from the examples you've presented thus far. I too don't liked20's many levels of complexity. I prefer a game that that takes a background to the story.

    How do you think various magic items, like Covenant Items would work under the system?

    Well, I've decided to have each power of a Covenant item unlocked in turn, using scaling xpexpenditure. For example, unlocking the first power might cost a character 3xp, the next power4xp, the next 5xp, and so on. Given that xp is pretty sparse on the ground in Unisystem games,and that it can be used to increase Skills, increase Attributes, etc. as well, it makes it animportant decision, and one that becomes more costly as each power is unlocked. That aloneshould slow down the rate at which powers are unlocked, and help balance things out as well; ifyou're spending xp to unlock the potential of your covenant item, you're missing out using it toimprove skills, and vice versa.

    cheers!Colin

    ColinChapman- Feb 14, 2006 - 05:14 PM

    Post subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Wor

    Hey,

    Right, some more content. The full list of Unisystem Skills usable in the conversion (plus 3 newSkills):

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    Unisystem Midnight Skill List

    Acrobatics (Special)ActingArea Knowledge (Type) - NEWType Examples: By RegionBeauticianBrawlingBureaucracy

    CheatingClimbingCraft (Type)Type Examples: Alchemy, Armorer, Baker, Blacksmith, Boat Builder, Bowyer, Brewer, Butcher,Carpenter, Cartographer, Chandler, Charm Maker, Cobbler, Fletcher, Leatherworker, MagicalItems, Mason, Potter, Roper, Tailor, Weapon Smith, WeaverDancing (Type)Type Examples: By Race.DisguiseDodgeEngineer (Type)Type Examples: Architecture, Mining, Siege.EscapismFarming (Type) - NEWType Examples: Barley, Cattle, Chickens, Corn, Fishing, Sheep, WheatFine Arts (Type)Type Examples: Drawing, Embroidering, Painting, Sculpting.GamblingHagglingHand Weapon (Type)Type Examples: Axe, Blowpipe, Bludgeon, Bow, Crossbow, Flail, Rapier, Knife, Lance, Sling,Spear, Special Weapon, Staff, Sword, WhipHerbalism - NEWHumanities (Type)Type Examples: History, Law, Theology - Spirits, Theology - The Shadow.InstructionIntimidation

    Language (Type)Type Examples: Black Tongue 1*, Clan Dialects, Colonial, Courtier 3**, Erenlander, Danisil,Halfling, High Elven 3**, Norther, Old Dwarven, Orcish, (Snow Elf) Patrol Sign 1*, Sylvan,Trader's Tongue.Note: * Max Lang. Level, ** Min Lang. LevelLock Picking (Mechanical)Magic BoltMartial Arts (Special)MechanicMyth and Legend (Type)Type Examples: By Race or RegionNoticeOccult Knowledge (Special)Pick Pocket

    Piloting (Type)Type Examples: Barge, Sailboat, Warship.Play Instrument (Type)Type Examples: Drum, Flute, Horn, Lute.QuestioningResearch/InvestigationRiding (Type)Type Examples: Cart, Horse, Wogren, Worg.Rituals (Type)Running (Type)Type Examples: Dash, MarathonSciences (Type)Type Examples: Alchemy, Animals, Astronomy, Cryptography, Plants, Tactics.SeductionShield (Type)Type Examples: Target, Small, Medium, LargeSingingSleight of HandSmooth Talking

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    StealthStorytellingStreetwiseSurveillanceSurvival (Type)Type Examples: By Region (not Environment)SwimmingThrowing (Type)Type Examples: Axe, Knife, Net, Rock, SpearTracking

    Trance (Special)TrapsWeight LiftingWriting (Type)Type Examples: Academic, Creative, Persuasive

    New SkillsArea Knowledge (Type)This skill represents general knowledge of a given region, its geography, habitations, basiccustoms, and other elements of common knowledge.

    Farming (Type)Farming is the skill of raising crops or livestock, including tending them, rearing them, andotherwise caring for them and ensuring a decent harvest, herd, or flock. Each variety of crop orlivestock is a different Type of skill, as is fishing.

    HerbalismHerbalism is used to heal, create poisons, and craft other plant-based salves, oils, andunguents of varied use. It replaces First Aid, Medicine, and Unconventional Medicine. See theHerbalism rules below.

    cheers!Colin

    ColinChapman- Feb 14, 2006 - 05:16 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Wor

    Hey,

    And the Qualities and Drawbacks lists:

    Unisystem Midnight Qualities List

    Acute Senses - 2 pt.Age - 5 pt./lvlAmbidextrous - 1 pt. - NEWAnimal Companion - variable - NEWArtistic Talent - 3 pt.Attractiveness - 1-5 pt.Berserk - 3 pt. - NEWBlind-Fighting - 2 pt. - NEW

    Charisma 1-5 pt.Contacts - variableDarkvision - 3 pt. - NEWEssence Channeling - 2 pt./5 - 1 LVL FREEFamiliar - 2 pt. - NEWFast Reaction Time - 2 pt.Foebane (Type) - 2 pt. - NEWGift - FREEGood Luck - 1 pt./lvlHard to Kill - 1 pt./lvlIncreased Endurance - 1 pt./lvl - NEWIncreased Essence Pool - 1 pt./lvlInspiration - 5 pt.Large - 0 pt. - NEW

    Mighty Lungs - 1 pt. - NEWMultiple Identities - 2 pt./IdentityNatural Armor - 1 pt./lvl - NEWNerves of Steel - 3 pt.Nexus Sense - 3 pt. - NEWNightvision - 2 pt. - NEW

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    Photographic Memory - 2 pt.Resistance - 1 pt./lvlSense Supernatural (Type) - 2 pt. - NEWSituational Awareness - 2 pt.Status - 1 pt./lvlSwift - 2 pt. - NEWTwo Weapon Style - 2 pt. - NEWWhisper Sense - 1 pt. - NEW

    Unisystem Midnight Drawbacks List

    Accursed - variableAddiction - variableAdversary - variableAttractiveness - variableBad Luck - 1 pt./lvlCharisma - 1-5 pt.Clown - 1 pt.Covetous - 1-3 pt.Cowardly - 1-3 pt.Cruel - 1-3 pt.Delusions - variableEmotional Problems - variableHonorable - 1-3 pt.Impaired Sense - 2 pt.Lazy - 2 pt.Minority - 1-3 pt.Obsession - 2 pt.Paranoid - 2 pt.Physical Disability - variableReckless - 2 pt.Recurring Nightmares - 1 pt.Reduced Essence Pool - 1 pt./lvl - NEWSecret - variableShowoff - 2 pt.Slow - 2 pt. - NEW

    Small - 3 pt. - NEWStatus - 1 pt./lvlTalentless - 2 pt.Zealot - 3 pt.

    cheers!Colin

    ColinChapman- Feb 14, 2006 - 05:19 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Wor

    And, just for fun, the new Qualities/Drawbacks:

    Unisystem Midnight Qualities and Drawbacks

    Quality NotesHard to KillCharacters may take 7 levels of Hard to Kill, 10 if they have extra levels from Heroic Path.

    New QualitiesAnimal Companion - VariableThe character has a loyal and devoted animal companion, a beast that's as much friend as pet.The point cost can be found in appropriate entries in the Monsters section of this document.

    Berserk - 3 pt.By making a Simple Willpower Test the character can become berserk, gaining a +2 Strength,+2 Constitution, +2 Willpower, and three levels of Hard to Kill. The Berserk rage drains 1 extra

    Endurance Point per Turn (in addition to the loss normally suffered from frenzied activity), andmay contain until the berserker collapses, or until they snap out of it with a Difficult WillpowerTest. In this bestial fury, however, the character's Int is reduced to 1, they become incapable ofinteraction beyond savage combat and chasing down foes, and they may need to make a SimplePerception Test to differentiate friend from foe in some situations.

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    Blind-Fighting - 2 pt.Due to superior training, the character suffers no penalties for melee combat in dim light, andonly suffers a -3 penalty if blinded or in complete darkness.

    Darkvision - 3 pts.The character is able to see up to 60 feet in even total darkness, but such vision is black andwhite.

    Familiar - 2 pt.The character becomes mystically bonded with a small animal. XXXXX

    Foebane (Type) - 2 pts.The character is extremely experienced at dealing with, or trained extensively to fight, a certaintype of foe, be that orcs, dwarves, elves, the Fell, or anything else. This grants a +1 bonus todefense and attack rolls when facing that opponent.

    Increased Endurance - 1 pt/lvlThe character gains 10 extra Endurance points per level of this Quality.

    Large - 0 pt.The character is tall, powerful, and hulking, Giantblooded characters typically being half as tallagain as normal members of their race. Characters of this size calculate their Life Points with((Con + Str) x 5) +15, double their Carrying/Lifting capacity, and are capable of wielding Largeweapons one-handed, and Huge weapons two-handed. Their size and bulk do present problems,however, as Medium-sized attackers gain a +1 bonus to attack them, they suffer a -2 penalty toStealth rolls, and they require double the normal amount of provisions to survive. Additionally,armor, clothing and other worn items are double their normal weight and cost, and life can bedifficult living in a world too small for you. Most Large characters also take the Swift Quality torepresent their increased stride, unless notably slow or lumbering.

    Mighty Lungs - 1 pt.Due to training and experience the character may hold their breath for 3 minutes (5 withpreparation) plus D10(5) x Con seconds.

    Natural Armor - VariableThe character possesses a tough hide that acts like armor. The cost depends on the level ofprotection provided: D2 (1) - 1 pt., D4 (2) - 2 pts., D6 (3) - 3 pts., D8 (4) - 4 pts., D10 (5) - 5

    pts., D12 (6) - 6 pts. Armor that is only effective against a specific type of damage such asblunt, or slashing/stab, is only worth half the number of points.

    Nexus Sense - 3 pt.The character can sense Nexuses, an extremely rare trait value by Izrador and his enemies.When within 5 miles of a nexus, the character can make a Perception + Notice roll to detect itand discern its location. No more than a single party member should possess this Quality, toreflect its rarity.

    Nightvision - 2 pt.In conditions of dim light, such as starlight, moonlight, and torchlight, the character can see aswell as in broad daylight. Total darkness renders the character blind as any other, however.

    Sense Supernatural (Type) - 2 pt.

    By concentrating for 1 Turn, making a Simple Perception Test, and spending 1 Essence, thecharacter can determine the direction and relative power, but not details, of a broad type ofsupernatural entity within 50 ft., such as Undead, Outsiders, supernatural Evil, etc.

    Swift - 2 pt.The character uses (Con + Dex) x3 to calculate their Speed.

    Two Weapon Style - 2 pts.The character has trained to use a specific combination of two, one-handed melee weapons incombat. They get one extra Attack or Defense action per Turn when wielding that specificcombination of two weapons.

    Whisper Sense - 1 pt.The character is attuned to the call of the Whispering Wood, and can hear its voice with asuccessful Simple Willpower + Notice Test. Only rarely can a non-elf or -elfling acquire thisQuality.

    Drawback NotesAdversary

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    Characters cannot take The Shadow/Izrador as an Adversary; everyone is assumed to befighting The Shadow anyway.

    New DrawbacksReduced Essence Pool - 1 pt./lvlThe character suffers from a reduced pool of mystical energy. Reduce their Essence Point totalby 5 Essence per level

    Slow - 2 pts.The character uses Con + Dex only to calculate their Speed.

    Small - 3 pts.The character is small, short in height and low in mass. Characters of this size calculate theirLife Points with ((Con + Str) x 3) +5, are harder to hit, penalizing the attacks of Mediumopponents by -1, and find it much easier to hide or move quietly, gaining a +2 bonus to Stealthrolls. However, their small frames mean they have to halve their Carrying/Lifting capacities,and they are restricted to using Small Weapons one-handed, and Medium Weapons two-handed.They cannot use Large weapons. Armor, clothing and other worn items made to size are onlyhalf their normal weight, but their cost remains the same in most cases due to being lesscommon and more difficult to produce. Most Small characters also take the Slow Drawback torepresent their shortened legs.

    cheers!Colin

    Nifelhein- Feb 14, 2006 - 08:37 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight - Wor

    Colin,

    Well, i am not so desperate, i have yet to finish college befor gaming again, so only by Augustit will become a desire for me, and even then, i have to get around some money for it. You haveanswered two questions I ahd coming with the latest psots, but I wonder, the dffierencesbetween size in Unisystem exist or you are the one making them?

    As for Unisystems any forum or place I could expect news and information on Beyond Humansand all? I may become a convert, but so far, I am intrigued, a lot.

    ColinChapman- Feb 15, 2006 - 01:57 PMPost subject: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnight -

    Hey,

    Nifelhein wrote:

    Colin,

    Well, i am not so desperate, i have yet to finish college befor gaming again, so only byAugust it will become a desire for me, and even then, i have to get around some money forit. You have answered two questions I ahd coming with the latest psots, but I wonder, thedffierences between size in Unisystem exist or you are the one making them?

    As for Unisystems any forum or place I could expect news and information on BeyondHumans and all? I may become a convert, but so far, I am intrigued, a lot.

    Sounds like your timing will probably be ideal for the release of Beyond Human then. If youkeep an eye on the main Eden Studios website, you'll see any announcements. It's athttp://www.edenstudios.net

    Size is not really differentiated in Unisystem so far beyond the fact that larger creatures havegreater Strength, more Life Points, etc. already calculated. That said, a truly simple size chartand rule did appear as an Option in Terra Primate. It basically listed a number of sizes, andsaid:

    For each size smaller than their opponent, a character gains a +1 bonus to hit.For each size larger than their opponent, they suffer a -1 penalty to hit.

    That's it really.

    cheers!

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    Colin

    Nifelhein- Feb 15, 2006 - 02:38 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnig

    Thanks again Colin, it does sound I might make it to Beyond Human, but I will surely readWitchcraft before that, and i will probably be making all your explanations into a single whole topresent my players to see what tehy think of the general idea. As for size, mainly askedbecause giants and larger creatures are a lot more common in D&D than in the genres used inUnisystem, it seems.

    Another question that stroke me right now is how you will be handling dark mirrors and if tehrewill be any difference between legate and channeler's magic. I would think posting the mirror

    one here would draw Bleak's wrath though, so you can send it to me on a pm.

    ColinChapman- Feb 15, 2006 - 03:06 PMPost subject: RE: Re: RE: Re: RE: Re: RE: Re: RE: Re: RE: Unisystem Midnig

    Hey,

    I can't answer the Dark Mirror question yet because i haven't pondered it, but there will be aVERY distinct difference between the magics wielded by Legates, and normal Invocation magic.For Legates I will be using the Inspired and Miracles rules from Witchcraft, with a number ofnew dark miracles added. Each Domain will essentially be boiled down to a couple of coreMiracles, so apart from those of the Faithful Heroic Path, Legates will be the only individualsable to directly channel divine power. As you'll notice, divine magic (in the form of Miracles) ispretty potent, and far easier to use than invocation magic, so Legates will pack quite a puncheven if they lack the overall flexibility of normal spellcasters.

    cheers!Colin

    ColinChapman- Feb 21, 2006 - 02:19 PMPost subject:

    Nearly done on the short section explaining how the Unisystem Invocation rules, nexuses,charms, and herbalism works.

    cheers!Colin

    Nifelhein- Feb 21, 2006 - 05:53 PMPost subject:

    I can hardly wait... you really have gotten me into this.

    Tommy_Brownell- Feb 22, 2006 - 03:50 AMPost subject:

    I'm the same way...Unisystem is my favorite system (I was one of the contributing writers tothe Angel core book) and Midnight just blows me away setting wise, so I have basically told my

    players that if we DO play this weekend, that a Unisystem conversion is most likely in the workswhen Colin gets this finished up.

    Nifelhein- Feb 22, 2006 - 05:57 AMPost subject:

    I will only wait until this and beyond human get out before I make Colin decide what books Ishould get to make my Midnight Unisystem experience the best possible. I was also wondering,how does unisystem deal with fighting with two weapons?

    ColinChapman- Feb 22, 2006 - 12:41 PMPost subject: Unisystem Midnight Magic

    Hey all,

    Here's the stuff covering Invocation magic, Necromancy, Power Nexuses, Magical Item creation,and Spell Talismans. Charms and Herbalism either later tonight or tomorrow.

    Unisystem Midnight Magic

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    w.againsttheshadow.org :: View topic - Unisystem Midnight - Wor... http://www.pathsoflegend.org/index.php?name=PNphpBB2&file=prin...

    de 32 15/8/2006 20:02

    Channeled MagicChanneled magic in Unisystem Midnight uses most of the standard basic rules for Invocations asdescribed in Witchcraft, Armageddon, and the Dungeons & Zombies supplement for All FleshMust Be Eaten. Casting procedures, Rituals, Using Essence Defensively, Random EssenceEffects, and Group Magic all work normally. Channeled magic also uses Places of Power (calledPower Nexuses in the Midnight setting), but these are expanded below.Channeled magic does not use the Times of Power, Symbols of Power, Items of Power,Immortality, Crowd Effect, or Intent and Magic elements of Unisystem Invocation.Not all Unisystem Invocations are appropriate to the Midnight setting, as a few simply will notwork or go counter to the spirit of the setting:

    Appropriate InvocationsAffect the PsycheBlessingCleansingCommunionConsecrationElemental AirElemental EarthElemental FireElemental WaterFarsightGreater Illusion - See ArmageddonInsightLesser CurseLesser HealingLesser IllusionShieldingSoulfireSpirit MasterySymbols of ProtectionTap Emotions - See ArmageddonWardingWeather Lordship - See Armageddon

    Inappropriate InvocationsGateway

    Greater Healing - See ArmageddonSoul Projection

    NecromancyNecromancy is considered a form of channeled magic, albeit one intricately linked with TheShadow and shunned by nearly everyone save Legates and other devotees of Izrador amongwhom the use of necromancy is all too common.Necromancy operates exactly the same in Unisystem Midnight as it does in Witchcraft,Armageddon, and Dungeons & Zombies, but is not considered somet