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  1. [size=18][b]SCOOBIES[/b][/size]
  2.  
  3. [b]BASICS[/b]
  4.  
  5. [spoiler]
  6.  
  7. [i]"Something's coming, something, something... something is, is gonna happen here. Soon!"
  8.  
  9. "Gee, can you vague that up for me?"[/i]
  10.  
  11. -Rupert Giles and Buffy Summers
  12.  
  13. Objective of the game:
  14.  
  15. In Scoobies, you take on the role of Buffy, Xander, Willow, Giles, or Angel, defending Sunnydale from the Order of Aurelius, an ancient cult of vampires headed by the Master. In addition, a random assortment of monsters drawn to or spawned by the Hellmouth, which the Scoobies will also have to deal with to keep Sunnydale safe.
  16.  
  17. The Scoobies have won when the Master is successfully defeated.
  18.  
  19. The Master wins if all of the Scoobies are killed or the vampire population outnumbers the human population.
  20.  
  21. Each scooby additionally has a "good" and "evil" personal objective. If a player has fulfilled their current character's good objective and the game ends in victory for the scoobies, that player has won (probably along with others). If a player has fulfilled their character's evil objective, they win at the end of the game no matter what (and often a character's evil objective makes it probable or certain that the other scoobies will lose).
  22.  
  23. Skill Checks:
  24.  
  25. When making a skill check, roll a number of standard six-sided dice equal to your character's relevant skill. Every die that comes up a 4, 5, or 6 is counted as a success. Particularly difficult challenges may impose a penalty to your skill. For example, fighting a particularly difficult vampire might impose a -1 penalty on your Combat skill, in which case a character whose Combat score is typically 4 would instead roll only 3 dice. Certain items or abilities you acquire during play might grant you a bonus to your skill instead, which works the same way as penalties except, of course, adding dice instead of taking them away.
  26.  
  27. Typically you only need one success to succeed at an action, but some skill checks require multiple successes. Usually a skill check that requires multiple successes can be completed across multiple turns, adding any new successes on each turn to the total until it is completed. Likewise, multiple characters can each contribute to a multiple-success skill check by default. However, if at least one character does not make an attempt at the check for a full round, the skill check resets to zero successes, even if characters are still in the same location.[/spoiler]
  28.  
  29. [b]SETTING UP SUNNYDALE[/b]
  30.  
  31. [spoiler]
  32.  
  33. [i]"God, every day here is the same."
  34.  
  35. "Bright, sunny, beautiful. However can we escape this torment?"[/i]
  36.  
  37. -Rupert Giles and Buffy Summers
  38.  
  39. Sunnydale is comprised of six neighborhoods. Each neighborhood has a streets location (or, in Sunnydale High's case, a corridors location) that connects it to other neighborhoods and seven other locations, each attached to the streets location, but not directly connected to one another or any other neighborhood. In each neighborhood, one of these seven locations is a cemetery, while the others are unique locations. The exception to the general layout of the Sunnydale neighborhood is the underground location. Each neighborhood has an underground location which cannot be inhabited by blue population cubes, but [i]can[/i] be inhabited by red vampire cubes. Each underground location is connected not only to the streets of that location, but also to the Sunnydale Underground, which is the "streets location" for the underground. Finally, the Hellmouth is an underground location which is not attached to any surface location, and can only be accessed through other the Sunnydale Underground (though it is directly beneath Sunnydale High, there is no direct route down).
  40.  
  41. In parentheses next to the name of each location is the number of blue cubes there. Cemeteries and streets never contain blue cubes, and vampires cannot nest in either of them. Each cemetery starts with a d6 of vampires. Each underground location starts with a d6-1 of vampires. Luke, Darlah, and the Master start the game already in play. The Master is located in the Hellmouth and Luke and Darlah are located in a random underground location.
  42.  
  43. Maple Court connects to Oak Park, Old Sunnydale, West Sunnydale, Shadow Hills
  44. -Sun Cinema (7)
  45. -Espresso Pump (7)
  46. -Meyer Sports and Tackle (5)
  47. -The Magic Box (4)
  48. -April Fools (6)
  49. -Decker Hardware (5)
  50. -Restfield Cemetery
  51. -The Sewers
  52.  
  53. Oak Park connects to Maple Court, West Sunnydale, and Shadow Hills
  54. -Giles' Apartment (5)
  55. -Buffy's House (4)
  56. -Holy Cross Catholic Church (3)
  57. -Angel's Apartment (3)
  58. -The Bronze (8)
  59. -The Gallery (3)
  60. -Masonic Cemetery
  61. -The Catacomb
  62.  
  63. Old Sunnydale connects to Maple Court, Shadow Hills, Sunnydale High, and West Sunnydale
  64. -City Hall (4)
  65. -Bus Depot (4)
  66. -Sunnydale Shopping Center (6)
  67. -Vacant House (1)
  68. -Mercy Hospital (4)
  69. -The Mansion (3)
  70. -Old Sunnydale Cemetery
  71. -The Access Tunnels
  72.  
  73. West Sunnydale connects to Oak Park, Maple Court, and Old Sunnydale
  74. -Xander's House (4)
  75. -Willow's House (4)
  76. -The Factory (1)
  77. -The Train Station (3)
  78. -The Beach (2)
  79. -The Docks (3)
  80. -Kingman's Bluff Cemetery
  81. -The Caverns
  82.  
  83. Shadow Hills connects to Maple Court and Old Sunnydale
  84. -Willy's Bar (4)
  85. -Downtown Motel (4)
  86. -Sunnydale Zoo (2)
  87. -Breaker's Woods (1)
  88. -The Fish Tank (3)
  89. -Sunnydale Military Base (3)
  90. -Pine Grove Cemetery
  91. -The Steam Tunnels
  92.  
  93. Sunnydale High connects to Old Sunnydale
  94. -Computer Lab (3)
  95. -Library (1)
  96. -Gym (4)
  97. -Chemistry Lab (3)
  98. -Classroom (4)
  99. -Courtyard (5)
  100. -Nylund Cemetery
  101. -The Basement
  102.  
  103. Sunnydale Underground
  104. -The Basement
  105. -The Steam Tunnels
  106. -The Caverns
  107. -The Access Tunnels
  108. -The Catacomb
  109. -The Sewers
  110. -The Hellmouth
  111.  
  112. [/spoiler]
  113.  
  114. [b]CHARACTERS[/b]
  115.  
  116. [spoiler]
  117.  
  118. [i]"I'm Buffy. I'm new."[/i]
  119.  
  120. -Buffy Summers
  121.  
  122. After setting up the board, everyone selects a scooby to play. If a scooby is killed, a new scooby can be chosen.
  123.  
  124. Buffy Summers
  125.  
  126. Combat: 4
  127. Evade: 1
  128. Research: 2
  129. Support: 3
  130.  
  131. Special: Buffy is automatically trained in the use of stakes and gains an additional +1 Combat bonus with them (for +2 total), but can never be trained in the use of firearms.
  132.  
  133. Good Objective: End the game with no bonds broken.
  134. Evil Objective: Die.
  135.  
  136. Xander Harris
  137.  
  138. Combat: 1
  139. Evade: 3
  140. Research: 2
  141. Support: 4
  142.  
  143. Special: On top of his already incredible Support score, Xander can give a free bond to Buffy and Willow, however, he can never give bonds to Angel.
  144.  
  145. Good Objective: Willow must survive.
  146. Evil Objective: You must survive (whether or not the Big Bad is defeated).
  147.  
  148. Willow Rosenberg
  149.  
  150. Combat: 1
  151. Evade: 3
  152. Research: 4
  153. Support: 2
  154.  
  155. Special: Willow has a +1 bonus to any research check targeting a creature tagged as Magic or Tech, but a -1 to Combat against any creature she hasn't fought before.
  156.  
  157. Good Objective: End the game with school bond and at least one Xander bond filled.
  158. Evil Objective: Unseal the Hellmouth by making a Research roll at the Hellmouth. If successful, it is unsealed and a Hellmouth Spawn is created in the Hellmouth every time there is a Feeding in any neighborhood.
  159.  
  160. Rupert Giles
  161.  
  162. Combat: 2
  163. Evade: 3
  164. Research: 4
  165. Support: 1
  166.  
  167. Special: Giles has a +2 bonus to any research check targeting a creature tagged as Demon, but a -2 to any creature tagged as Tech.
  168.  
  169. Good Objective: Buffy must survive.
  170. Evil Objective: Acquire every weapon on the board as preparation for your vengeful rampage against whatever killed her.
  171.  
  172. Angel
  173.  
  174. Combat: 3
  175. Evade: 1
  176. Research: 4
  177. Support: 2
  178.  
  179. Special: You lose a day token every time you fight, however your bonds with Buffy can never be broken by failure tokens.
  180.  
  181. Good Objective: Buffy must survive.
  182. Evil Objective: Kill all the scoobies.[/spoiler]
  183.  
  184. [b]BONDS[/b]
  185.  
  186. [spoiler]
  187.  
  188. [i]"I've got a friend down there. Or at least a potential friend. Do you know what it's like to have a friend? ...That wasn't supposed to be a stumper."[/i]
  189.  
  190. -Buffy Summers
  191.  
  192. Bonds are the health mechanic of Scoobies. They represent your will to go on fighting. When all of your bonds are depleted, your scooby dies. Bonds are typically depleted by failing a combat, most often one at a time, but rarely several in succession (especially when fighting powerful villains who themselves take multiple hits to destroy). Once broken, a bond can be refreshed by taking an action to rest and recuperate. All bonds have one of three refresh requirements:
  193.  
  194. 1) Location. Some bonds can only be refreshed at one or more specific locations. For example, most characters have a fun bond which can only be refreshed at the Bronze or the Sunnydale Theater.
  195.  
  196. 2) Character. Most bonds represent friendship or romance between specific characters, and can only be refreshed if that character is present while you refresh (the other character doesn't necessarily have to be taking a refresh action, but they must be in the same location).
  197.  
  198. 3) Challenge. Most characters have either a work or job bond which can only be maintained if they have at least one day token, representing their keeping up with the job.
  199.  
  200. A bond can also be broken, in which case it not only counts as depleted for purposes of death, it also cannot be recovered through normal recuperation until an action is taken to restore the bond.
  201.  
  202. Every character begins with a location-based and challenge-based bond (usually "fun" and either "school" or "work"). Then, each character assigns a number of bonds to other characters equal to half the total number of players plus their Support score. These bonds are spread out across the other characters; if Xander (with a Support score of 4) is playing in the same game as three other players, he has six bonds to distribute between the other three characters. He might give three to Willow, two to Buffy, and one to Giles. If you give someone else a bond, you don't necessarily get one in return, although it's wise to swap bonds if possible so that you can both meet up and refresh simultaneously.
  203.  
  204. When a scooby is killed, every bond the dead scooby had is "refunded" to the characters who gave the bond to them, and these bonds can be given out again to new characters (especially the replacement scooby), [i]unless[/i] the bond was broken. If the bond was broken (rather than just depleted) it is gone permanently.
  205.  
  206. [/spoiler]
  207.  
  208. [b]ORDER OF PLAY[/b]
  209.  
  210. [spoiler]
  211.  
  212. [i]"Well, I gotta look on the bright side. Maybe I can still get kicked out of school."
  213.  
  214. "Oh, yeah, that's a plan. 'Cause lots of schools aren't on Hellmouths."
  215.  
  216. "Maybe you could blow something up. They're really strict about that."
  217.  
  218. "I was thinking of a more subtle approach, y'know, like excessive not studying."
  219.  
  220. "The Earth is doomed."[/i]
  221.  
  222. -Buffy Summers, Xander Harris, Willow Rosenburg, and Rupert Giles
  223.  
  224. Each round, every character can take one action on their turn. Turn order is determined arbitrarily, and doesn't even need to be consistent from one round to the next, however each character must take a turn during each round, and a character cannot go twice in a row (so if you are the last one in the first round, you cannot go first in the second round). If you can't decide who should go first, then the owner of the game goes first, and play proceeds clockwise around the table.
  225.  
  226. On your turn, you first take an action for the forces of evil, and then take an action for your character. At the end of your character's action, you flip your character sheet over from active to inactive until the start of the next round (this helps keep track of whether or not someone's taken their turn, especially if you decide to change turn order). If there are any monsters in the same location as you and you have not evaded them, you take damage from them at this time.
  227.  
  228. You can also take one move action during your round, however it doesn't necessarily have to be on your turn (so that you can move with another character if you want). Once you've moved this round, flip your move token over until the beginning of the next round to indicate you've already moved. If there is a disagreement about what order characters move in, the character whose turn it currently is can decide what order people get to move in, and also if people get to move during their turn at all.
  229.  
  230. [/spoiler]
  231.  
  232. [b]FORCES OF EVIL[/b]
  233.  
  234. [spoiler][i]"I don’t like vampires. I’m gonna take a stand and say they’re not good."[/i]
  235.  
  236. -Xander Harris
  237.  
  238. Before they can do anything helpful, a character must first take one of three actions for the forces of evil:
  239.  
  240. 1) Draw a card from the evil deck. This could result in the creation of a new random monster, threaten important bonds, advance the villain's main plot, or create a whole mess of vampires at once. Some of these events might slide right off or cause minimum damage. Others could be catastrophic. Many of them could do tons of damage or none at all depending on the current state of the game.
  241.  
  242. 2) Pick a neighborhood and activate all of the monsters in it. Every monster (including red vampire cubes) acts according to its behavior script, unless that script specifies otherwise. If there are no vampires in that neighborhood, roll two dice and add that many vampires to the cemetery. If there is a special monster in that neighborhood, they move, too.
  243.  
  244. 3) Deplete one of your own character's bonds.[/spoiler]
  245.  
  246. [b]YOUR TURN[/b]
  247. [spoiler]
  248. -Move
  249.  
  250. [i]"It's in the bad part of town."
  251.  
  252. "Where's that?"
  253.  
  254. "About half a block from the good part of town. We don't have a whole lot of town here."[/i]
  255.  
  256. -Buffy Summers and Cordelia Chase, discussing Sunnydale
  257.  
  258. You can move anywhere so long as the route is open. If intervening locations are blocked by monsters, you must evade them to move ahead to your destination. Likewise, if the location you start in has a monster, you must evade them in order to escape. If you are unable to evade a monster you must take your action in the location you were caught in (and if that action is not fighting the monster, it will deal damage to you automatically; see the rules on the Fight action for details. Even if you fight and kill the monster, you cannot continue moving. You're stuck there until your next turn.
  259.  
  260. You can only move once per round, but moving does not count as your action for the round and the movement does not necessarily have to happen on your turn. If another character is going to the same place as yours, you can move with them, including making all relevant Evade checks. This can be useful if, for example, a weaker character is moving through a dangerous area and wants one of the more powerful characters along as an escort. If you move on someone else's turn, you must still wait until your own turn to take an action.
  261.  
  262. After you've moved, flip your move token over to the inactive side. Flip it back over to active once a new round starts.
  263.  
  264. -Evade
  265.  
  266. [i]"I laugh in the face of danger, and then I hide until it goes away."[/i]
  267.  
  268. -Xander Harris
  269.  
  270. When evading a monster, roll your character's Evade skill, minus the monster's Awareness skill. If you get at least one success, you have successfully evaded the monster and can act as though it weren't there. If a location has several monsters, apply only the penalty from the monster with the highest Awareness skill and ignore the others. You can evade as many monsters in as many locations as is necessary to get from one location to another, but as soon as the monsters of a single location spot you, your movement is over and you must deal with whatever monsters are in that location.
  271.  
  272. If multiple characters are moving on the same turn, both of them evade separately. If you successfully evade a monster, you can continue moving if you wish, but don't necessarily have to (if characters are moving together, they may wish to stay together if one of them is caught but the other evades successfully).
  273.  
  274. You can evade monsters as many times as you like without taking up your move or standard actions for the turn.
  275.  
  276. -Fight
  277.  
  278. [i]"This is not gonna' be pretty. We're talkin' violence, strong language, adult content."[/i]
  279.  
  280. -Buffy Summers
  281.  
  282. When fighting a monster, roll your character's Combat dice, minus the monster's own Combat skill. You reduce the monster's health by one for each success. Once its health is reduced to zero, the monster is killed and removed from play. If you deal more damage than the monster has health and there are other monsters in the same area, you can deal the extra damage to them, but only if their Combat score is equal to or lower than that of the monster you just attacked.
  283.  
  284. After taking your turn, if there are monsters in the same location as you and you have not evaded them, they deal damage to you. If you attacked a monster, you cannot attempt to evade the one you attacked, however you can attempt to evade other monsters in the same location.
  285.  
  286. You must be in the same location as a monster in order to fight it.
  287.  
  288. Characters who fight using a gun, sword, axe, flail, stake, knife, or crossbow without being trained in the use of these weapons take a -2 Combat penalty. Hand axes count as axes, machetes count as swords, throwing knives and daggers both count as knives, pistols and shotguns are both guns, and a perfectly-balanced crossbow counts as a crossbow.
  289.  
  290. -Research
  291.  
  292. [i]"Talk to Cordelia? So, research, huh?"[/i]
  293.  
  294. -Xander Harris
  295.  
  296. [i]"Frankly, madam, I haven't the faintest idea what time it is, nor do I care. Now unlock his cell, unstrap him, and bring him to the telephone immediately."[/i]
  297.  
  298. -Rupert Giles
  299.  
  300. Some monsters may not appear on the board until you've successfully researched them (though they can still do damage to Sunnydale even if you haven't found them). Others are invulnerable until researched. The majority of monsters [i]can[/i] be defeated without research, but anyone aware of their weaknesses gains a Combat bonus against them.
  301.  
  302. In order to Research, you must be in the Library, the Computer Lab, Giles' House, or Willow's House. Roll your Research and subtract the target's Obscurity. For each success, decrease a single one of the monster's stats by one, to a minimum of zero, unless the stat is Damage, in which case the minimum is one. If the monster has special qualities, you may remove those instead (unless the text of the quality says otherwise). You can never decrease a monster's health through research.
  303.  
  304. Your research expires after you've killed one of the monsters it applies to. Usually this is because there is only one of the monster you were researching and therefore the research is now of academic interest only, but in the case of generic monsters (especially vampires), it's because the survivors have caught onto your trick. If you like, you can decide not to use the trick you've discovered in your research, allowing the monster to fight at its full stats and qualities until you declare you're using the trick you researched. This is especially useful if you've discovered a trick useful against a large number of generic monsters and you want to save it until it counts.
  305.  
  306. In order to keep track of the weaknesses you've researched, whenever you research a weakness, write down the name of the monster on an index card, and below that the name of whatever stat you're penalizing, followed by tallies tracking how much you're penalizing it by (so if you research the same monster twice to decrease its Combat by 2, you'd write "Combat: II" on the card; this makes it easy to update the card to reflect future research). Once the monster in question is killed, rip up the index card.
  307.  
  308. A monster doesn't have to be in the same location or even on the board at all in order to research it. In fact, you can research monsters that haven't even come up in play yet, anticipating their appearance and building up a set of debuffs to quickly take them down when they arrive (although this will, of course, be wasted if the monster never shows). This does require you to know what the monster's Obscurity is in advance.
  309.  
  310. -Equip
  311.  
  312. [i]"Cool, crossbow! Check out these babies. Goodbye, stakes! Hello, flying fatality!"[/i]
  313.  
  314. -Buffy Summers
  315.  
  316. You can only search for equipment when not on the streets. In order to find equipment, roll your Support. For each success, draw one card from either the normal equipment deck if you're in a standard location or from the armory deck if you're in the Library, Giles' Apartment, or Buffy's House. During play, other locations may be added to the list of locations where you can draw from the armory deck.
  317.  
  318. You can give equipment away to any character who's in the same location as you. You can also leave a piece of equipment in a private location (Giles' or Angel's Apartments, Xander's, Willow's, or Buffy's House) and another character can pick it up later. Though it takes an action to find a piece of equipment, it doesn't require an action to hand off a piece of equipment.
  319.  
  320. -Train
  321.  
  322. [i]"You just run along to class, while I wait for the feeling to return to my arms."[/i]
  323.  
  324. -Rupert Giles, to Buffy Summers
  325.  
  326. Characters can train alone or together in the Library or Giles' Apartment. All involved spend their action for the turn training and roll the highest of their Combat or Support dice. For every two successes, one new ability card is drawn. The ability cards are distributed amongst the characters however the players choose. In the event of a dispute that cannot be resolved, the player whose character has the highest Support score decides.
  327.  
  328. -Refresh
  329.  
  330. [i]"Okay, so what's the difference between this and the pre-fumigation party?"
  331.  
  332. "Much heartier cockroaches"[/i]
  333.  
  334. -Buffy Summers and Xander Harris
  335.  
  336. Characters can roll to recuperate as there are no monsters in that location. When recuperating, roll your Support dice. For every success, you can restore one bond, either to yourself or to a character with who has a bond with you (even if that bond is one-way). In order to refresh a character bond, the other character must be present. In order to refresh a location bond, you must be in that location. In order to refresh a challenge bond, you must have at least one day token.
  337.  
  338. If you wish to replace a character bond, either because the bond has been broken and you want a new one with the same character or because you want to switch a bond to a new character (especially if the old character has died), you can dedicate a Refresh action to replacing the bond. Roll Support, and add up the number of successes to a total Entanglement with the new character. When your Entanglement with the new character is higher than the Support score of the old one, one bond with the old character is replaced by a bond with the new character. The character with whom you are attempting to make a new bond must be present whenever you roll to increase Entanglement. You cannot replace a bond that has a failure token on it.
  339.  
  340. -Work
  341.  
  342. [i]"Yesterday, my life's like, 'Uh-oh, pop quiz!' Today it's, 'rain of toads.'"[/i]
  343.  
  344. -Xander Harris
  345.  
  346. Every character has a school or work-related challenge they must complete in order to refresh its associated bond. This requires that a specific skill be rolled at a specific location, usually in daylight only, but the specific skill and location depends on the character: Giles rolls Support in the Library, Buffy rolls Research in the Classroom, Angel rolls Evade at the Blood Bank, etc. etc. If successful, the character takes a day token representing homework completed, money earned, blood stored, etc. etc. When a relevant card is drawn, a certain number (usually one) of the relevant tokens is consumed.
  347.  
  348. If a character cannot pay the token for the card, the character instead takes a day token flipped over to its failure side and placed on a bond. That bond is broken until a day token is spent to remove it. The player can choose which bond to place the failure token on when they receive it. Spending a day token to remove a failure token from a bond does not take an action. The bond the failure token is placed on does not necessarily have to be the challenge bond that produced the failure token. Maybe the character is neglecting friendships in order to stay on top of their workload.[/spoiler]
  349.  
  350. [b]FEEDING AND THE POPULATION OF SUNNYDALE[/b]
  351. [spoiler]
  352. [i]"There are things I will not tolerate. Students loitering on campus after school. Horrible murders with hearts being removed. And also smoking."[/i]
  353.  
  354. -Principal Snyder
  355.  
  356. Each non-street location starts with a number of blue cubes representing the people of Sunnydale, depending on what the location is (some areas are sparsely populated and have one or even no cubes, others are densely packed with a half-dozen or more). When random events or activated monsters inflict casualties on the population, remove a number of cubes from the area equal to the number of casualties specified.
  357.  
  358. Monsters are activated either because the player chose to have a specific neighborhood feed during the Forces of Evil phase of their turn, or because a card was drawn from the Forces of Evil deck which caused the monsters to feed, either in a specific neighborhood or all across Sunnydale. When activated, the red vampire cubes move about the city according to the following:
  359.  
  360. Whenever a vampire is created by any means, they are immediately added to the cemetery in the same neighborhood unless otherwise stated.
  361.  
  362. When there are red vampire cubes in a cemetery, they will leave that cemetery for the streets of the nearest neighborhood.
  363.  
  364. When there are red vampire cubes in a neighborhood with blue cubes, they will remain in the streets and attack the location with the fewest blue cubes (if two or more locations are tied, the players pick which location is attacked), removing one blue cube for each red vampire cube in the neighborhood.
  365.  
  366. If are red vampire cubes in a neighborhood with a completely empty location, they'll make a nest, moving inside the location, and from then on will instead attack whichever location in that neighborhood has the most cubes. However, nested vampires only kill half as many blue cubes as there are red cubes in the nest, rounded up (so a nest of two vampires kills one cube at a time, but three or four kills two). Determine which location has the most cubes separately for each vampire (so that, for example, if the Magic Box has four cubes, Sun Cinema has three, and there are five vampires in a nest in Decker Hardware and the rest of Maple Court is empty, the first vampire will attack the Magic Box, the second will attack either the Magic Shop or the Sun Cinema, and the third will attack whichever of the two was not attacked previously). If a vampire nest kills at least two cubes in one turn, raise a new red vampire cube in the cemetery.
  367.  
  368. If a nest has five vampires in it already, replace one of the red cubes with a red pyramid representing a vampire boss. The nest is now full, and any new vampires will have to find a new nest. If none are available, they'll be forced to remain in the streets.
  369.  
  370. Whenever there are more red vampire cubes than blue population cubes in a neighborhood, the blue cubes will flee the neighborhood for someplace safer. The players may rearrange the blue cubes of that neighborhood in any way they like. You can leave them there, move them into safe neighborhoods with a high density of blue cubes, or move them into deserted neighborhoods to repopulate them.
  371.  
  372. If there are red vampire cubes in the streets of a neighborhood with no more blue cubes, they'll move into the streets of a neighboring neighborhood, even if there's space available in nests. The streets of a neighborhood with no blue cubes are treated as being blocked by any nested vampires; if you attempt to pass through and fail to evade the vampires, the most densely populated nest will leave the location they've nested in and come out into the streets to fight. At the end of the fight, any surviving vampires will return to their nest. However, the nested vampires do not leave their nests or kill blue cubes in other neighborhoods.
  373.  
  374. If a neighborhood has no blue cubes left in it, you cannot take any actions there except movement, evasion, and combat. You cannot train, equip, refresh, research, or work in a deserted neighborhood (whether or not there are any red vampire cubes in the same neighborhood).
  375.  
  376. Special monsters (those represented by their own token and not a red vampire cube or pyramid) have unique behaviors which they follow when activated. Reference the specific entries for these monsters to determine what these behaviors are. Several of them also get to act every Forces of Evil phase, whether or not they've been activated, often with a different sort of behavior from when they are activated. In this case, their behavior text will specify that they act during every Forces of Evil phase.[/spoiler]
  377.  
  378. [b]ENEMIES[/b]
  379.  
  380. [spoiler]
  381.  
  382. [i]"Now, if it were a nice ogre or some such I'd be more in my element."[/i]
  383.  
  384. -Rupert Giles
  385.  
  386. Fresh Vampire [Vampire]
  387.  
  388. Vampires in a cemetery are always fresh (because the first action a vampire takes is to leave a cemetery and they never come back, you will only find vampires in cemeteries if they haven't been around very long).
  389.  
  390. Health: 1
  391. Armor: 0
  392. Combat: 0
  393. Damage: 1
  394. Perception: 0
  395. Obscurity: 0
  396.  
  397. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  398.  
  399. Generic Vampire: When you research one creature with this quality, you may use the research benefit against any creature with the same quality. This quality cannot be removed through research.
  400.  
  401. Behavior: When activated, moves from cemetery to adjacent streets (thus becoming a Wandering Vampire).
  402.  
  403. Wandering Vampire [Vampire]
  404.  
  405. Vampires who are found in city streets are Wandering Vampires. This only applies to vampires who are always in the streets of a neighborhood. If a vampire emerges from their nest to attack someone for any reason, they are still considered Nested Vampires (see below).
  406.  
  407. Health: 1
  408. Combat: 1
  409. Armor: 0
  410. Damage: 1
  411. Perception: 1
  412. Obscurity: 0
  413.  
  414. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  415.  
  416. Generic Vampire: When you research one creature with this quality, you may use the research benefit against any creature with the same quality. This quality cannot be removed through research.
  417.  
  418. Behavior: When activated, if there are blue cubes in the neighborhood and one of the non-street locations is empty or has 4 or fewer red cubes in it, move into that location (thus becoming a Nested Vampire). If there are blue cubes and none of the non-street locations are empty, remove one blue cube from the least densely populated location in the neighborhood. If there are no blue cubes in the neighborhood, move to the adjacent neighborhood with the fewest blue cubes.
  419.  
  420. Nested Vampire [Vampire]
  421.  
  422. Vampires who have found a nest are Nested Vampires. They are still Nested Vampires even if they leave their nest for whatever reason (intercepting someone attempting to pass through a neighborhood with no blue cubes, for example).
  423.  
  424. Health: 1
  425. Combat: 1
  426. Armor: 0
  427. Damage: 2
  428. Perception: 2
  429. Obscurity: 0
  430.  
  431. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  432.  
  433. Generic Vampire: When you research one creature with this quality, you may use the research benefit against any creature with the same quality. This quality cannot be removed through research.
  434.  
  435. Behavior: When activated, remove one blue cube for every two vampires in the nest (rounded up) in the most densely populated location in the same neighborhood. If at least two blue cubes are removed, add one red cube to the neighborhood's cemetery.
  436.  
  437. Boss Vampire [Vampire]
  438.  
  439. When five vampires nest together, one of them becomes a Boss Vampire. Replace one of the five red cubes with a red pyramid to indicate the boss.
  440.  
  441. Health: 3
  442. Combat: 2
  443. Armor: 1
  444. Damage: 2
  445. Perception: 2
  446. Obscurity: 0
  447.  
  448. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  449.  
  450. Generic Vampire: When you research one creature with this quality, you may use the research benefit against any creature with the same quality. This quality cannot be removed through research.
  451.  
  452. Behavior: As Nested Vampire.
  453.  
  454. Claw Vampire [Vampire]
  455.  
  456. A vampire of unknown name who sports a large set of claws, making him a slightly more deadly threat than most of your tougher vampires. He also claims a lot more victims than the standard variety.
  457.  
  458. Health: 3
  459. Combat: 2
  460. Armor: 1
  461. Damage: 3
  462. Perception: 2
  463. Obscurity: 1
  464.  
  465. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  466.  
  467. Better Than Radar: When defeated in battle, the Claw Vampire can be used to remove any quality that prevents another monster from being placed on the board or attacked (example: She-Mantis' "Human Guise" and Catherine Madison's "Body Swap"). After using this quality, remove it, and then shuffle the Claw Vampire back into the Evil deck. This quality cannot be removed through research.
  468.  
  469. Behavior: When activated, moves to a random neighborhood, removes two blue population cubes, and turns a third into a red vampire cube.
  470.  
  471. Andrew Borba [Vampire]
  472.  
  473. A man, crazy in life, who is of particular threat in death. Though fairly weak for a member of the Order of Aurelius, he is nevertheless a contributor to the Master's rise.
  474.  
  475. Health: 3
  476. Combat: 2
  477. Armor: 2
  478. Damage: 2
  479. Perception: 1
  480. Obscurity: 1
  481.  
  482. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  483.  
  484. Behavior: When activated, moves to a random neighborhood and removes two blue population cubes. One of them is sired into a vampire placed in the cemetery of the same neighborhood, the other is donated to the Master. If the Master is not in play, the second cube is simply removed from play.
  485.  
  486. The Three [Vampire]
  487.  
  488. A set of three master assassins in the Order of Aurelius, sent by the Master to kill whoever he fears my interfere with his nefarious schemes.
  489.  
  490. Health: 8
  491. Combat: 3
  492. Armor: 2
  493. Damage: 2
  494. Perception: 2
  495. Obscurity: 1
  496.  
  497. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  498.  
  499. Behavior: When activated, moves to the current location of the scooby with the highest Combat score.
  500.  
  501. Luke [Vampire]
  502.  
  503. The Master's most powerful lieutenant, and the vessel for his Harvest. Easily the greatest threat to Sunnydale the Order of Aurelius has to offer.
  504.  
  505. Health: 4
  506. Combat: 4
  507. Armor: 2
  508. Damage: 3
  509. Perception: 2
  510. Obscurity: 1
  511.  
  512. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  513.  
  514. The Harvest: When this creature is in play, roll a die during every Forces of Evil phase. On a 1, the Harvest begins. Luke immediately moves to the location with the most dense population of blue cubes. He brings five Wandering Vampires with him. If the city's streets do not have enough Wandering Vampires, he will draw them from cemeteries instead (they still become Wandering Vampires and not Fresh Vampires). If the cemeteries do not have enough, he will immediately convert as many blue population cubes in his location as he needs to get a total of five Wandering Vampires. Once he has gathered his crew and arrived at his destination, every Forces of Evil phase he and each of his remaining Wandering Vampires gives one blue cube to the Master [i]unless[/i] a scooby fought him or one of his underlings in the same round, in which case he does nothing. Thus, the Harvest can be prevented indefinitely so long as at least one scooby keeps fighting Luke and his crew. This quality cannot be removed through research.
  515.  
  516. Behavior: When activated, moves to a random neighborhood and removes two blue population cubes. One of them is sired into a vampire placed in the cemetery of the same neighborhood, the other is donated to the Master. If the Master is not in play, the second cube is simply removed from play.
  517.  
  518. Darla [Vampire]
  519.  
  520. Though not as powerful as Luke, Darla is more subtle. She packs a pair of pistols that make her extremely lethal.
  521.  
  522. Health: 3
  523. Combat: 3
  524. Armor: 1
  525. Damage: 5
  526. Perception: 3
  527. Obscurity: 1
  528.  
  529. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  530.  
  531. Manipulator: When Darla deals damage, the player must pick one bond which is not only drained, but broken.
  532.  
  533. Beahavior: When activated, moves to a random neighborhood and removes two blue population cubes. One of them is sired into a vampire placed in the cemetery of the same neighborhood, the other is donated to the Master. If the Master is not in play, the second cube is simply removed from play.
  534.  
  535. The Anointed One [Vampire]
  536.  
  537. A small child who has been taken by the Master as his apprentice due to his being of vital importance to a Codex prophecy about the death of a Slayer and the rise of the Master. Badly in need of acting lessons.
  538.  
  539. Health: 1
  540. Combat: 0
  541. Armor: 0
  542. Damage: 1
  543. Perception: 0
  544. Obscurity: 5
  545.  
  546. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  547.  
  548. Lure: When the Master needs only one blue population cube to rise, the Anointed One finds a random Slayer and immediately lures them into the Hellmouth.
  549.  
  550. The Master's Apprentice: If the Master has not been put into play during this game, the Anointed One does not appear on the board. If the Master was in play, but is now dead, the Anointed One does appear on the board (for all the good he'll do).
  551.  
  552. Prophecy: While in the Hellmouth with the Anointed One, the Master gains +1 Combat. While the Anointed One is in play, every other Big Bad takes -1 Combat. After a single Combat taking a penalty from the Anointed One, the other Big Bad will kill the Anointed One as soon as the two of them are in the same location again (which will be immediately if the Master is dead).
  553.  
  554. Behavior: When activated, moves to the location of the Master. If the Master is dead, moves to the location of another Big Bad. The Anointed One always moves after the Master does, so if both are activated simultaneously, the Master will move, and then the Anointed One will follow.
  555.  
  556. The Master [Vampire]
  557.  
  558. The leader of the Order of Aurelius, he is over a thousand years old and astonishingly powerful. He has been trapped in the Hellmouth for a century since he failed to open it previously. Now the stars have aligned and he has risen again.
  559.  
  560. Health: 4
  561. Combat: 6
  562. Armor: 1
  563. Damage: 3
  564. Perception: 2
  565. Obscurity: 3
  566.  
  567. Vampire: When using a wooden stake or crossbow against this creature, you deal twice as much damage and ignore armor. This quality cannot be removed through research.
  568.  
  569. Celerity: Ranged weapons provide no bonuses against this creature.
  570.  
  571. Order of Aurelius: Whenever the Master is in play, when nests of five vampires feed, the third blue cube is sent to the Master instead of simply removed.
  572.  
  573. Hypnosis: Upon first meeting the Master, a scooby must roll a die for each bond they have (depleted and broken bonds do not count), minus 4 (minimum of zero). If this roll produces at least one success, nothing happens. If this roll does not produce any successes, the scooby is hypnotized and cannot act or move. Once per turn, if the Master is still in the same location the scooby may attempt another roll to break the hypnosis. Once the hypnosis is broken, that scooby is never vulnerable to hypnosis from the Master again. If the Master leaves while the scooby is hypnotized, the hypnosis ends automatically, however the scooby is not immune to being hypnotized by the Master in the future.
  574.  
  575. Stuck In The Hellmouth: The Master cannot leave the Hellmouth and has +1 Combat. This quality cannot be removed through research, but it is removed once he acquires thirteen blue cubes. All blue cubes he acquires for purposes of removing this quality are treated as removed from the game completely for all other purposes.
  576.  
  577. Prophecy: The Master has +1 Combat against Slayers in the Hellmouth. Outside the Hellmouth, he instead has -1 Combat against them.
  578.  
  579. Behavior: Remains in the Hellmouth until his Stuck In The Hellmouth quality is removed. When activated after the Stuck In The Hellmouth quality has been removed, he moves to the most densely populated location, converts two blue population cubes into red vampire cubes, and spawns one Hellmouth Spawn in the Hellmouth.
  580.  
  581. Catherine Madison [Magic]
  582.  
  583. A woman so obsessed with recapturing her youth that she turned to black magic to get it.
  584.  
  585. Health: 1
  586. Combat: 1
  587. Armor: 0
  588. Damage: 1
  589. Perception: 3
  590. Obscurity: 3
  591.  
  592. Curse: Every turn Catherine is in play, roll a die during the Forces of Evil phase. On a 2, remove a blue cube from Sunnydale High as her dark magic claims another victim. On a 3-6, the most recent victim of her curse has survived the ordeal. On a 1, the target is one of the scoobies. Randomly select the target, and break one bond every time that target takes an action. The bonds remain broken until Catherine is removed from play, at which point they become depleted instead. If there are no blue cubes in Sunnydale High, Catherine removes a [i]red[/i] cube on a 1 or 2. This does mean that Catherine will not attack scoobies if there are no blue population cubes left in Sunnydale High, although if she's cursed one already they will continue to suffer its effects. If Sunnydale High is completely deserted, Catherine does nothing; do not roll at all. This quality cannot be removed.
  593.  
  594. Stolen Life: When Catherine is in play, her daughter Amy is swapped into Catherine's body. If Amy Madison is being played as a scooby, she can no longer gain day tokens (Amy does not know how to work for a living and, being in Catherine's body, can't go to high school). Only Amy can remove this quality through research, in which case she begins working at a location of her choice, using the skill of her choice, and is now considered an adult rather than a student.
  595.  
  596. Body Swap: Catherine does not appear on the board and thus cannot be attacked. This quality can only be removed through a successful Research roll made at the Madison House. Once removed, it's replaced with Trophy Swap. If Amy Madison is one of the scoobies, the quality is immediately replaced by Trophy Swap.
  597.  
  598. Trophy Swap: This quality does not come into play until the Body Swap quality is removed. With a successful Research roll at the Chemistry Lab, Catherine is immediately removed from play, and her daughter Amy gets her body back.
  599.  
  600. Dark Magic: Catherine attacks her target from any distance, dealing 2 magical damage.
  601.  
  602. Behavior: Catherine Madison spawns in a random location in Sunnydale High and moves to a random location in Sunnydale High when activated. She will not attack scoobies unless she is attacked first (although her curse might still hit them). If her Body Swap quality is removed and replaced with Trophy Swap, every turn a scooby is in Sunnydale High, Catherine attacks with her Dark Magic quality during the Forces of Evil phase. If this quality has been removed, she moves to the scooby's location to attack in person instead. Catherine always targets the scooby with the lowest Combat score in Sunnydale High, and ignores any scoobies outside of Sunnydale High.
  603.  
  604. She-Mantis [Monster]
  605.  
  606. A giant praying mantis capable of disguising itself as a human woman to hunt down its human prey.
  607.  
  608. Health: 6
  609. Combat: 2
  610. Armor: 3
  611. Damage: 1
  612. Perception: 3
  613. Obscurity: 2
  614.  
  615. Cougar: Every time a male student scooby is in the same location as the She-Mantis, they must roll Lore against her. If they do not gain at least one success, they are trapped in the Vacant House and cannot leave or take any actions except attempting to escape. The trapped scooby can attempt to escape by rolling to Evade. Unlike normal evasions, this counts as their action for the turn. They must roll as though the She-Mantis were there even if she is elsewhere, but still only takes damage if she is also in the Vacant House.
  616.  
  617. Human Guise: The She-Mantis cannot be attacked.
  618.  
  619. Durable: When killed, do not discard the She-Mantis. Instead, place her back into the Evil deck, and shuffle it. Do not place any other discarded evil cards into the Evil deck, just the She-Mantis.
  620.  
  621. Behavior: When activated, the She-Mantis moves to a random location in Sunnydale High. Every Forces of Evil phase the She-Mantis is in play, roll a die. On a 2-6, the She-Mantis lures one blue population cube from her current location (if there are any) to the Vacant House, then goes to a random location in Sunnydale High. On a 1, she returns to the Vacant House and devours all of the population cubes currently trapped there. Once she is killed, the players may redistribute the surviving blue cubes trapped by the She-Mantis however they like. She will not attack scoobies unless she is attacked or someone trapped in the Vacant House tries to escape.
  622.  
  623. Doctor Weirick [Magic]
  624.  
  625. A man who works for the Sunnydale Zoo and also happens to be a studier of Masai black magic.
  626.  
  627. Health: 3
  628. Combat: 2
  629. Armor: 0
  630. Damage: 2
  631. Perception: 2
  632. Obscurity: 3
  633.  
  634. Masai Ritual: When Doctor Weirick is put into play, the Pack is also put into play. If they are defeated through the removal of the Feral quality and Weirick kills a scooby at the Sunnydale Zoo, Weirick loses this quality and gains Hyena Spirit instead.
  635.  
  636. Hyena Spirit: If Doctor Weirick successfully completes his ritual, all of his stats increase by 1.
  637.  
  638. Behavior: Weirick stays at the Sunnydale Zoo until the Pack's Feral quality is removed. Then he will attempt to kill whichever Scooby was lured to the Zoo by the removal of that quality to gain the Hyena Spirit quality. Once he has the Hyena Spirit quality, he moves to the streets of a random neighborhood and removes a blue population cube from the least densely populated location that still has at least one blue cube remaining whenever he is activated. If the neighborhood he's moved to has no blue population cubes, he'll do nothing.
  639.  
  640. The Pack [Magic]
  641.  
  642. Hyena spirits trapped inside the bodies of a pack of normal students, turning them into vicious, cannibalistic killers with preternatural strength and speed.
  643.  
  644. Health: 8
  645. Combat: 3
  646. Armor: 1
  647. Damage: 2
  648. Perception: 2
  649. Obscurity: 3
  650.  
  651. The Enemy Within: A randomly chosen Scooby cannot achieve their good objective while the Pack is in play. All of their character bonds are replaced by bonds with the Pack. One of these bonds depletes every time they take an action in a location other than the one the Pack is in. All of them deplete if they take an action targeting the Pack (including fighting them, evading them, or researching them).
  652.  
  653. Territorial: The Pack will chase any character who fights them, following them wherever they go until that character evades them. This quality cannot be removed through research.
  654.  
  655. Feral: When this quality is removed, the Pack is immediately defeated, however the scooby with the lowest Support score is immediately drawn to the Sunnydale Zoo, where Weirick will attack. This quality can only be removed through a successful research check made at the Sunnydale Zoo.
  656.  
  657. Behavior: When activated, the Pack initially wanders randomly through Sunnydale High. Every Forces of Evil phase the Pack is in play, roll a die. On a 3-6, nothing happens. On a 1 or 2, remove one blue population cube from their location in Sunnydale High. If there are no cubes in their current location, move them to another random location in Sunnydale High. After removing their first cube, the Pack moves into a random neighborhood. From now on, when activated they remove five population cubes from the least densely populated location in their neighborhood that still has at least one blue cube, then move to a random location. If the location they're attacking runs out of blue population cubes before they've killed five, the Pack moves on to the next least populated location until they've killed five. If the entire neighborhood runs out before they reach five, they stop.
  658.  
  659. Moloch the Corruptor [Tech] [Demon]
  660.  
  661. An ancient demon sealed in a book, who can only be unsealed by reading that book. He was absent-mindedly scanned into a computer and has now possessed the internet.
  662.  
  663. Health: 5
  664. Combat: 2
  665. Armor: 5
  666. Damage: 2
  667. Perception: 1
  668. Obscurity: 2
  669.  
  670. Corruptor: Every Forces of Evil phase, roll a die. On a 1, a blue population cube is removed and a Moloch Cultist is put into play. This quality cannot be removed through research.
  671.  
  672. Binding: Moloch can be bound into a book by removing this quality. However, if the first attempt to bind him fails, he is permanently unbound and can only be defeated by destroying his corporeal form.
  673.  
  674. Behavior: Once corporealized, Moloch moves to the location with the most population cubes when activated. Every Forces of Evil phase, he converts one of these cubes into a Moloch Cultist.
  675.  
  676. Moloch Cultist [Tech]
  677.  
  678. An otherwise innocent guy with computer skills who was convinced by the supernaturally persuasive Moloch to become an insane cultist.
  679.  
  680. Health: 1
  681. Combat: 0
  682. Armor: 0
  683. Damage: 1
  684. Perception: 1
  685. Obscurity: 2
  686.  
  687. Incorrigible: A character can attempt to convert a Moloch Cultist back into a normal blue population cube. In order to do so, they must roll their Support minus the Cultist's Obscurity. On a success, they are converted. This counts as killing a Cultist for purposes of ending Research debuffs. This quality cannot be removed through research.
  688.  
  689. Behavior: After creation, Moloch cultists immediately move to Calax Research and Development. Once there are at least three of them there, Moloch is corporealized. When activated, they follow Moloch's corporealized form. If he hasn't been corporealized, they do nothing when activated.
  690.  
  691. Sid [Magic]
  692.  
  693. A demon hunter who was cursed to become a puppet. His strategy for identifying demons in disguise seems to be limited to murdering every unusually strong teenager he finds.
  694.  
  695. Health: 3
  696. Combat: 2
  697. Armor: 2
  698. Damage: 3
  699. Perception: 1
  700. Obscurity: 2
  701.  
  702. Sloppy Demon Recognition: When this quality is removed, Sid is removed from play, Marc's "Human Guise" quality is removed, and all scoobies gain +1 to their Combat scores when fighting Marc because of Sid's help.
  703.  
  704. Behavior: When activated, moves to the current location of the scooby with the highest Combat score.
  705.  
  706. Marc [Demon]
  707.  
  708. A demon in disguise, who's murdering people in order to harvest the organs he needs to retain his human disguise.
  709.  
  710. Health: 3
  711. Combat: 2
  712. Armor: 1
  713. Damage: 2
  714. Perception: 2
  715. Obscurity: 2
  716.  
  717. Human Guise: Marc cannot be attacked.
  718.  
  719. Behavior: When activated, Marc wanders Sunnydale High randomly and removes a single blue population cube. He will not attack scoobies unless they attack him.
  720.  
  721. The Ugly Man [Psychic]
  722.  
  723. The manifestation of the nightmares of a comatose boy Billy, "lucky nineteen," who was beaten unconscious by his coach after losing a little league game. The Ugly Man also causes other nightmares to become real, transforming Sunnydale into a nightmarish hellscape in short order.
  724.  
  725. Health: 6
  726. Combat: 3
  727. Armor: 2
  728. Damage: 2
  729. Perception: 2
  730. Obscurity: 1
  731.  
  732. Nightmare Spawning: Every Forces of Evil phase, the Ugly Man spawns a random nightmare in a random neighborhood. Roll a die. On a 1-2, he causes a Nightmare Attack (see the Nightmare Attack quality). On a 3-4, he causes a Nightmare Transformation (see the Nightmare Transformation quality). On a 5-6, he spawns a Nightmare Monster. This quality cannot be removed with research.
  733.  
  734. Night Terror: If Sunnydale's Fear is higher than a Scooby's Support, they deplete one bond every time they take an action. This quality cannot be removed with research.
  735.  
  736. Nightmare Attack: Lost in the stacks, spiders everywhere, naked in class. A nightmare attack isn't immediately dangerous, but it [i]is[/i] terrifying. A random scooby must roll their Support minus Sunnydale's current Fear level. If they fail, the scooby has a bond depleted instantly and the Fear level rises by 1 (use a stack of failure tokens to track Sunnydale's Fear level). If they succeed, Fear is decreased by 1 instead. This quality cannot be removed with research.
  737.  
  738. Nightmare Transformation: Sometimes, what someone has the most nightmares about is not being attacked by monsters, but becoming one. Roll a die. On a 2-6, a blue population cube in the Ugly Man's neighborhood is transformed into a Nightmare Monster. On a 1, bump up Fear by 2, but a random scooby gains +1 to all of their skills until the Ugly Man is removed from play. This quality cannot be removed with research.
  739.  
  740. Nightmare World: Every time Sunnydale's Fear reaches or exceed 5, a random location in a random neighborhood is transformed into a Nightmare World. When this happens, reduce Sunnydale's Fear by 3. If this doesn't reduce Fear below 5, another location is immediately transformed. Every Forces of Evil phase, a single blue cube is removed from transformed locations. Sunnydale's Fear increases by 1 every time a blue cube is removed by a Nightmare World. This quality cannot be removed with research.
  741.  
  742. Mysterious Nightmare: You cannot remove the Recurring Nightmare quality.
  743.  
  744. Recurring Nightmare: When the Ugly Man's health is reduced to 0, Sunnydale's Fear decreases by 2 and he immediately respawns in a random neighborhood. In order to defeat the Ugly Man, Sunnydale's Fear must be reduced to zero and the Ugly Man must be defeated. Sunnydale's Fear must be zero when the Ugly Man is defeated. If it is two or less when he is defeated, then defeating him will reduce Fear to 0, but the Ugly Man still respawns. This quality cannot be removed by research, but it can be removed by making a successful Support check, with a penalty equal to Sunnydale's current Fear, at the Sunnydale Hospital.
  745.  
  746. Behavior: When activated, the Ugly Man moves to a random neighborhood and removes a single blue population cube. Sunnydale's Fear increases by 1.
  747.  
  748. Nightmare Monster [Psychic]
  749.  
  750. Some nightmares are the sort that seem silly when you wake up. Some are more about being embarrassed than being scared for your life. Some, however, are really quite lethal.
  751.  
  752. Health: 2
  753. Combat: 1
  754. Armor: 1
  755. Damage: 2
  756. Perception: 2
  757. Obscurity: 5
  758.  
  759. Nightmare: When you defeat this creature, lower Sunnydale's Fear level by 1.
  760.  
  761. Behavior: When activated, the Nightmare Monster moves to a random location and removes one blue population cube. Sunnydale's Fear level rises by 1.
  762.  
  763. Marcie Ross [Psychic]
  764.  
  765. A girl so unpopular the ambient magic of the Hellmouth turned her invisible.
  766.  
  767. Health: 1
  768. Combat: 6
  769. Armor: 0
  770. Damage: 2
  771. Perception: 3
  772. Obscurity: 3
  773.  
  774. Behavior: When activated, Marcie moves to a random location in Sunnydale High and removes one blue population cube. If there are none in the location she moved to, she does nothing. She begins as passive towards the scoobies, but once one of them attacks her, she becomes hostile to all scoobies (like regular monsters).
  775.  
  776. Hellmouth Spawn [Demon]
  777.  
  778. Apocalyptically powerful creatures waiting to emerge from the Hellmouth. Letting even one out could be catastrophic.
  779.  
  780. Health: 10
  781. Combat: 3
  782. Armor: 2
  783. Damage: 4
  784. Perception: 1
  785. Obscurity: 2
  786.  
  787. No Ontological Inertia: If the Master is killed, the Hellmouth Spawn is sucked back into the Hellmouth and removed from play.
  788.  
  789. Behavior: If there are scoobies in the same location as the Hellmouth Spawn, it will stay there to fight them. Otherwise, when the Hellmouth Spawn moves to the most densely populated location in the neighborhood and devours [i]every[/i] blue population cube there. If the neighborhood is deserted, it moves into an adjacent one.[/spoiler]
  790.  
  791. [b]DECKS[/b]
  792.  
  793. [spoiler]
  794.  
  795. Evil deck:
  796.  
  797. -Feeding: Monsters in the indicated neighborhood are activated. (15)
  798. -Feeding Frenzy: Monsters throughout the entire city are activated. (15)
  799. -Bills: Everyone with Money day tokens loses one. (15)
  800. -Pop Quiz: Everyone with Study day tokens loses one. (15)
  801. -Rise From the Grave: The indicated cemetery gains one red vampire cube. (12)
  802. -Siring: Pick one blue population cube to transform into a red vampire cube. Place the vampire cube in the cemetery located in whichever neighborhood you removed the population cube from. (12)
  803. -Accidental Death: Pick one blue population cube to remove from the board. (3)
  804. -Major Test: Everyone with Study day tokens loses three. (3)
  805. -Car Maintenance: Everyone with Money day tokens loses three. (3)
  806. -Earthquake: Roll a die. That many blue population cubes are removed from the location of your choice, and everyone with Money day tokens loses one. (1)
  807. -Finals: Everyone with Study day tokens loses five. (1)
  808. -Worst Day Ever: Everyone with Study or Money day tokens loses three [i]and[/i] monsters throughout the entire city are activated. (1)
  809. -The Three: The Three enter play. (1)
  810. -Bus Crash: Remove three blue population cubes from the location of your choice. Andrew Borba and the Anointed One are put into play in a random location. (1)
  811. -Freaky Friday: Catherine Madison enters play in a random location in Sunnydale High. (1)
  812. -Substitute Teacher: The She-Mantis enters play in the Vacant House. (1)
  813. -Field Trip: Doctor Weirick enters play in Sunnydale Zoo. (1)
  814. -Scanned The Wrong Book: Moloch the Corrupter enters play; being incorporeal, he does not have a specific location. (1)
  815. -Talent Show: Sid and Marc enter play in two different random locations in Sunnydale High. (1)
  816. -Now The Nightmare's Real: The Ugly Man enters play in a random location and Sunnydale's Fear level is increased by 2. (1)
  817. -Invisible Assault: Roll a die. On a 1, a blue population cube is removed from Sunnydale High. Either way, Marcie Ross enters play in a random location in Sunnydale High. (1)
  818.  
  819. Equipment deck:
  820.  
  821. -Book: +1 Research, 3 uses (5)
  822. -A Well-Timed Joke: +2 Support, 1 use (4)
  823. -Fire Extinguisher: +1 Combat, 1 use (3)
  824. -Cell Phone: When you Refresh, you may treat one person as being there even though they aren't. Contraband. (3)
  825. -Baseball bat: +1 Combat (3)
  826. -Knife: +2 Combat, Contraband (3)
  827. -Clue: +3 Research, 1 use (2)
  828. -Laptop: Can Research anywhere. 3 uses (2)
  829. -Pipe: +1 Combat (2)
  830. -Fire Axe: +2 Combat (1)
  831. -Pistol: +3 Combat, Ranged, Contraband (1)
  832. -Shotgun: +4 Combat, Ranged, Contraband (1)
  833.  
  834. Armory deck:
  835.  
  836. -Stake: +1 Combat (10)
  837. -Crossbow: +3 Combat, Ranged (3)
  838. -Torch: +1 Combat, 1 use (3)
  839. -Dagger: +1 Combat, Contraband (3)
  840. -Machete: +2 Combat (3)
  841. -Axe: +3 Combat (2)
  842. -Sword: +3 Combat (2)
  843. -Flail: +3 Combat (1)
  844. -Hand Axe: +1 Combat (1)
  845. -Throwing Knives: +1 Combat, Ranged (1)
  846. -Perfectly Balanced Crossbow: +4 Combat, Ranged (1)
  847.  
  848. Ability deck:
  849.  
  850. -Weapon Training: Learn how to use a new weapon (8)
  851. -Martial Arts Drills: Turn in number equal to Combat score +1 to increase Combat by 1 (7)
  852. -Stealth Drills: Turn in number equal to Evade skill +1 to increase Evade by 1 (7)
  853. -Hidden Technique: Cut opponent's Combat in half, 1 use (3)
  854. -Teamwork: When in the same location as a character of your choice (declared now), you both gain +1 Combat and Evade (3)
  855. -Focus: Gain +1 to skill of your choice (1)
  856. -Deadly Technique: Reduce target's Combat to zero, 1 use (1)[/spoiler]
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