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For those of you wishing to
design your own guys, it's easy as sneezing, and faster than you can
say "klaatu verada..." uh, something. Anyway, since AoD
adventures can take place throughout history via time travel, you
can really design any character type from any period in history, as
long as your GM gives it the ol' thumbs-up.
To design a PC, you'll start
with a varying amount of points, depending on whether you're a Hero
(20 starting points) or a Screwhead (15 starting points). You use
those points to "buy" Attribute levels. The Attributes are
pretty standard: Strength, Dexterity, Constitution, Intelligence,
Perception, and Willpower. Attributes can be bought up to
"5" on a point per point basis, but after that it costs three points
per level. (So, having a Perception of 5 costs five points, but
having a Perception of 6 costs eight points.) Most normal humans
have scores between 2 and 3 in their Attributes.
Life Points
dictate how much of an ass-whooping you can take before becoming a
corpse yourself. Your LP total is found by doing some calculations
with your Strength and Constitution scores, and usually range
between 20 and 30 for Primitive Screwheads. Macho Hero types, like
gladiators or gunslingers, have higher LPs, around 50-70.
Next, you choose Qualities
and Drawbacks.
Frequent readers of this
kobold's reviews will well know that I have never liked this game
mechanic. I'm from Ye Olde School of role playing, where gamers
didn't get any in-game advantage from rolling up a suck-ass
character. So I'm not well-disposed towards game systems where you
can give your PC "bad eyesight" and get a bonus to your
basket-weaving skill or some shit like that, which is the type of
trade-off that most of these systems promote. I've never yet found a
game where this mechanic added anything practical to the game.
However, in the Unisystem world,
I can grudgingly make an exception. Army of Darkness is one
of the few games that makes this work because the themes, mood, and
attitude of both the movie and the rpg are reflected in the types of
Qualities and Drawbacks offered.
So, you choose Qualities and
Drawbacks, which either help or hamper you. Heroes start with 20
Quality Points with which to purchase these shticks, and Primitive
Screwheads start with 10 Quality Points. As in all point-based
char-gen systems, cool Qualities cost you points, while
Disadvantages earn you more points to spend on skills or Qualities.
The main purpose of these things is to make the PC more interesting
and give players some hooks to build personality quirks on, or the
GM to design plots around.
The list includes stuff like
Acute or Impaired Senses, Attractiveness, Fast Reaction Time, Hard
to Kill, Nerves of Steel, Natural Toughness, Psychic Visions, or
Adversary. These are all pretty obvious in description. However,
this being AoD, you've also got such classics as Big Chin,
Buff Guy, Dullard, Nerd, or Schmuck.
"Chosen One" is a Quality for
the very heroic, reflecting the role of Ash in the movies, of
course. If one or all of the players want to be The One To Kick
Deadite Ass, then the GM may have you choose this Quality. It gives
you a boost to your attributes, and gives you some bonus skills. You
can still be a Hero archetype without being a Chosen One, however.

Once you've got yourself loaded
up on character-building gimmicks, you get to pick Skills.
Your PC gets Skill Points like she got Quality Points, and Skill
levels are purchased exactly like you spent points to buy your
Attributes.
Skills can be any learned
knowledge you want your PC to have, and book examples include
Acrobatics, Crime, Driving, Getting Medieval (makes you better with
melee weapons), Gun Fu (makes you better with ranged weapons), Kung
Fu (makes you better with hand to hand fighting), Languages,
Occultism, Sports, Science, or anything else the player or GM can
think up.
PCs then get a choice of Combat
Maneuvers. Basic attacks are listed by general types in Army of
Darkness, but there's still a lot of choices. Your character may
be skilled in the standard Punch and Kick school of playground
roughhousing, but you might also be skilled in the interesting
techniques of Head Butt, Groin Shot, Crossbow Shot, Decapitation,
Break Neck, or Spin Kick. The truly Ash-like amongst you may know
Chainsaw Ballet or Brain Shot, for taking out those ravaging
Deadites.
We'll explain combat in a few
moments.
Lastly, your PC gets a load of
Drama Points. These are points that can be spent during the
game in five ways:
improve your chances of
successfully attempting an action
heal injuries
improve your fighting
skills for a short time
initiate a plot twist
give the Grim Reaper
the slip and come back from the dead.
Heroes get 10 of these per
session, but Primitive Screwheads get 20. This is the compensation
Screwheads get for not having as many kick-ass skills as Heroes
start with. It's rather expected in play that Screwheads will use
their drama points a good bit, because most demons and undead are
more than a match for a single Primitive Screwhead. Screwheads spend
drama points just to stay in the game.
Characters improve by gaining
the ever-popular experience points. Usually you'll get 2-5 XP per
session. These are used to buy up new levels of skills or improve
attributes, or they can be exchanged for Drama Points.
Your mighty demon hunter is now
ready to take on the hordes of evilness unleashed by the
Necronomicon!
"Your primitive
intellect wouldn't understand alloys and compositions and…things
with molecular structures."
The Unisystem mechanics are
simple. Basically, roll a d10, add the level of the skill you’re
using, plus whatever Attribute is appropriate, and try to beat the
standard difficulty number of 9. If there's no skill involved, such
as when you’re simply trying to lift a heavy object, you’d just
double your Attribute score and add it to the d10 roll.
The higher you roll, the more
"successes" you get. Once in a while the number of successes is
important to how well or how fast you accomplish whatever you're
trying. A chart in the book lists how many successes you get
depending on what your final rolled score is.
For example, to raise a rusty
drawbridge before the Deadites storm into the castle, the GM decides
that your PC needs to score three successes using the bridge winch
(that’s “winch”, not “wench”), based on your Strength score. You
take your Strength score of three, roll a d10 and get a "4". There's
no skill involved, so doubling your Strength ("6") and adding your
rolled result of four gives you a total of 10. That's one success,
according to the chart. The drawbridge creaks upward a few feet, but
doesn't raise the whole way. You try again, and this time you roll a
"9". Adding your doubled strength gives you a total of 15, which
according to the chart equals four success levels; more than you
needed in the first place. The winch spins easily now in your hands,
raising the bridge, but it took you two rounds.
For contested actions, such as
trying to outrun a flying demon, or wrestle the Necronomicon
from a zombie's grasp, whoever rolls the highest score wins.
"Come get some."
In combat, attacking characters
roll against the Dodging ability of their target. Dodging scores
depend on Dexterity, and possibly useful skills like acrobatics or
kung fu. If the attacker's roll beats the defender's dodge roll, the
attack hits. Damage is done according to weapon type, but one extra
point of damage is added for each success level the attacker got on
his roll. Armor is handy, as it absorbs a little damage each time
you take a blow, before the damage cuts into your Life Points.
In Army of Darkness,
heroes may have modern automatic weapons or Medieval blades,
depending on whether they've been time-traveling. For some damage
examples, let's look at some common weapons. A .38 caliber pistol
does 12 damage points. A short sword will do three times your
Strength in damage, while a Big Ass Sword will chop off something
for five times your Strength. Spinning kicks do 2 times your
Strength, plus 2.
(Yeah, yeah, I know you’re all
dying to find out: a boomstick does 20 points of damage.)
That's really all you need to
know. You're good to go and begin playing in the world of Ash
Williams!
Hail to the
king, baby.
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