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General Midnight Discussion - Unisystem Midnight - Work in Progress
ColinChapman - Feb 11, 2006 - 03:52 PM
Post subject: Unisystem Midnight - Work in Progress
Hey,
Firstly, quick intro.; I'm colin Chapman, a Primary School Teacher and published RPG
Freelancer. 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 the
Midnight setting to Eden's Classic Unisystem. Please remember, this is a conversion, not a
Conversion document.
Also note, I know I'm doing chargen in a slightly different manner than normal Unisystem, and
that's deliberate, as I'm going for a multistage template approach. Don't expect me to change
the way I do the project to satisfy your outlook; as someone who has written for a number of
Eden Studios projects, I know how Unisystem works, thanks.
The final .pdf document will contain full disclaimers, copyright info. for Eden and FFG, etc. and
be nicely formatted.
Now, on to some snippets.
cheers!
Colin
ColinChapman - Feb 11, 2006 - 03:53 PM
Post 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, or
the freely downloadable Witchcraft. Alternatively All Flesh Must be Eaten/Terra Primate may be
used if combined with the Dungeons & Zombies supplement. Support Eden Studios!
* A copy of the Midnight Second Edition d20 campaign setting supplement. Support Fantasy
Flight 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 and
varied Midnight supplements by FFG; they rock.
Character Generation
Characters 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 points
Note: The Gift and Essence Channeling 1 Qualities are granted for free because many
individuals in the Midnight setting are supposed to be able to easily learn and use magic, and
because so many Racial Templates and Heroic Paths feature magical Skills and Qualities.
Step 1: Select a Racial Template
1a) Select one of the Racial Templates.
1b) Spend the noted additional Attribute points, adding them to the Template's Base Attribute
Scores. 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 and
Essence 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 Path
2a) Select one of the Heroic Paths.

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2b) Apply and record the Path's Attribute Modifiers, Skills, Qualities, and Drawbacks. Remember
that this package is a free bonus; no Skill, Quality, or Drawback points need be added or
subtracted.
Note: Attribute Modifiers gained from the Heroic Path can increase Attributes beyond the Racial
Maximums.
Step 3: Profession, Point Spend, and Purchase
3a) Select one of the Professions.
3b) Select any extra Drawbacks if desired (whether from those listed, or from others
appropriate 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/or
improving Skills and Qualities listed within the Profession, gained as part of the Racial
Template, or otherwise appropriate to the character concept.
3d) Record the Profession's Starting Wealth, and purchase equipment.
Step 4: Calculate Secondary Attributes
4a) Calculate the character's Life Points, Essence Points, Endurance Points, and Speed taking
into account modifying Qualities/Drawbacks.
ColinChapman - Feb 11, 2006 - 03:54 PM
Post subject: RE: Unisystem Midnight - Work in Progress
RACIAL TEMPLATES
Human - Dorn
Base Attributes: Str 2, Dex 1, Con 1, Int 0, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Str 7, Int 5
Skills: 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) 1
Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 or
more Dorns) - 1 pt., Hard to Kill 1, Resistance (Cold) 2
Drawbacks: None
Remaining Points: 24 Skill points, 16 Quality points, plus up to 10 Drawback points.
Human - Erenlander
Base 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) 1
Qualities: None
Drawbacks: None
Remaining 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 Points
Racial Maximums: Int 7, Will 5.
Skills: Area Knowledge (Southern Erenland) 1, Hand Weapon (Sword) 1 + Hand Weapon
Specialty (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) 1
Qualities: Charisma 1, Fast Reaction Time - 2 pts.
Drawbacks: None
Remaining 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 Points
Racial 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 Talk
1, Streetwise 1
Qualities: Charisma 1, Fast Reaction Time - 2 pt.
Drawbacks: None
Remaining Points: 23 Skill points, 17 Quality points, plus up to 10 Drawback points.
Dwarf - Clan
Base Attributes: Str 1, Dex 1, Con 2, Int 1, Will 1, Per 1; 13 additional Attribute Points
Racial 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 (Kaladrun


Mountains - Subterranean) 2
Qualities: 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 (+1
on 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 more
Drawback points.
Dwarf - Kurgan
Base Attributes: Str 1, Dex 1, Con 2, Int 1, Will 1, Per 1; 13 additional Attribute points
Racial Maximums: Con 7.
Skills: Area Knowledge (Kaladrun Mountains - Surface) 2, Climbing 1, Craft (Mason) 1, Hand
Weapon (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) 1
Qualities: 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 more
Drawback points.
Elf - Caransil (Wood Elf)
Base Attributes: Str 1, Dex 2, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Dex 7, Con 5
Skills: Area Knowledge (Caraheen) 2, Climbing 1 + Climbing Specialty (Trees), Hand Weapon
(Bow) 1, Hand Weapon (Sword) 1, Language (High Elven) 5, Language (choice) 5, Lesser
Invocation (choice) 1, Survival (Caraheen) 2
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., Increased
Essence Pool 2, Nightvision - 2 pt., Resistance (Magical Influence) 2, Whisper Sense - 1 pt.
Drawbacks: None
Remaining 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 Points
Racial Maximums: Dex 7, Con 5
Skills: 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) 2
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., Hard to
Kill 1, Increased Essence Pool 1, Nightvision - 2 pt., Resistance (Cold) 2, Resistance (Magical
Influence) 2, Two Weapon Style (Paired Snow Elf Fighting Knives) - 2 pt., Whisper Sense - 1 pt.
Drawbacks: None
Remaining 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 Points
Racial Maximums: Dex 7, Con 5
Skills: 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) 3
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., Increased
Essence Pool 1, Nightvision - 2 pt., Resistance (Magical Influence) 2, Resistance (Outsider
Powers) 1, Two Weapon Style (Paired Sepi) - 2 pt., Whisper Sense - 1 pt.
Drawbacks: None
Remaining 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 Points
Racial Maximums: Dex 7, Con 5
Skills: Area Knowledge (Miraleen) 2, Climbing 1 + Climbing Specialty (Trees), Craft (choice of
sea/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) 1
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Age 1 - 5 pt., Increased
Essence Pool 1, Mighty Lungs - 1 pt., Nightvision - 2 pt., Resistance (Magical Influence) 2,
Whisper Sense - 1 pt.
Drawbacks: None
Remaining Points: 12 Skill points, 4 Quality points, plus up to 10 Drawback points.

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Gnome
Base Attributes: Str 0, Dex 1, Con 1, Int 1, Will 1, Per 1; 15 additional Attribute Points
Racial Maximums: Str 5
Skills: 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, Questioning
2, Smooth Talking 2, Survival (Central Erenland) 2, Swimming 1, plus choice of Dancing 1, Play
Instrument 1, Singing 1, or Storytelling 1
Qualities: Charisma 2, Mighty Lungs - 1 pt., Nightvision - 2 pt., Resistance (Magic) 1
Drawbacks: Slow -2 pt., Small -3 pt.
Remaining Points: 16 Skill points, 14 Quality points, 5 Drawback bonus points, plus up to 5
more Drawback points.
Dunni - Agrarian (Halfling)
Base Attributes: Str 0, Dex 2, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Str 5, Dex 7
Skills: Acrobatics 1, Area Knowledge (Central Erenland) 1, Climbing 1, Craft (choice) 1, Hand
Weapon (Spear) 1, Herbalism 1, Language (Colonial) 5, Language (Halfling) 5, Lesser
Invocation (choice) 1, Stealth 1, Survival (Central Erenland) 1
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Good Luck 1, Nerves of
Steel - 3 pt., Nightvision - 2 pts., plus choice of Hard to Kill 1 or Increased Essence Pool 1
Drawbacks: Slow -2 pt., Small -3 pt.
Remaining Points: 19 Skill points, 9 Quality points, 5 Drawback bonus points, plus up to 5 more
Drawback points.
Dunni - Nomadic (Halfling)
Base Attributes: Str 0, Dex 2, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Str 5, Dex 7
Skills: 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) 1
Qualities: Acute Senses (Hearing) - 2 pt., Acute Senses (Sight) - 2 pt., Good Luck 1, Nerves of
Steel - 3 pt., Nightvision - 2 pt.
Drawbacks: Slow -2 pts., Small -3 pts.
Special: Choice of Riding Specialty (Mounted Combat) or Increased Essence Pool 1
Remaining Points: 19 Skill points (18 if selected Riding Specialty), 10 Quality points (9 if
selected 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 Points
Racial Maximums: Str 8, Int 5
Skills: Area Knowledge (Northern Reaches) 1, Hand Weapon (Sword) 1 + Hand Weapon
Specialty (Vardatch), Intimidation 2, Language (Black Tongue) 1, Language (Old Dwarven) 1,
Language (High Elven) 3, Language (Orcish) 5, Survival (Northern Reaches) 1
Qualities: 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., Reduced
Damage (Cold - Half Damage) - 3 pt., Resistance (Magic) 1
Drawbacks: Charisma -1, Cruel 1, Light Sensitivity -5 pt., Reduced Essence Pool 1
Remaining Points: 24 Skill points, 8 Quality points, 8 Drawback bonus points, plus up to 2 more
Drawback points.
Dwarrow - Dwarf Raised
Base Attributes: Str 1, Dex 1, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: All 6
Skills: Area Knowledge (Kaladrun Mountains) 1, Climbing 1, Craft (Mason) 1, Hand Weapon
(Axe) 1 + Hand Weapon Specialty (Dwarven Waraxe or Urutuk Hatchet), Language (Clan
Dialect) 2, Language (Old Dwarven) 1, Language (Trader's Tongue) 5, Survival (Kaladrun
Mountains) 1, Throwing (Axe) 1
Qualities: 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 5
more Drawback points.
Dwarrow - Gnome Raised
Base Attributes: Str 1, Dex 1, Con 1, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: All 6
Skills: Area Knowledge (Central Erenland) 1, Forgery 1, Hand Weapon (Crossbow) 1, Hand
Weapon (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 1
Qualities: Charisma 1, Darkvision - 3 pt., Mighty Lungs - 1 pt., Natural Armor 1, Resistance
(Magic) 1, Resistance (Poison) 1
Drawbacks: Slow -2 pt., Small -3 pt.
Remaining Points: 22 Skill points, 12 Quality points, 5 Drawback bonus points, plus up to 5
more Drawback points.
Dworg
Base Attributes: Str 2, Dex 1, Con 2, Int 0, Will 1, Per 1; 13 additional Attribute Points
Racial Maximums: Str 7, Con 7, Int 5
Skills: Area Knowledge (Kaladrun Mountains) 1, Climbing 1, Hand Weapon (Axe) 1 + Hand
Weapon Specialty (choice of Dwarven Waraxe or Urutuk Hatchet), Language (Clan Dialect) 5,
Language (Old Dwarven) 1, Language (Orcish) 1, Survival (Kaladrun Mountains) 1
Qualities: Darkvision - 3 pt., Foebane (Orcs) - 2 pt., Resistance (Magic) 1, Stonecunning (+1 to
Per rolls related to stonework) - 1 pt.
Drawbacks: Charisma -1, Light Sensitivity -3 pt., Minority -2 pt., Reduced Essence Pool 1
Remaining Points: 28 Skill points, 13 Quality points, 7 Drawback bonus points, plus up to 3
more Drawback points.
Luiniel - Danisil Raised (Elfling)
Base Attributes: Str 0, Dex 3, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Str 5, Dex 8, Con 5
Skills: 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) 1
Qualities: 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 7
more Drawback points.
Luiniel - Halfling Raised (Elfling)
Base Attributes: Str 0, Dex 3, Con 0, Int 1, Will 1, Per 1; 14 additional Attribute Points
Racial Maximums: Str 5, Dex 8, Con 5
Skills: Area Knowledge (Central Erenland) 1, Climbing 1, Hand Weapon (Atharak) 1, Hand
Weapon (Spear) 1, Herbalism 1, Language (Erenlander) 5, Language (Halfling) 5, Language
(Jungle Mouth) 1, Lesser Invocation (choice) 1, Riding (Wogren) 1, Stealth 1, Survival (Central
Erenland) 1
Qualities: 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 7
more Drawback points.
ColinChapman - Feb 11, 2006 - 03:55 PM
Post 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.
Beast
Qualities: 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 other
olfactory rolls) - 3 pt., Two Weapon Style (Paired Claws) - 2 pt.
Drawbacks: Predator's Curse (The character unsettles most animals, who see them as a
potential predator or rival. As a result, the character suffers a -3 penalty to all interactions with
animals) -3 pts.
Chanceborn
Qualities: Good Luck 10
Charismatic
Skills: Lesser Invocation (Affect the Psyche) 2, Smooth Talking 2
Qualities: Charisma 4
Dragonblooded
Skills: Lesser Invocation (choice) 1
Qualities: Essence Channeling 1 - 2 pt., Increased Essence Pool 3, Frightful Spellcasting (An

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aura of fear surrounds the Dragonblooded when they cast spells, forcing opponents within a
radius in feet equal to the Essence spent on the spell, to make a Difficult Fear Test) - 3 pts.
Earthbonded
Skills: Lesser Invocation (Elemental Earth) 2
Qualities: Darkvision (90 ft.) - 3 pt., Natural Armor 2, Stonecunning (+1 to Per rolls related to
stonework) - 1 pt.
Faithful
Qualities: Inspiration - 5 pt., Miracle (choice) - 5 pt.
Fellhunter
Qualities: Resistance (Undead Powers) 6, Sense Supernatural (Undead) - 2 pt., Touch of the
Living (The character's melee attacks tear at the foul, negative energies that fuel the undead,
increasing the damage multiplier of such attacks by 1) - 2 pt.
Feyblooded
Skills: Lesser Invocation (Lesser Illusion) 2
Qualities: Good Luck 1, Nightvision - 2 pt., The Sight (The character is attuned to the
supernatural, and can visibly see magical energy and the faint residues left by same, including
the auras of supernatural beings. Particularly subtle or obfuscated magics may require a
Perception + Notice roll to discern) - 3 pt.
Giantblooded
Attributes: Str +2
Skills: Intimidation 4
Qualities: Hard to Kill 2, Large - 0 pt., Swift - 2 pt.
Guardian
Qualities: Aura of Valor (All allies within 20 ft. of the Guardian receive a +1 bonus to attack
rolls and rolls to resist fear) - 2 pts., Lay on Hands (The character can spend 1 Essence point
and heal a number of Life Points equal to their Willpower) - 1 pt., Nerves of Steel - 3 pt., Sense
Supernatural (Evil) - 2 pt., Smite Evil (For a cost of 5 Essence points, the character may add a
bonus equal to their Willpower to their attack roll against an evil opponent. If the strike hits,
the Multiplier of the damage is also increased by 1. Neither benefit operates against non-evil
opponents) - 2 pt.
Healer
Qualities: Healing Touch (The character can spend 1 Essence point and heal a number of Life
Points equal to double their Willpower) - 2 pt., Purge Affliction (The character may cure a
disease or poison for a cost of 20 Essence points) - 2 pt., Regeneration (The character may
restore a lost limb, heal blindness caused by injury, etc. for a cost of 30 Essence points) - 3
pt., Restoration (The character may revive someone who has been dead for no more than 10
minutes by expending 50 Essence points) - 3 pt.
Ironborn
Qualities: Hard to Kill 4, Increased Endurance 3, Natural Armor 2, Regeneration (The character
heals a number of Life Points equal to their Con every hour) - 1 pt.
Jack-of-All-Trades
Attributes: Choice +1, Choice +1
Skills: Choice 1, Choice 1, Lesser Invocation (choice) 1
Qualities: Fast Reaction Time - 2 pt., Good Luck 1, Increased Essence Pool 1
Mountainborn
Attributes: Con +1
Skills: Climbing 2 + Climbing Specialty (Mountains), Hand Weapon 1 (Bow or Crossbow) + Hand
Weapon Specialty (Sniping), Lesser Invocation (Elemental Earth) 1, Stealth 1 + Stealth
Specialty (Ambush)
Naturefriend
Skills: Sciences (Animals) 1, Sciences (Plants) 1, Survival (choice) 1, Lesser Invocation
(Communion) 2
Qualities: Naturefriend (The character is granted a measure of respect by animals, intelligent
plants, and elementals, gaining a +2 bonus to social interactions with them, and such creatures
must make a Simple Willpower Test to attack the character) - 3 pt.
Northblooded
Attributes: Con +1
Skills: Survival (Northernlands) 1

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Qualities: Aura of Warmth (The character exudes an aura of warmth that provides allies within
10 ft. the benefits of the Resistance (Cold) 1 Quality) - 2 pt., Battle Cry (The character can
bellow a mighty battle cry that grants them a +1 bonus to attack and a level of Hard to Kill for
the duration of the combat) - 1 pt., Frost Weapon (The character can spend 2 Essence points to
coat their weapon in biting ice for a Turn, the weapon inflicting an extra D6(3) damage if it
penetrates the opponent's armor) - 2 pt., Reduced Damage (Cold - Half Damage) - 3 pt.
Painless
Qualities: Hard to Kill 2, Natural Armor (The character has D8(4) points of armor against blunt
attacks only) - 2 pt., Resistance (Influence) 1, Resistance (Pain) 5
Pureblood
Attributes: Choice +1, Choice +1
Skills: Choice 2, Choice 2, Choice 2
Qualities: Charisma 2
Quickened
Attributes: Dex +2
Skills: Dodge 2
Qualities: Burst of Speed (Gains 1 extra action in a Turn for a cost of 2 Endurance points) - 2
pt., Fast Reaction Time - 2 pt., Swift - 2 pt.
Seaborn
Skills: Swimming 2
Qualities: 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 (The
character can swim at the full, normal Speed) - 2 pt.
Seer
Qualities: Futuresight (The character routinely receives cryptic visions of the future, especially
events surrounding them, and major events of great good or evil, determined by the GM) - 5
pt., Psychometry (XXXXX) - 5 pt.
Speaker
Skills: Lesser Invocation (Affect the Psyche) 1, Smooth Talking 4
Qualities: Charisma 2, Gift of Tongues (The character has a basic level of comprehension of any
language heard, as if he had 1 free level of Skill in the language in question) - 2 pt.
Spellsoul
Qualities: Essence Channeling 2, Increased Essence Pool 2, Metamagic Aura (The character can
boost, 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 and
channelling, to fuel a spell, potentially increasing its area of effect, damage, duration, and
effect. They can spend their own Essence points to reduce or nullify a spell, each of their points
neutralising two of those used to cast and fuel a spell. They can also spend 5 Essence points to
subvert a spell, redirecting its effect anywhere else within the spell's range, or making
themselves the target of the spell) - 5 pt., Resistance (Magic) 2
Drawbacks: Null (The character cannot learn or use spells or rituals such as Lesser or Greater
Invocations, Necromancy, etc.) -3 pt.
Shadow Walker
Qualities: Darkvision (120 ft.) - 3 pt., Shadow Veil (The character blends into shadows, gaining
a +4 bonus to Stealth rolls in darkened conditions) - 4 pt., Shadow Jumping (By spending 5
Essence points, the character can enter an appropriately sized shadow and exit another within
30 ft.) - 3 pt.
Steelblooded
Skills: Hand Weapon Specialty (choice), Hand Weapon Specialty (choice)
Qualities: Piercing Blow (The character has a knack for pierce or finding the weak points in
armor, a strike ignoring up to 20 points of armor for a cost of 3 Essence) - 3 pt., Two Weapon
Style (choice) - 2 pt., Weapon Savant (The character has a knack for using any and all
weapons, counting as having 1 level of Skill in all weapons) - 3 pt.
Sunderborn
Skills: Lesser Invocation (Spirit Mastery) 1
Qualities: 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 see
invisible characters, spirits, and Outsiders clearly) - 4 pt.
Tactician

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Skills: Science (Tactics) 10


Warg
Qualities: Animal Companion - 3 pt., Nightvision - 2 pt., Scent Tracking (Double Perception for
purposes 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 own
mental 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
Professions
Each Profession is presented as a selection of common Skills, Qualities, and Drawbacks, those
elements most often encountered in members of a given Profession. Some broad Professions are
also followed with sample Packages for specific roles, providing inspiration or goals to work
towards.
Barbarian
Common 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 - Charismatic
Common 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, Increased
Essence Pool.
Common Drawbacks: Covetous (Ambitious, Conspicuous, Lecherous), Cowardly, Paranoid,
Secret, Showoff.
Channeler - Hermetic
Common Skills: Craft (Alchemy, Charm Maker, Magical Items), Hand Weapon (Bludgeon,
Crossbow, Knife, Sling, Spear, Staff), Herbalism, Humanities (Any), Language (Any), Lesser
Invocation (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, Photographic
Memory.
Common Drawbacks: Charisma, Cowardly, Obsession (Magical Research), Paranoid, Secret.
Channeler - Spiritual
Common 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 (The
character is granted a measure of respect by animals and intelligent plants, gaining a +2 bonus
to social interactions with them, and such creatures must make a Simple Willpower Test to
attack the character) - 2 pt., Spiritfriend (The character is granted a measure of respect by
spirits and Outsiders, gaining a +2 bonus to social interactions with them, and such creatures
must make a Simple Willpower Test to attack the character) - 3 pt.
Common Drawbacks: Cowardly, Paranoid, Secret.
Defender
Common 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, Situational
Awareness, Swift, Two Weapon Style (Martial Arts or Any combination).
Common Drawbacks: Adversary, Honorable, Paranoid, Secret.

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Fighter
Common 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, Two
Weapon 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.
Wildlander
Common 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), Hard
to 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 PM
Post subject: RE: Unisystem Midnight - Work in Progress
Hey,
I'm currently finishing off my last Heroic Path (Seer), and writing up the example Profession
packages (basically conversions of the various PrCs).
After that, I'll convert the Equipment, write notes on how magic works (essentially normal
Essence point-based magic ala Witchcraft, Armageddon, Dungeons & Zombies), with a few
tweaks 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 encounters
included 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 Midnight
supplements as well.
cheers!
Colin
Nifelhein - Feb 11, 2006 - 06:12 PM
Post 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 they
even wanted this work you are doing to come out. It has been quite sometime though and they
may be harder to find now. When you have this all done, and it really seems you will not take
all that long, We can have it on the site and maybe they will see it. The previous discussion
directly 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 of
this thread too. I think this may seem mroe than one fan of the system using the setting. I am
never 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 to
edit 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 PM
Post 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 the
initial 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 PM
Post 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 AM
Post 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 PM
Post 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 Be
Eaten - *The* rpg of survival horror; WitchCraft - Kind of like a more varied old World of
Darkness 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 the
Apes; the about-to-be-released new edition of Conspiracy X - effectively an X-Files/Dark Skies
rpg; Army of Darkness - based on the movie featuring everyone's favourite chainsaw-wielding
Deadite-slayer, Ash).
It is extremely popular for one very clear fact; the system is extremely simple. There are two
versions: 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 on
that.
There are six Attributes: Str, Dex, Con, Int, Perception, Will
These 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 + Skill
Your 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 the
GM may give you a bonus or penalty to your roll depending on whether the task is easier or
more difficult.
.
Successful results are compared to a single table (The Outcome table), which essentially just
tells you how well you succeeded:
9-10 Adequate
11-12 Decent

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13-14 Good
15-16 Very Good
17-20 Excellent
21-23 Extraordinary
24+ Mind-Boggling
Essentially, this is just useful for describing the result, but the damage you do on an attack, for
example, 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 of
Strength and Constitution, and so only increase if you increase those Attributes or spend
character points on a few levels of the Hard to Kill Quality. The Average Joe can just about
survive a couple of broadsword strikes, but only if said strikes have low Outcomes. A decent
broadsword 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 other
Skills (albeit twice as expensive to improve), in many ways it's just like in Midnight, but even
simpler and more fluid, and has the benefit of not being somewhat shoehorned into a level- and
class-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 character
point to get the former, and get character points for the latter. Nearly all of them are pretty
elementary in approach (offering a small bonus or penalty) and are many are scalable (so you
might take a few levels of Unattractive to be really ugly, and suffer a -3 penalty to any social
roles, 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't
abstracted), and the remainder comes off their Life Points. Then it's their turn, so you can get a
real cut-n-thrust, parry-riposte deal going.
Character advancement is experience point based; you can use points to increase individual
skills, save 'em up to gradually increase Attributes, etc. No saving and saving for each level
only 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 for
nearly all folk who try it, and isn't anything like as crunch-heavy as other point-based games
such as GURPS or Hero. Whether that's a selling point, of course, is really down to individual
taste. I prefer liter games that play more quickly, require far less book-keeping and prep to
run, and essentially "fade into the background" during play, but I'm the first to admit I'm just
not as gamist as many folk.
The game includes options for reducing rolling (using fixed values for damage, etc.), using
cards instead of dice, and even playing diceless.
Cinematic Unisystem (as in Angel, Buffy, and Army of Darkness) pars things down even more. It
groups 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 big
ol' list of cool combat manuevers to make things really kickin'. Cinematic Unisystem plays
insanely quickly; the GM doesn't even roll for opponents; they have fixed Combat, etc. values
that 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 up
massively, and although it took a little getting used to, it was a real breath of fresh air, as it
allowed 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 Unisystem
ruleset 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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Nifelhein - Feb 13, 2006 - 01:57 PM


Post subject: RE: Unisystem Midnight - Work in Progress
Colin,
I was about to ask the same Todd did and waited for your reply, the system seems like a blast!
Could you please talk about the magic system a bit more, like how are powers or spells gained,
their break down (skills, spells or something else), just to make me more intrigued with it? I
seem to like cinematic a big deal, how could I get a copy of it, by the way? (Downloading
Witchcraft right now).
Cheers!
ColinChapman - Feb 13, 2006 - 02:01 PM
Post subject: RE: Unisystem Midnight - Work in Progress
Hey,
Thought of one major area of difference between Unisystem and d20 (beyond all the aspects
noted so far):
Tactical combat. d20 is very clearly set-up to include and encourage wargame-style tactical
combat and miniatures use, battlemats, etc. what with AoOs, facings, cover, line of sight, etc.
Unisystem is not. At all.
So, one one hand, Unisystem is less "tactical". On the other hand, however, it is *more*
tactical (especially in Cinematic Unisystem) because individual blows, parries, dodges, etc. are
being attempted. Like I said, the Combat Maneuvers of Cinematic Unisystem are darn cool, and
I'll be using them in my Unisystem midnight games, just because they *really* bring combat to
life.
You could easily use minis and battlemats in Unisystem, of course, just don't expect its rules to
be specifically geared that way.
cheers!
Colin
ColinChapman - Feb 13, 2006 - 02:23 PM
Post subject: Re: RE: Unisystem Midnight - Work in Progress
Hey Nif,
Nifelhein wrote:
Colin,
I was about to ask the same Todd did and waited for your reply, the system seems like a
blast! Could you please talk about the magic system a bit more, like how are powers or
spells gained, their break down (skills, spells or something else), just to make me more
intrigued with it? I seem to like cinematic a big deal, how could I get a copy of it, by the
way? (Downloading Witchcraft right now).
Cheers!

It is a blast. Sure, it's pretty elementary and vanilla in many regards, but that's why folk such
as myself like it; it does what it sets ou to do quickly and easily, with few quirks or oddities.
Now, magic in Classic Unisystem:
Essentially, to be one of the few folk capable of using magic, you need to buy the Gifted Quality
for the character. That done, you can spend Essence Points (basically the total of all your
Attributes) to use ritual magic, etc.
If you want to sling spells, you buy the Essence Channeling Quality as well (which means you
can channel magical essence easily), and buy various Lesser Invocations (such as Elemental
Fire, Spirit Mastery, etc.) as double-cost Skills.
There are no specific "spells" (though there are examples of the sort of things you can
attempt). Rather, your Skill level with a Lesser invocation determines just how proficiently you
can wield that force, and how many Essence Points you spend determines the power of anything

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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 bugger
things 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 of
Darkness 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-level
superhero type characters.
Due later this year, Eden are to release "Beyond Human" which is a generic cinematic
Unisystem 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 PM
Post 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 system
or not, and as it's free, you can't really go wrong.
cheers!
Colin
ColinChapman - Feb 13, 2006 - 03:28 PM
Post subject: RE: Re: RE: Unisystem Midnight - Work in Progress
Hey,
Another quick snippet now that I've finished all the chargen stuff (Racial Packages, Heroic
Paths, Professions): The opening text of the Monster section, and the first conversion (useful
for folks interested in Unisys as they can compare this stat block to a d20 one).
Unisystem Midnight Monsters
The 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 (or
possibly more, such as halving it to represent a young adolescent, for instance). The formulas
for determining Life Points, Endurance Points, Speed, and Damage are included, along with the
precalculated Life Points, Endurance Points, and Speed for normal/unmodified creatures of that
type.
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 if
intelligent but unable to use tools or speak.
Wogren
Str: 5 Dex: 3
Con: 4 Int: 1
Per: 3 Will: 3
Life 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/Stab
Skills: Brawling 3, Dodge 1, Language (Halfling) 3, Notice 1, Stealth 1, Survival (Plains of
Erenland) 3, Tracking 1
Qualities: 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 -7
Animal 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 I
tweaked the Wogren to make an adolescent (halving Attributes as desired, so Str 3, Con 2, Will
2, etc.) I'd use the formulas to generate:
Life Points: 30
Endurance Points: 26
Speed: 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 if
you use the option of reducing dice rolling, and it acts as the fixed value. So, if you don't want
to 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 PM
Post 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 hate
reading that much in the computer, it tires my eyes a lot, but I really like the idea of tactical
combat instead of wargaming combat, D20 is too focused on using miniatures, even for 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!
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 you
had no problem with D&D damage and the many sources one has to draw to increase that, takes
a damn long time for a player to determine how much damage he actually dealt if he has not
made an effort in advance.
Cheers,
Raoni.
ColinChapman - Feb 13, 2006 - 04:46 PM
Post 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 Package
I spend the Attribute points, and record Skills/Qualities, and Remaining Points. I want her to be
fairly strong, but very dextrous and tough, not particularly bright, but determined and
reasonably perceptive. I assign my 14 additional points appropriately.
So far we have:
Bufster the Fell-Slayer
Race: Human - Dorn
Attributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3
Skills: 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) 1
Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 or
more Dorns) , Essence Channeling 1, The Gift, Hard to Kill 1, Resistance (Cold) 2
Drawbacks: None

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


Now Step 2: Heroic Path
Obvious choice here is Fellhunter. I record all the appropriate info. so I now have:
Bufster the Fell-Slayer
Race: Human - Dorn
Heroic Path: Fellhunter
Attributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3
Skills: 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) 1
Qualities: Dornish Blood Loyalty (+1 to attack rolls when fighting alongside a group of 5 or
more 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 attacks
tear at the foul, negative energies that fuel the undead, increasing the damage multiplier of
such attacks by 1).
Drawbacks: None
Remaining 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), I
select those (up to 10 pts. worth) that fit her concept. Well, Bufster has it pretty bad in the
love stakes (pun intended); she *always* seems to fall for the wrong guy (oftentimes some
minion of The Shadow or other), and it all but inevitably ends unhappily. I figure she's a bit
Accursed, and take that at 3 pts. (ensuring the GM will work that kind of folly into the game). I
also give her a 3-pt. Adversary, a particularly powerful and vicious necromantic Legate she's
intent 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 2
pt., Charisma 1, Fast Reaction Time for 2 pt., Foebane (Fell) for 2 pt., Hard to Kill 3, Increased
Endurance 2, Nerves of Steel for 3 pt., Resistance (Fatigue) 1, Resistance (Pain) 1, and
Situational Awareness for 2 pt. for 19 points so far! 3 points left! As the Bufster is supposed to
be 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't
inappropriate. There, all spent!
Just need to quickly calculate her Life Points, Endurance Points, and Speed (adding small
bonuses from Hard to Kill 4 and Increased Endurance 2), so we get 50 LPs, 55 EndPs, and
Speed 18.
So, our final Bufster looks like this:
Bufster the Fell-Slayer
Race: Human - Dorn
Heroic Path: Fellhunter
Attributes: Str 3, Dex 5, Con 4, Int 2, Will 3, Per 3
Life Points: 50
Endurance Points: 55
Speed: 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 Weapon
Specialty (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 attack
rolls when fighting alongside a group of 5 or more Dorns) , Essence Channeling 1, Fast Reaction
Time, 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/plot
based and used at the Players/GM's whim to make the character's life interesting (such as
Accursed, Adversary, Honorable, etc.), or are simple small modifiers (Fast Reaction Time gives
a bonus to Initiative, all the Resistances/Charisma/Attractiveness, etc. give their numerical
bonus to appropriate rolls). Very few Qualities have their own little mechanics.
cheers!
Colin
ColinChapman - Feb 13, 2006 - 05:20 PM
Post 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 I
hate reading that much in the computer, it tires my eyes a lot, but I really like the idea of
tactical combat instead of wargaming combat, D20 is too focused on using miniatures, even
for 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 to
attack, parry, and dodge is nice, and it's simple enough for a Player to declare a particular
manuever, 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 in
Classic Unisystem (which is what I'm doing).
If you look here ( http://members.tripod.com/blewer-d/buffmain.htm ) and download the Buffy
Combat Sheet near the top, you'll get a good overview. Precalculate each value (maybe 5 mins
work), and you're away, feinting, headbutting, decapitating, and sweeping until your heart's
content.
Nifelhein wrote:
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 you had no problem with D&D damage and the many sources one has to draw to
increase that, takes a damn long time for a player to determine how much damage he
actually dealt if he has not made an effort in advance.

Having created d20 System critters for the likes of Privateer Press' award-winning
Monsternomicon, I have to concur. I simply didn't like spending so much time adjusting and
calculating every interlocking feature necessary to create a monster or NPC. I'm happy, for
example, being able to adjust a given Unisystem critter in any way I want, in only a few
minutes (add or subtract a few Attribute/Skill points as wanted. add extra Qualities/Drawbacks
in 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 that
it doesn't get more complex than that, and you rarely need to use those formulas except during
character generation, or when a character improves an applicable Attribute (which doesn't
happen often).
cheers!
Colin
ColinChapman - Feb 13, 2006 - 05:51 PM
Post 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 Cinematic
Unisystem 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 I
feel it's different enough from the creature's Combat score to warrant it, Dodge (Dex 3 + Dodge
1 +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 door
against 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 how
tough their opponent is.
Cinematic uses the same approach for Damage, using the reduced rolling option, and
precalculating damage. Our Wogren bites for 18 damage if the PC fails to dodge or parry their
attack, for example.
cheers!
Colin
Nifelhein - Feb 13, 2006 - 06:03 PM
Post 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 instead
publish books with whole content instead of following GURPS way of basic and the others. It
seems they don't have a cinematic middle aged though, but it also does not seem much of a
problem, 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, how
well 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 he
wants.
You tease me too much...
ColinChapman - Feb 13, 2006 - 07:18 PM
Post 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 instead
publish books with whole content instead of following GURPS way of basic and the others. It
seems they don't have a cinematic middle aged though, but it also does not seem much of a
problem, 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, the
rules take up even less space. The rules in Angel RPG, for example, take up less than 100 pages
of 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 many
clear and informative examples, series quotes, and a relatively informal writing style (so it's
not 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, pregen
PCs, 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 the
rulebook once, and that was also with complete Unisystem newbies (who picked it up and ran
with 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 including
elements and sections to do with Cinematic, because I'll be using a hybrid of the two for it. I'll
be 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 the
Buffy/Angel/Army of Darkness rulesets. In Cinematic, the complete list of Skills is this:
Acrobatics
Art
Crime
Computers
Doctor
Driving
Getting Medieval
Gun Fu
Influence
Knowledge
Kung Fu
Languages
Mr Fix-It
Notice
Occultism
Science
Sports
Wild Card - anything specific that doesn't fit elsewhere
For a medieval setting, I'd just rename a few of them, and delete others:
Computers - remove
Doctor - > Herbalist
Driving - > Horsemanship
Getting Medieval - > Melee
Gun Fu - > Archery
Knowledge - > Lore
Kung Fu - > Brawling
Mr Fix-It - > Artisan
Science - > Alchemy
Sports - > remove
Wild Card - > Esoteric Study
Because Cinematic Unisystem already includes rules for medieval weapons and armour, you're
then 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 and
settings 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 the
system, how well 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 he wants.
You tease me too much...

I think it'd work very well. D&Z (mentioned above) even has an Oriental fantasy setting
described in it. Depending on the feel the GM wants, they simply need to be more or less
judicious in applying appropriate modifiers to Players' rolls.
Classic Unisystem is pretty gritty and brutal, even for many experienced characters, and
Cinematic 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 given
the 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 of
Hard 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 a
few such hits before being perilously close to death... Unless extremely skilled (well able to
dodge and parry), well-armoured, and lucky, he is not simply going to be able to wade through
vast swathes of opponents. In Classic Unisystem, you have to play smart to survive.
cheers!
Colin
Nifelhein - Feb 13, 2006 - 07:45 PM
Post 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... they
will never stop picking on me. Perhaps if i show them the system in Witchcraft first they might
leave 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 my
Midnight 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 in
them, are they all the same magic system or do they vary a bit from one another? A side
question, 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 does
unisystem relates to in this aspect?
ToddAntill - Feb 13, 2006 - 11:36 PM
Post 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 like
d20'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 PM
Post 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 first
they might leave 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 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 the
table if folks don't really like the works of Joss Whedon, though I know a number of folks on
RPG.net who love the Angel system, but don't like the series. I'd recommend the Army of
Darkness rpg in that case, but can't really do so, because although I love that film, I don't like
the writing style in the game (unlike the relaxed, easy to read approach used in the Buffy and
Angel rpgs), and it's not as "complete" as the Buffy and Angel rpgs, because it doesn't have
rules for creating critters or for magic. The only advantage it does have is a decent set of
simple Mass Combat rules, and frankly, that's something I tend to use as a plot device rather
than rolling for.
Having an ultimately all-inclusive and generic version of Cinematic Unisystem is something of a
Holy Grail for many Unisystem fans, for obvious reasons. The release of "beyond Human" can't
come fast enough.
Nifelhein wrote:
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 in them, are they all the same magic system or do they vary a bit from one
another? A side question, how would characters vs enemies be if i make an extremely
experienced 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 of
challenges 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 best
choice for spell-slinging (because the characters in the series tend to use ritual spells). The
Buffy rpg has spell- and ritual-based magics (because it's created to model the likes of Willow
and 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 this
year) I'd suggest picking up Angel, and simply slotting in the Magic rules/spells from the free
download of Witchcraft. Because Classic and Cinematic Unisystem use the same core, combining
elements isn't all that difficult.
Yep, like any point-based rpg, challenges can be very varied, and Unisystem doesn't remotely
assume that combat proficiency is more valuable than anything else, or that balance is only
based on combat ability. It assumes that actual true balance and effectiveness of a PC/NPC
comes from the Player, the GM, and style of campaign or adventure being run. There's no
assumption 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 of
how 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 survive
if facing a group of reasonably competent opponents; bad luck, poor decisions, not playing to
your strengths, all can spell doom. Of course, it also depends what other powers, influence, and
allies they have to bring to bear.
Unless a character is seriously empowered (whether by magic, miracles, magic items, etc.) they
have 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 PM
Post 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 like
d20'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 xp
expenditure. For example, unlocking the first power might cost a character 3xp, the next power
4xp, 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 an
important decision, and one that becomes more costly as each power is unlocked. That alone
should slow down the rate at which powers are unlocked, and help balance things out as well; if
you're spending xp to unlock the potential of your covenant item, you're missing out using it to
improve 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 new
Skills):

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Unisystem Midnight Skill List


Acrobatics (Special)
Acting
Area Knowledge (Type) - NEW
Type Examples: By Region
Beautician
Brawling
Bureaucracy
Cheating
Climbing
Craft (Type)
Type Examples: Alchemy, Armorer, Baker, Blacksmith, Boat Builder, Bowyer, Brewer, Butcher,
Carpenter, Cartographer, Chandler, Charm Maker, Cobbler, Fletcher, Leatherworker, Magical
Items, Mason, Potter, Roper, Tailor, Weapon Smith, Weaver
Dancing (Type)
Type Examples: By Race.
Disguise
Dodge
Engineer (Type)
Type Examples: Architecture, Mining, Siege.
Escapism
Farming (Type) - NEW
Type Examples: Barley, Cattle, Chickens, Corn, Fishing, Sheep, Wheat
Fine Arts (Type)
Type Examples: Drawing, Embroidering, Painting, Sculpting.
Gambling
Haggling
Hand Weapon (Type)
Type Examples: Axe, Blowpipe, Bludgeon, Bow, Crossbow, Flail, Rapier, Knife, Lance, Sling,
Spear, Special Weapon, Staff, Sword, Whip
Herbalism - NEW
Humanities (Type)
Type Examples: History, Law, Theology - Spirits, Theology - The Shadow.
Instruction
Intimidation
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. Level
Lock Picking (Mechanical)
Magic Bolt
Martial Arts (Special)
Mechanic
Myth and Legend (Type)
Type Examples: By Race or Region
Notice
Occult Knowledge (Special)
Pick Pocket
Piloting (Type)
Type Examples: Barge, Sailboat, Warship.
Play Instrument (Type)
Type Examples: Drum, Flute, Horn, Lute.
Questioning
Research/Investigation
Riding (Type)
Type Examples: Cart, Horse, Wogren, Worg.
Rituals (Type)
Running (Type)
Type Examples: Dash, Marathon
Sciences (Type)
Type Examples: Alchemy, Animals, Astronomy, Cryptography, Plants, Tactics.
Seduction
Shield (Type)
Type Examples: Target, Small, Medium, Large
Singing
Sleight of Hand
Smooth Talking

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Stealth
Storytelling
Streetwise
Surveillance
Survival (Type)
Type Examples: By Region (not Environment)
Swimming
Throwing (Type)
Type Examples: Axe, Knife, Net, Rock, Spear
Tracking
Trance (Special)
Traps
Weight Lifting
Writing (Type)
Type Examples: Academic, Creative, Persuasive
New Skills
Area Knowledge (Type)
This skill represents general knowledge of a given region, its geography, habitations, basic
customs, and other elements of common knowledge.
Farming (Type)
Farming is the skill of raising crops or livestock, including tending them, rearing them, and
otherwise caring for them and ensuring a decent harvest, herd, or flock. Each variety of crop or
livestock is a different Type of skill, as is fishing.
Herbalism
Herbalism is used to heal, create poisons, and craft other plant-based salves, oils, and
unguents of varied use. It replaces First Aid, Medicine, and Unconventional Medicine. See the
Herbalism rules below.
cheers!
Colin
ColinChapman - Feb 14, 2006 - 05:16 PM
Post 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./lvl
Ambidextrous - 1 pt. - NEW
Animal Companion - variable - NEW
Artistic Talent - 3 pt.
Attractiveness - 1-5 pt.
Berserk - 3 pt. - NEW
Blind-Fighting - 2 pt. - NEW
Charisma 1-5 pt.
Contacts - variable
Darkvision - 3 pt. - NEW
Essence Channeling - 2 pt./5 - 1 LVL FREE
Familiar - 2 pt. - NEW
Fast Reaction Time - 2 pt.
Foebane (Type) - 2 pt. - NEW
Gift - FREE
Good Luck - 1 pt./lvl
Hard to Kill - 1 pt./lvl
Increased Endurance - 1 pt./lvl - NEW
Increased Essence Pool - 1 pt./lvl
Inspiration - 5 pt.
Large - 0 pt. - NEW
Mighty Lungs - 1 pt. - NEW
Multiple Identities - 2 pt./Identity
Natural Armor - 1 pt./lvl - NEW
Nerves of Steel - 3 pt.
Nexus Sense - 3 pt. - NEW
Nightvision - 2 pt. - NEW

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Photographic Memory - 2 pt.


Resistance - 1 pt./lvl
Sense Supernatural (Type) - 2 pt. - NEW
Situational Awareness - 2 pt.
Status - 1 pt./lvl
Swift - 2 pt. - NEW
Two Weapon Style - 2 pt. - NEW
Whisper Sense - 1 pt. - NEW
Unisystem Midnight Drawbacks List
Accursed - variable
Addiction - variable
Adversary - variable
Attractiveness - variable
Bad Luck - 1 pt./lvl
Charisma - 1-5 pt.
Clown - 1 pt.
Covetous - 1-3 pt.
Cowardly - 1-3 pt.
Cruel - 1-3 pt.
Delusions - variable
Emotional Problems - variable
Honorable - 1-3 pt.
Impaired Sense - 2 pt.
Lazy - 2 pt.
Minority - 1-3 pt.
Obsession - 2 pt.
Paranoid - 2 pt.
Physical Disability - variable
Reckless - 2 pt.
Recurring Nightmares - 1 pt.
Reduced Essence Pool - 1 pt./lvl - NEW
Secret - variable
Showoff - 2 pt.
Slow - 2 pt. - NEW
Small - 3 pt. - NEW
Status - 1 pt./lvl
Talentless - 2 pt.
Zealot - 3 pt.
cheers!
Colin
ColinChapman - Feb 14, 2006 - 05:19 PM
Post 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 Notes
Hard to Kill
Characters may take 7 levels of Hard to Kill, 10 if they have extra levels from Heroic Path.
New Qualities
Animal Companion - Variable
The 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), and
may contain until the berserker collapses, or until they snap out of it with a Difficult Willpower
Test. In this bestial fury, however, the character's Int is reduced to 1, they become incapable of
interaction beyond savage combat and chasing down foes, and they may need to make a Simple
Perception 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, and
only 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 and
white.
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 certain
type of foe, be that orcs, dwarves, elves, the Fell, or anything else. This grants a +1 bonus to
defense and attack rolls when facing that opponent.
Increased Endurance - 1 pt/lvl
The 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 tall
again 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 Large
weapons 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 to
Stealth 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 be
difficult living in a world too small for you. Most Large characters also take the Swift Quality to
represent 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 with
preparation) plus D10(5) x Con seconds.
Natural Armor - Variable
The character possesses a tough hide that acts like armor. The cost depends on the level of
protection 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 as
blunt, 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 it
and discern its location. No more than a single party member should possess this Quality, to
reflect its rarity.
Nightvision - 2 pt.
In conditions of dim light, such as starlight, moonlight, and torchlight, the character can see as
well 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, the
character can determine the direction and relative power, but not details, of a broad type of
supernatural 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 in
combat. They get one extra Attack or Defense action per Turn when wielding that specific
combination of two weapons.
Whisper Sense - 1 pt.
The character is attuned to the call of the Whispering Wood, and can hear its voice with a
successful Simple Willpower + Notice Test. Only rarely can a non-elf or -elfling acquire this
Quality.
Drawback Notes
Adversary

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Characters cannot take The Shadow/Izrador as an Adversary; everyone is assumed to be


fighting The Shadow anyway.
New Drawbacks
Reduced Essence Pool - 1 pt./lvl
The character suffers from a reduced pool of mystical energy. Reduce their Essence Point total
by 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 their
Life Points with ((Con + Str) x 3) +5, are harder to hit, penalizing the attacks of Medium
opponents by -1, and find it much easier to hide or move quietly, gaining a +2 bonus to Stealth
rolls. 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 only
half their normal weight, but their cost remains the same in most cases due to being less
common and more difficult to produce. Most Small characters also take the Slow Drawback to
represent their shortened legs.
cheers!
Colin
Nifelhein - Feb 14, 2006 - 08:37 PM
Post 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 August
it will become a desire for me, and even then, i have to get around some money for it. You have
answered two questions I ahd coming with the latest psots, but I wonder, the dffierences
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 Beyond Humans
and all? I may become a convert, but so far, I am intrigued, a lot.
ColinChapman - Feb 15, 2006 - 01:57 PM
Post 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 by
August it will become a desire for me, and even then, i have to get around some money for
it. You have answered two questions I ahd coming with the latest psots, but I wonder, the
dffierences 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 Beyond
Humans 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 you
keep an eye on the main Eden Studios website, you'll see any announcements. It's at
http://www.edenstudios.net
Size is not really differentiated in Unisystem so far beyond the fact that larger creatures have
greater Strength, more Life Points, etc. already calculated. That said, a truly simple size chart
and rule did appear as an Option in Terra Primate. It basically listed a number of sizes, and
said:
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 PM
Post 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 read
Witchcraft before that, and i will probably be making all your explanations into a single whole to
present my players to see what tehy think of the general idea. As for size, mainly asked
because giants and larger creatures are a lot more common in D&D than in the genres used in
Unisystem, it seems.
Another question that stroke me right now is how you will be handling dark mirrors and if tehre
will 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 PM
Post 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 a
VERY 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 of
new dark miracles added. Each Domain will essentially be boiled down to a couple of core
Miracles, so apart from those of the Faithful Heroic Path, Legates will be the only individuals
able to directly channel divine power. As you'll notice, divine magic (in the form of Miracles) is
pretty potent, and far easier to use than invocation magic, so Legates will pack quite a punch
even if they lack the overall flexibility of normal spellcasters.
cheers!
Colin
ColinChapman - Feb 21, 2006 - 02:19 PM
Post 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 PM
Post subject:
I can hardly wait... you really have gotten me into this.
Tommy_Brownell - Feb 22, 2006 - 03:50 AM
Post subject:
I'm the same way...Unisystem is my favorite system (I was one of the contributing writers to
the 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 works
when Colin gets this finished up.
Nifelhein - Feb 22, 2006 - 05:57 AM
Post subject:
I will only wait until this and beyond human get out before I make Colin decide what books I
should 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 PM
Post 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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Channeled Magic
Channeled magic in Unisystem Midnight uses most of the standard basic rules for Invocations as
described in Witchcraft, Armageddon, and the Dungeons & Zombies supplement for All Flesh
Must Be Eaten. Casting procedures, Rituals, Using Essence Defensively, Random Essence
Effects, and Group Magic all work normally. Channeled magic also uses Places of Power (called
Power 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 not
work or go counter to the spirit of the setting:
Appropriate Invocations
Affect the Psyche
Blessing
Cleansing
Communion
Consecration
Elemental Air
Elemental Earth
Elemental Fire
Elemental Water
Farsight
Greater Illusion - See Armageddon
Insight
Lesser Curse
Lesser Healing
Lesser Illusion
Shielding
Soulfire
Spirit Mastery
Symbols of Protection
Tap Emotions - See Armageddon
Warding
Weather Lordship - See Armageddon
Inappropriate Invocations
Gateway
Greater Healing - See Armageddon
Soul Projection
Necromancy
Necromancy is considered a form of channeled magic, albeit one intricately linked with The
Shadow and shunned by nearly everyone save Legates and other devotees of Izrador among
whom 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 something you absolutely are or
are not able to do; it can be learned by just about anyone, just like normal channeled magic
can.
Creating Magical Items
Creating a magical item is a serious undertaking, exacting a high cost in terms of Essence
expenditure, time, and risk, for protracted use of Essence is more likely to attract the attention
of a Legate, and magical items themselves can be detected by the chosen of Izrador.
Items may be enchanted with Invocations (enabling the item to "cast" said Invocation a number
of times per day) or Enhancements (infused with raw Essence that makes the item tougher,
more damaging, or otherwise more effective).
The maximum number of total Enhancements and/or Invocations that may be added to a
magical item is 10, with no more than 5 of each type e.g. a truly powerful item may have +5 in
Enhancements and 5 Invocation castings within it, but could not have +10 in Enhancements, or
6 Invocation castings, etc.
Each Enhancement grants a +1 bonus to uses of the item (if appropriate). For example, a +1
sword grants its bonus to attack and damage, a +1 lock pick provides its bonus to attempts to
pick locks when it is used, a +1 suit of armor adds the +1 to its AV, and so on.
Each Invocation added allows that Invocation to be freely cast using the item, once per day,
and the same Invocation may be added multiple times.
Essence Points permanently expended to create a magical item may only be replaced by
purchasing extra levels of the Increased Essence Pool Quality.
Use the following procedure to create magical items:
1) The item must be prepared, a process involving appropriate chanting and tracing by finger of
mystical symbols on the surface of the item, the permanent expenditure of 5 Essence Points per

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Invocation and/or Enhancement to be added, and a successful Willpower + Craft (Magical Items)
Test with an Outcome equal to the number of Invocations or Enhancements to be added. This
process takes 1 hour per 5 Essence Points being spent in preparation. Failure on the Test means
the item is not prepared, and the Essence Points are expended, but not permanently so.
2) Should the initial preparation be successful, the item may be enchanted with a mixture of
Enhancements and/or Invocations up to the limit set during preparation. Enchanting the item
requires the permanent expenditure of 5 Essence Points per Enhancement, or as many Essence
Points are as required to cast a given Invocation or Invocations on the item.
Because magical items are so demanding in terms of Essence Point cost, its permanent
expenditure, and the difficulty inherent in creating items of significant power, appropriate
Power Nexuses (see following) are sought for their aid in the crafting of such items.
Use of Consecration
The Essence "batteries" created by effective use of the Consecration Invocation are called
Talismans, and replace Spell Talismans and their creation in Midnight entirely.
Power Nexuses
Power Nexuses provide a source of Essence that can be used in place of an enchanter's own
permanent expenditure, provide bonuses to the preparation and creation of certain types of
items, and can provide significant amounts of Essence that can be used to cast powerful spells.
Small wonder they are so avidly sought.
Finding a nexus is no easy task, and short of stumbling into one, requires successful use of the
Nexus Sense Quality.
Once a nexus is located, it must be attuned to before it can be used. Attuning takes 1 hour per
10 Essence Points a nexus provides when fully replenished (round up), and a successful
Willpower + Meditation Task. For every other individual already attuned to the nexus, and for
every 50 Essence Points (or fraction thereof) the nexus provides, increase the level of the
Outcome necessary.
Each nexus uses the following format:
Name
Spell Energy: The number of Essence Points the nexus provides when fully replenished and
untapped. These Essence Points may be used by anyone able to Channel Essence for any
Invocation or Necromantic effect.
The number available is exactly the same as the amount of Spell Energy a nexus provides as
listed on pages 300-306 of the Midnight.
Feats Allowed: The types of magical items the nexus best lends itself to the creation of. Rolls to
prepare magical items of this type at this nexus gain a +10 bonus to the Craft (Magical Item)
Task.
The types of items it aids in creating are roughly indicated by the names of the Feats Allowed
as listed on pages 300-306 of the Midnight.
Affinity: The type of Invocation(s) the nexus provides an Essence Point discount to when they
are cast within its bounds. The number after each Invocation/type of magic is the amount by
which the nexus reduces Essence Point costs for those types of magics (whether used to cast a
spell or enchant an item), e.g. one with Elemental Fire 2 reduces the Essence Point cost of any
Elemental Fire Invocation cast within it by 2 points.
Recovery: The number of Essence Points the nexus recovers per day.
The number of Essence Points a nexus replenishes is exactly the same as the Recovery it is
listed with on pages 300-306 of the Midnight.
Notes: Any other important rules notes concerning the use of the nexus.
Black Ice Falls
Affinity: Elemental Water, plants 3
Blindfork Spires
Affinity: Electrical effects 1
Blood Tower of the Northern March
Affinity: Weapon Enhancement 2
Cave of Bones
Affinity: Elemental Fire 2
Note: Extracting fresh sinew requires a successful Survival or Craft (Butcher) Task.
Corpsedigger Cypress
Affinity: Necromancy 2
Note: If a sentient being is slain on the roots of the tree during the full moon, it provides an
amount of extra Essence Points equal to its Life Points/10.

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The Fang
Affinity: Serpent-related magic 2
Forges of the Sirocco
Affinity: Shielding, Symbols of Protection, Warding 1
Greenthroat Cavern
Affinity: Bows, arrows, and staves 2
Heart of the Wood
Affinity: Elf and forest 5
Note: Reaching the center of the nexus requires three Tasks, each against a doubled Attribute
of Dexterity, Constitution, and Willpower. The minimum Outcomes required are Adequate
(9-10), Good (13-14), and Excellent (17-20), applied as desired to the attributes, e.g. a
character may decide to try for the Excellent Outcome with their Dexterity, the Adequate
Outcome with their Constitution, and the Good Outcome with their Willpower.
Ironmelt Vortex
Affinity: Elemental Fire 2
Kedunni Plains
Affinity: Illusion (Greater or Lesser), Shielding, Symbols of Protection, Warding 1
Keela's Haven
Affinity: Animals, Spirit Mastery 5
Lillywick Pond
Affinity: Elemental Air 1, Elemental Fire 1, Necromancy 3
Puresea Island
Affinity: Potions 2
The Seadragon Pool
Affinity: Elemental Water 2
The Sunstone Cliffs
Affinity: Elemental Air 4
Note: Reaching the cave requires three Climbing Tasks, the first with an Adequate (9-10)
Outcome, the second with a Decent (11-12) Outcome, and the third with a Good (13-14)
Outcome. Failure at any means a fall of 50, 100, or 150 ft. respectively. The howling winds
within the cave increase the necessary Outcome of any task involving concentration by 1 level.
Windforge Chasm
Affinity: Elemental Air 1
ColinChapman - Feb 23, 2006 - 12:50 PM
Post subject:
Nifelhein wrote:
I was also wondering, how does unisystem deal with fighting with two weapons?

Sorry for not noting and responding to this earlier, mate. Generally, in Unisystem, a character
only makes a single action per Turn, with a cumulative -2 penalty for each extra action after
that. It doesn't really worry about whether the action is done with the main hand or off-hand,
with a single weapon or with two, or what have you. Many GMs simply give off-hand use of
weapons a basic penalty to rolls (such as -4). Certainly, it doesn't assume that using more than
one weapon grants extra attacks, because realistically it seldom did.
That said, I've addressed the issue in my conversion already, with the following new Quality:
Two Weapon Style - 2 pts.
The character has trained to use a specific combination of two, one-handed melee weapons in
combat. They get one extra Attack or Defense action per Turn when wielding that specific
combination of two weapons.
That's it, no mucking about with Ambidextrous, Two-Weapon Fighting, Improved Two-Weapon
Fighting, Light weapons, etc.

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cheers!
Colin
amertes - Mar 01, 2006 - 11:46 PM
Post subject: Magic in unisystem
The unisystem is interesting, I've used it a few times briefly for Armageddon campaign, but not
since. How difficult would it be to creat new invocations? It seems like some of the channeler
has less versatile spells in the unisystem. Then again, maybe this is just my impression of it not
having run it in quite some time. Do you have any experience creating new invoactions for the
Unisystem?
phadeout - Mar 02, 2006 - 07:38 PM
Post subject:
I don't want to HiJack this thread, but I'd also like to mention that C&C (Castles and Crusades)
is a rules lite version of d20/D&D.
I plan to convert Midnight over to this system (which is SUPER easy to do) if my players like
it... we are all tired of the rules heavy 3.5 (and especially me as the DM having to take forever
to make up material due to the crunch 3.5 has versus old school D&D).
Anyways, UniSystem sounds REALLY cool - but it's another system I don't plan to learn any time
soon. In the mean time, hope this project goes well, sounds great. If you want a run down and
good read about C&C vs 3.5 read this entire thread - it may inspire you to go rules lite - C&C or
Unisystem or whatever:
http://p075.ezboard.com/ftrolllordgamesfrm146.showMessage?topicID=342.topic
I'll make a thread on C&C once I get my hands on a 2nd Print book and decide to do the project
(which I'm sure will happen).
ToddAntill - Mar 10, 2006 - 02:18 AM
Post subject:
How is this coming along? I'm anxious to see the final result
phadeout - Mar 14, 2006 - 02:27 AM
Post subject:
Lol....
After coming back to this thread I just realized it's: Colin Chapman who is making these posts...
and you contributed to the C&C PHB and other books... lmao, makes me feel silly now. I'm
surprised you're doing Uni-system before C&C. Just thought I'd pipe up so we can laugh at
me....

ToddAntill - Mar 14, 2006 - 03:56 PM


Post subject:
A bit of a hijack here I know. I was looking over the C&C PHB and noticed there are no rules for
multiclassing. How does that play out? Do player's miss this feature?
Nifelhein - Mar 14, 2006 - 05:45 PM
Post subject:
They do not address it but I hear most use the 2nd edition dual and multi class thing for this to
even happen.
Emiricol - Mar 14, 2006 - 06:41 PM
Post subject:
Quick question: how does Unisystem Midnight compare to True20 Midnight in terms of ease of
play and speed and flavor? I've never used C&C so I can't compare that :-/
Nifelhein - Mar 14, 2006 - 06:53 PM
Post subject:
Also, Todd, it seems that there is another book yet to come out, and possibly never to, that

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would detail that kind of stuff, multiclass, that is. Emiricol, I am still reading the Witchcraft pdf
Colin linked in the first page, it is free and so far has impressed me a good deal. Cmapring it to
true20 is not a very good ideea, though, since it reminds me of gurps/storyteller in character
creation and seems a little like earthdawn in task resolution, but all target numbers are 9, with
more success levels added as you go above 9 (one table summarises it in the character sheet).
It also uses attributes+skills (like storyteller), but may use attribute alone (or even double it),
combat seems a lot gritty in witchcraft (classic unysistem) and magic is what i ahev yet to
delve into, still reading the introductory concepts and ideas, like times and items of power and
the latest part I am in, Group magic (rituals, much like Midnight's rituals, by the way). it is a
lot more free than D&D, though, closer to Mage, but much less open and seems to have
different invocations for different ways of manipulating essence to accomplish a given result
(creating fire for a campfire or a fireball effect use the same invocation).
So far I am enjoying it a lot.
C&C is closer to AD&D 2nd edition or even D&D itself, it has no feats and skills, but ability
scores and classes with 12 levels, simple concept, simple system, straight forward too. Trying
to disarm a trap is a dex check, you have primary and secondary ability scores for skill use,
meanign the target number for some is somewhat lower (an easy task using Dex will have a
lower target number for a rogue than an easy task using dex for a cleric does, for example). It
sure has the old edition feel to it, it simply cuts all the feats and tons of abilities we see in
True20 and D&D 3.X.
Bleak_Knight - Mar 20, 2006 - 08:13 PM
Post subject:
Just came off another "arrrgh, D&D is crap" tantrum.
This (you UniSystem conversion) is good, great, and inspiring, and probably just made my day
(night). Far too often my attempts at writing down my stories and plots die because all I ever
get around to doing is spending hours and hours on stat blocks. It's taking way too much time,
and it's killing me. The game bogs down in oceans of combat. Mechanics ruin the flow and feel
of the game. I've tried house rules to flavour up the game, and while they do it, they also
burden the game with more mechanics. Mechanics of a type that the d20 system don't really
lend themselves to.
I'm going to persuade my group to convert to this, once the complete pdf conversion is out.
Aerek - Mar 22, 2006 - 04:47 AM
Post subject:
How goes the conversion? As I am also looking forward to this. I haven't ever played or DMed
using Unisystem, but I am most certainly intrigued. My group hates how long combat takes and
this may help alot.
phadeout - Mar 30, 2006 - 01:33 AM
Post subject:
ToddAntill wrote:
A bit of a hijack here I know. I was looking over the C&C PHB and noticed there are no
rules for multiclassing. How does that play out? Do player's miss this feature?

Todd,
Gary Gygax also wrote Multi-Class and Skill rules into his Castle Zagyg Campaign setting for
C&C (it's Castle Greyhawk, redone after 30 years). So there is another option.
Unisystem sounds very cool - I'd have a tough time deciding to use Unisystem or C&C.
Nifelhein - May 29, 2006 - 08:55 PM
Post subject:
Hey Colin, we still want to see the end of this.
PS: Yeah, a shameless bump...
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